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5E_PHB_Classes

Chapter 3 introduces the concept of classes in adventuring, defining how a character's class shapes their abilities, interactions, and worldview. It outlines twelve distinct classes, such as Barbarian, Bard, and Wizard, each with unique features and progression tables. The chapter also discusses multiclassing, allowing characters to combine abilities from different classes, and provides specific details about the Barbarian class, including its features, proficiencies, and equipment.

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0% found this document useful (0 votes)
21 views75 pages

5E_PHB_Classes

Chapter 3 introduces the concept of classes in adventuring, defining how a character's class shapes their abilities, interactions, and worldview. It outlines twelve distinct classes, such as Barbarian, Bard, and Wizard, each with unique features and progression tables. The chapter also discusses multiclassing, allowing characters to combine abilities from different classes, and provides specific details about the Barbarian class, including its features, proficiencies, and equipment.

Uploaded by

john.chilton
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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C h a p t e r 3: C l a s s e s

DVENTURERS ARE EXTRAORDINARY PEOPLE,


A Your class gives you a variety o f sp ecia l features, such
driven by a thirst for excitem ent into a as a fighter’s m astery o f w ea p on s and armor, and a
life that others w ou ld never dare lead. w iza rd ’s spells. At low levels, your class gives you only
T h ey are h eroes, com p elled to explore the tw o or three features, but as you advance in level you
dark p la ces o f the w orld and take on the gain m ore and your existing features often im prove.
challen ges that lesser w om en and m en Each class entry in this chapter includes a table
ca n ’t stand against. su m m arizin g the benefits you gain at every level, and
C lass is the prim ary definition o f w hat your character a detailed explanation o f each one.
can do. It’s m ore than a profession; it’s your character’s Adventurers som etim es advance in m ore than one
calling. C lass sh ap es the w ay you think about the class. A rogu e m ight sw itch direction in life and sw ear
w orld and interact with it and your relationship with the oath o f a paladin. A barbarian m ight d iscover latent
other p eop le and p ow ers in the m ultiverse. A fighter, m agical ability and dabble in the sorcerer class w hile
for exam ple, m ight view the w orld in pragm atic term s continuing to advance as a barbarian. Elves are kn ow n
o f strategy and m aneuvering, and see h erself as ju st a to com bin e m artial m astery w ith m agical training
paw n in a m uch larger gam e. A cleric, by contrast, might and advance as fighters and w izards sim ultaneously.
see h im self as a w illing servant in a g o d ’s u nfolding plan O ptional rules for com bin in g cla sses in this way, called
or a con flict brew in g a m on g various deities. W h ile the m ulticlassing, appear in chapter 6.
fighter has contacts in a m ercen a ry com pa n y or army, Twelve c la s se s—listed in the C la sses table—are found
the cleric m ight kn ow a num ber o f priests, paladins, and in alm ost every D & D w orld and define the sp ectru m o f
devotees w h o share his faith. typical adventurers.

C lasses
Hit Primary Saving Throw Armor and Weapon
Class Description Die Ability Proficiencies Proficiencies
Barbarian A fierce warrior of primitive background d12 Strength Strength & Light and medium armor, shields,
who can enter a battle rage Constitution simple and martial weapons
Bard An inspiring magician whose power d8 Charisma Dexterity & Light armor, simple weapons, hand
echoes the music of creation Charisma crossbows, longswords, rapiers,
shortswords
Cleric A priestly champion who wields divine d8 Wisdom Wisdom & Light and medium armor, shields,
magic in service of a higher power Charisma simple weapons
Druid A priest o f the Old Faith, wielding the d8 Wisdom Intelligence Light and medium armor (nonmetal),
powers of nature— moonlight and & Wisdom shields (nonmetal), clubs, daggers,
plant growth, fire and lightning— and darts, javelins, maces, quarterstaffs,
adopting animal forms scimitars, sickles, slings, spears
Fighter A master o f martial combat, skilled with d10 Strength or Strength & All armor, shields, simple and martial
a variety o f weapons and armor Dexterity Constitution weapons
Monk An master of martial arts, harnessing d8 Dexterity & Strength & Simple weapons, shortswords
the power of the body in pursuit of Wisdom Dexterity
physical and spiritual perfection
Paladin A holy warrior bound to a sacred oath d10 Strength & Wisdom & All armor, shields, simple and martial
Charisma Charisma weapons
Ranger A warrior who uses martial prowess and d10 Dexterity & Strength & Light and medium armor, shields,
nature magic to combat threats on the Wisdom Dexterity simple and martial weapons
edges of civilization
Rogue A scoundrel who uses stealth and d8 Dexterity Dexterity & Light armor, simple weapons, hand
trickery to overcome obstacles and Intelligence crossbows, longswords, rapiers,
enemies shortswords
Sorcerer A spellcaster who draws on inherent d6 Charisma Constitution Daggers, darts, slings, quarterstaffs,
magic from a gift or bloodline & Charisma light crossbows
Warlock A wielder of magic that is derived from d8 Charisma Wisdom & Light armor, simple weapons
a bargain with an extraplanar entity Charisma
Wizard A scholarly magic-user capable of d6 Intelligence Intelligence Daggers, darts, slings, quarterstaffs,
manipulating the structures of reality & Wisdom light crossbows
A tall hum an tribesm an strides through a blizzard,
draped in fur and hefting his axe. H e laughs as he
ch arges tow ard the frost giant w h o dared p oa ch his
p eop le’s elk herd.
A half-orc snarls at the latest challen ger to her
authority over their savage tribe, ready to break his neck
w ith her bare hands as she did to the last six rivals.
Frothing at the mouth, a d w arf slam s his helm et into
the face o f his d row foe, then turns to drive his arm ored
elb ow into the gut o f another.
T h ese barbarians, different as they m ight be, are
defined by their rage: unbridled, unquenchable, and
unthinking fury. M ore than a m ere em otion, their anger
is the ferocity o f a corn ered predator, the unrelenting
assault o f a storm , the churning turm oil o f the sea.
F or som e, their rage springs from a com m u n ion
with fierce anim al spirits. O thers draw from a roiling
reservoir o f anger at a w orld full o f pain. For every
barbarian, rage is a p ow er that fuels not just a battle
frenzy but also uncanny reflexes, resilience, and
feats o f strength.

P r im a l In s t in c t
P eop le o f tow n s and cities take pride in h ow their
civilized w ays set them apart from anim als, as if
denying on e’s o w n nature w as a m ark o f superiority. To
a barbarian, though, civilization is no virtue, but a sign
o f w eak n ess. T h e stron g em b ra ce their anim al n a tu r e -
keen instincts, prim al physicality, and ferociou s rage.
B arbarians are u ncom fortable w hen h edged in by w alls
and crow ds. They thrive in the w ild s o f their hom elands:
the tundra, jungle, or grasslan ds w here their tribes
live and hunt.
Barbarians co m e alive in the ch a os o f com bat.
They can enter a b erserk state w here rage takes over,
giving them superhum an strength and resilience. A
barbarian can draw on this reservoir o f fury only a few
tim es w ithout resting, but th ose few rages are usually
sufficient to defeat w hatever threats arise.

A L if e o f D a n g e r
Not every m em ber o f the tribes deem ed “barbarians”
by scion s o f civilized society has the barbarian class. A
true barbarian am ong these p eople is as u n com m on as
a skilled fighter in a town, and he or she plays a sim ilar
role as a p rotector o f the p eople and a leader in tim es
o f war. Life in the w ild places o f the w orld is fraught
with peril: rival tribes, deadly weather, and terrifying
Th e Ba r b a r ia n

Proficiency Rage
Level Bonus Features Rages Damage
1st +2 Rage, Unarmored 2 +2
Defense
2nd +2 Reckless Attack, 2 +2
Danger Sense
3rd +2 Primal Path 3 +2
4th +2 Ability Score 3 +2
Improvement
5th +3 Extra Attack, 3 +2
Fast Movement
6th +3 Path feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score 4 +2
Improvement
9th +4 Brutal Critical 4 +3
(1 die)
10th +4 Path feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score 5 +3
Improvement
13th +5 Brutal Critical 5 +3
(2 dice)
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score 5 +4 W hat led you to take up the adventuring life? W ere you
Improvement lured to settled lands by the prom ise o f rich es? Did you
17th +6 Brutal Critical 6 +4 jo in forces w ith soldiers o f those lands to face a shared
threat? D id m on sters or an invading horde drive you
(3 dice)
out o f your hom eland, m akin g you a rootless refugee?
18th +6 Indomitable 6 +4
Perhaps y ou w ere a prison er o f war, brought in chains to
Might
“civilized ” lands and only n ow able to w in your freedom .
19th +6 Ability Score 6 +4
Or you might have been cast out from your p eople
Improvement b eca u se o f a crim e you com m itted, a ta boo you violated,
20th +6 Primal Champion Unlimited +4 or a cou p that rem oved you from a position o f authority.

Q u ic k B u il d
You can m ake a barbarian quickly by follow in g these
su ggestion s. First, put your highest ability s c o r e in
Strength, follow ed by Constitution. S econ d , c h o o s e the
outlander background.
m onsters. Barbarians charge h eadlong into that danger
s o that their p eople d on ’t have to.
T h eir cou rage in the face o f danger m akes barbarians C lass Featu r es
perfectly suited for adventuring. W andering is often a A s a barbarian, you gain the follow in g class features.
w ay o f life for their native tribes, and the rootless life o f
the adventurer is little hardship for a barbarian. S om e H it P o in t s
barbarians m iss the close-k n it fam ily stru ctu res o f the Hit Dice: 1d 12 per barbarian level
tribe, but eventually find them replaced by the bon ds Hit Points at 1st Level: 12 + your Constitution m odifier
form ed am ong the m em bers o f their adventuring parties. Hit Points at Higher Levels: 1d 12 (or 7) + your
Constitution m odifier per barbarian level after 1st
C r ea tin g a Ba r b a r ia n
P r o f ic ie n c ie s
W h en creating a barbarian character, think about w here
Arm or: Light armor, m edium armor, shields
you r character c o m e s from and his or her place in the
Weapons: S im ple w eapon s, martial w eapon s
w orld. Talk with your DM about an appropriate origin
Tools: N one
for your barbarian. D id you co m e from a distant land,
m akin g you a stranger in the area o f the cam paign? Saving Throws: Strength, Constitution
O r is the cam paign set in a rough-and-tum ble frontier Skills: C h oose tw o from A nim al Handling, Athletics,
w here barbarians are com m on ? Intim idation, Nature, P erception , and Survival
Eq u ipm e n t U n arm o red D efense
Y o u s t a r t w i t h t h e f o l l o w i n g e q u ip m e n t , in a d d it io n to
W h ile you are not w earin g any armor, your A rm or C lass
th e e q u ip m e n t g r a n te d b y y o u r b a c k g r o u n d :
equals 10 + your Dexterity m odifier + your Constitution
• (a) a greataxe or (b) any m artial m elee w eapon m odifier. You can use a shield and still gain this benefit.
• (a) tw o handaxes or (b) any sim ple w eapon
• A n exp lorer’s pack and four javelins R eckless A tta ck
Starting at 2nd level, you can th row aside all con cern
Rage
for defen se to attack w ith fierce desperation. W h en
In battle, you fight with prim al ferocity. O n your turn, you m ake your first attack on your turn, you can decide
you can enter a rage as a bon u s action. to attack recklessly. D oin g s o gives you advantage on
W h ile raging, you gain the follow in g benefits if you m elee w eapon attack rolls usin g Strength during this
aren’t w earin g heavy arm or: turn, but attack rolls against you have advantage until
• You have advantage on Strength ch eck s and Strength your next turn.
saving throw s.
• W hen you m ake a m elee w eapon attack using
D a n g e r Sense
Strength, you gain a bon u s to the dam age roll that At 2nd level, you gain an uncanny sen se o f w hen things
in creases as you gain levels as a barbarian, as show n nearby aren’t as they should be, giving you an edge
in the R age D am age colu m n o f the Barbarian table. w hen you d odge away from danger.
• You have resistan ce to bludgeoning, piercing, and You have advantage on D exterity saving throw s
slashing dam age. against effects that you can see, such as traps and spells.
To gain this benefit, you ca n ’t be blinded, deafened, or
If you are able to cast spells, you ca n ’t cast them or
incapacitated.
concentrate on them w hile raging.
Your rage lasts for 1 minute. It ends early if you are
P r i m a l Pa t h
k n ocked u n con sciou s or if your turn ends and you
haven’t attacked a hostile creature sin ce your last turn At 3rd level, you c h o o s e a path that sh ap es the nature o f
or taken dam age sin ce then. You can also end your rage your rage. C h oose the Path o f the B erserker or the Path
on your turn as a bon u s action. o f the Totem W arrior, both detailed at the end o f the
O nce you have raged the num ber o f tim es show n class description. Your ch oice grants you features at 3rd
for your barbarian level in the R a ges colu m n o f the level and again at 6th, 10th, and 14th levels.
Barbarian table, you m ust finish a lon g rest before you
can rage again.
A b il it y S co r e Im p r o v e m e n t barbarians attribute their rage to different sou rces,
however. F or som e, it is an internal reservoir w here
W h en you reach 4th level, and again at 8th, 12th, 16th, pain, grief, and anger are forged into a fury hard as
and 19th level, you ca n in crease on e ability sco re o f your
steel. O thers se e it as a spiritual blessing, a gift o f
ch oice by 2, or you can in crease tw o ability s c o r e s o f
a totem anim al.
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
sco re above 20 using this feature. Pa t h o f t h e B e r s e r k e r
For som e barbarians, rage is a m eans to an end-—that
Extra A ttack
end being violen ce. The Path o f the B erserker is a path
B egin ning at 5th level, you can attack tw ice, instead of
o f untram m eled fury, slick w ith blood. A s you enter
on ce, w hen ever you take the A ttack action on your turn.
the berserk er’s rage, you thrill in the ch a os o f battle,
h eed less o f your ow n health or w ell-being.
Fa s t M o v e m e n t
Starting at 5th level, your sp eed in creases by 10 feet Frenzy
w hile you aren’t w earin g heavy armor. Starting w hen you c h o o s e this path at 3rd level, you
can go into a frenzy w hen you rage. If you do so, for
F e r a l In s t in c t the duration o f your rage you can m ake a single m elee
w eapon attack as a bon u s action on each o f your turns
By 7th level, your instincts are so h oned that you have
after this one. W h en your rage ends, you suffer on e level
advantage on initiative rolls.
o f exhaustion (as d escribed in appendix A).
Additionally, if you are su rprised at the begin ning o f
com bat and aren’t incapacitated, you can act n orm ally
M in dless R age
on your first turn, but only if you enter your rage before
B egin ning at 6th level, you ca n ’t be ch a rm ed or
doin g anything else on that turn.
frightened w hile raging. If you are charm ed or
frightened w hen you enter your rage, the effect is
B r u ta l C r it ic a l
su sp ended for the duration o f the rage.
B egin ning at 9th level, you ca n roll one additional
w eap on dam age die w hen determ ining the extra In t im id a t in g P resence
dam age for a critical hit w ith a m elee attack. B egin ning at 10th level, you can use your action to
T h is in crea ses to tw o additional dice at 13th level frighten som eon e w ith your m en acin g p resen ce.
and three additional dice at 17th level. W h en you do so, c h o o s e on e creature that you can see
w ithin 30 feet o f you. If the creature can see or hear
R elentless R age you, it m ust su cce e d on a W isd om saving th row (D C
equal to 8 + your p roficiency bon u s + your Charism a
Starting at 11th level, your rage can keep you fighting
m odifier) or b e frightened o f you until the end o f your
despite grievous w ou n ds. If you drop to 0 hit points
next turn. On subsequent turns, you can use your action
w hile y ou ’re raging and don ’t die outright, you can m ake
to extend the duration o f this effect on the frightened
a D C 10 Constitution saving throw. If you su cceed , you
drop to 1 hit point instead.
E ach tim e you use this feature after the first, the D C
in creases by 5. W h en you finish a short or long rest, the
D C resets to 10.

P e r sist e n t R a g e
B egin ning at 15th level, your rage is s o fierce that
it en ds early only if you fall u n con sciou s or if you
c h o o s e to end it.

In d o m it a b l e M ig h t
B egin ning at 18th level, if your total for a Strength
ch eck is less than your Stren gth score, you can use that
sco re in place o f the total.

P r im a l C h a m p io n
At 20th level, you em b od y the p ow er o f the w ilds. Your
Strength and Constitution s c o r e s in crease by 4. Your
m a xim u m for th ose s c o r e s is n ow 24.

P r i m a l Pa t h s
R a ge bu rn s in every barbarian’s heart, a furnace
that drives him or her tow ard greatness. Different
Your totem anim al m ight be an anim al related to th ose
listed here but m ore appropriate to your hom eland.
F or exam ple, you cou ld c h o o s e a hawk or vulture in
place o f an eagle.
Bear. W h ile raging, you have resistan ce to all dam age
except p sych ic dam age. The spirit o f the bea r m akes you
tough enough to stand up to any punishm ent.
Eagle. W h ile you're raging and aren’t w earin g
heavy armor, other creatu res have disadvantage on
opportunity attack rolls against you, and you can u se the
D ash action as a bonus action on your turn. T h e spirit
o f the eagle m a k es you into a predator w h o can w eave
through the fray with ease.
Wolf, W h ile you're raging, your friends have
advantage on m elee attack rolls against any creature
w ithin 5 feet o f you that is hostile to you. The spirit o f
the w o lf m akes you a leader o f hunters.

A spect of th e Beast
At 6th level, you gain a m agical benefit based on the
totem anim al o f your ch oice. You can c h o o s e the sam e
anim al you selected at 3rd level or a different one.
creature until the end o f your next turn. This effect ends
Bear. You gain the m ight o f a bear. Your carryin g
if the creature ends its turn out o f line o f sight or m ore
capacity (including m axim um load and m axim um lift)
than 60 feet away from you.
is doubled, and you have advantage on Strength ch eck s
If the creature su cce e d s on its saving throw, you can't
m ade to push, pull, lift, or break objects.
use this feature on that creature again for 24 hours.
Eagle. You gain the eyesight o f an eagle. You can
R e t a l ia t io n
s e e up to 1 m ile away with no difficulty, able to discern
even fine details as though look in g at som eth in g no
Starting at 14th level, w hen you take dam age from
m ore than 100 feet away from you. Additionally, dim
a creature that is within 5 feet o f you. you can use
light doesn't im p ose disadvantage on your W isd om
your reaction to m ake a m elee w eap on attack against
(P erception ) ch ecks.
that creature.
Wolf, You gain the hunting sensibilities o f a w olf. You
Pa t h o f t h e T o t e m W a r r i o r can track other creatu res w hile traveling at a fast pace,
and you can m ove stealthily w hile traveling at a norm al
The Path o f the Totem W arrior is a spiritual journey, as pace (see chapter 8 for rules on travel pace).
the barbarian accep ts a spirit anim al as guide, protector,
and inspiration. In battle, your totem spirit fills you Sp ir it W a l k e r
with supernatural might, adding m agical fuel to your At 10th level, you can cast the commune with nature
barbarian rage. spell, but only as a ritual. W h en you do so, a spiritual
M ost barbarian tribes con sid er a totem anim al to be version o f one o f the anim als you c h ose for Totem Spirit
kin to a particular clan. In such ca ses, it is unusual for or A sp ect o f the B east appears to you to convey the
an individual to have m ore than one totem anim al spirit, inform ation you seek.
though exception s exist.
T o te m ic A ttunem ent
Sp ir it Se e k e r At 14th level, you gain a m agical benefit ba sed on a
Yours is a path that seeks attunement with the natural totem anim al o f your ch oice. You can c h o o s e the sam e
w orld, giving you a kinship with beasts. At 3rd level w hen anim al you selected previously or a different one.
you adopt this path, you gain the ability to cast the beast Bear, W h ile you ’re raging, any creature within 5 feet
sense and speak with animals spells, but only as rituals, o f you that’s hostile to you has disadvantage on attack
as described in chapter 10. rolls against targets other than you or another character
with this feature. An enem y is im m u ne to this effect if it
T otem Sp ir it ca n ’t see or hear you or if it ca n ’t b e frightened.
At 3rd level, w hen you adopt this path, you c h o o s e a Eagle. W h ile raging, you have a flying sp eed equal to
totem spirit and gain its feature. You must m ake or your current w alk in g speed. T h is benefit w ork s only in
acquire a physical totem object- an am ulet or sim ilar short bursts; you fall if you end your turn in the air and
adornm ent—that in corporates fur or feathers, claw s, nothing else is h oldin g you aloft.
teeth, or b on es o f the totem anim al. At your option, you Wolf. W h ile y ou ’re raging, you can u se a bon u s action
also gain m inor physical attributes that are rem iniscent on your turn to kn ock a Large or sm aller creature prone
o f your totem spirit. For exam ple, if you have a bear w hen you hit it with m elee w eapon attack.
totem spirit, you m ight be unusually hairy and thick-
skinned, or if your totem is the eagle, your eyes turn
bright yellow.
Ba r d
H u m m ing as she traces her fingers over an ancient
m onum ent in a long-forgotten ruin, a h alf-elf in rugged
leathers finds k n ow led ge sprin ging into her mind,
con ju red forth by the m agic o f her son g —kn ow ledge
o f the p eople w h o con stru cted the m onum ent and the
m ythic saga it depicts.
A stern hum an w arrior bangs his sw ord rhythm ically
against his scale mail, setting the tem po for his w ar chant
and exhortin g his com p a n ion s to bravery and heroism .
T he m agic o f his so n g fortifies and em b olden s them .
Laughing as she tunes her cittern, a gnom e w eaves
her subtle m agic over the a ssem bled n obles, ensuring
that her com p a n ion s’ w ord s w ill be w ell received.
W h eth er scholar, skald, or scou ndrel, a bard w eaves
m agic through w ord s and m u sic to inspire allies,
dem oralize foes, m anipulate m inds, create
illusions, and even heal w oun ds.

M u s ic a n d M a g ic
In the w orlds o f D&D, w ord s and m usic are
not just vibrations o f air, but v ocalization s with
p ow er all their ow n. The bard is a m aster o f song,
sp eech , and the m a gic they contain. B ards say
that the m ultiverse w a s spoken into existence, that the
w ord s o f the g od s gave it shape, and that e c h o e s o f these
prim ordial W ords o f Creation still resou n d throughout
the c o sm o s . The m u sic o f bards is an attempt to snatch
and h arness th ose ech oes, subtly w oven into their
sp ells and pow ers.
The greatest strength o f bards is their sheer
versatility. M any bards prefer to stick to the sidelines
in com bat, using their m agic to inspire their allies and
hinder their foes from a distance. But bards are capable
o f defending them selves in m elee if necessary, using
their m agic to bolster their sw ord s and armor. Their
spells lean tow ard ch a rm s and illusions rather than
blatantly destructive spells. They have a w ide-ranging
k n ow led ge o f m any su bjects and a natural aptitude
that lets them do alm ost anything w ell. B ards b e co m e
m asters o f the talents they set their m inds to perfecting,
from m u sical p erform a n ce to esoteric know ledge.

L e a r n in g fr o m E x p e r ie n c e
True bards are not com m on in the w orld. Not every
m instrel singing in a tavern or jester cavorting in a royal
cou rt is a bard. D iscoverin g the m agic hidden in m usic
requires hard study and som e m easure o f natural talent
that m ost troubadours and jon g leu rs lack. It can be hard
to spot the difference betw een these perform ers and true
bards, though. A bard’s life is spent w andering across
the land gathering lore, telling stories, and living on the
gratitude o f audiences, m uch like any other entertainer.
But a depth o f know ledge, a level o f m usical skill, and a
touch o f m agic set bards apart from their fellow s.
Only rarely do bards settle in on e place for long, and
their natural desire to travel—to find n ew tales to tell,
n ew skills to learn, and new discov eries beyon d the
h orizon —m akes an adventuring career a natural calling.
Every adventure is an opportu nity to learn, practice a
variety o f skills, enter long-forgotten tom bs, d iscov er lost
Q u ic k B u il d
You can m ake a bard quickly by
follow in g these suggestion s. First,
C harism a should be your highest
ability score, follow ed by Dexterity.
S econ d , c h o o s e the entertainer
backgrou n d. Third, c h o o s e the dancing lights and
vicious mockery cantrips, along with the follow in g
1st-level spells: charm person, detect magic, healing
word, and thunderwave.

C lass Featu r es
A s a bard, you gain the follow in g class features.

H it Po in ts
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution m odifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier per bard level after 1st

w ork s o f m agic, deciph er old tom es, travel to strange P r o fic ie n c ie s


places, or encounter exotic creatures. Bards love to A rm or: Light arm or
accom p a n y h eroes to w itn ess their d eeds firsthand. A W eapons: Sim ple w eapon s, hand c rossb ow s,
bard w h o can tell an aw e-inspiring story from person al lon gsw ords, rapiers, sh ortsw ords
experien ce earn s renow n am ong other bards. Indeed, Tools: T h ree m usical instrum ents o f your ch oice
after telling s o m any stories about h eroes accom plish in g
Saving Throws: Dexterity, C harism a
m ighty d eeds, m any bards take these th em es to heart
Skills: C h oose any three
and assu m e h eroic roles them selves.

E q u ip m e n t
C r e a t in g a B a r d
You start with the follow in g equipm ent, in addition to
Bards thrive on stories, w hether th ose stories are true the equipm ent granted by your background:
or not. Your character’s back grou n d and m otivations
• (a) a rapier, (b) a lon gsw ord, or (c) any sim ple w eapon
are not as im portant as the stories that he or she tells
• (a) a diplom at’s pack or (b) an entertainer's pack
about them. Perhaps you had a secu re and m undane
• (a) a lute or (b) any other m usical instrum ent
ch ildh ood . T h ere’s no g o o d story to be told about that,
• Leather arm or and a dagger
so you m ight paint y ou rself as an orphan raised by a hag
in a dism al sw am p. Or your ch ild h ood m ight be w orthy
Sp e l l c a s t in g
o f a story. S o m e bards acquire their m agical m usic
through extraordinary m eans, including the inspiration You have learned to untangle and reshape the fabric of
o f fey o r other supernatural creatures. reality in harm ony with your w ish es and m usic. Your
Did you serve an apprenticeship, studying under a spells are part o f your vast repertoire, m agic that you
master, follow in g the m ore experien ced bard until you can tune to different situations. S e e chapter 10 for the
w ere ready to strike out on your ow n ? O r did you attend general rules o f spellcasting and chapter 11 for the
a colleg e w here you studied bardic lore and practiced bard spell list.
your m usical m agic? Perhaps you w ere a youn g runaw ay
or orphan, befrien ded by a w an dering bard w h o b eca m e C a n tr ips

your m entor. O r you m ight have been a sp oiled noble You k n ow tw o cantrips o f your ch oice from the bard
child tutored by a master. Perhaps you stum bled into the spell list. You learn additional bard cantrips o f your
clutches o f a hag, m akin g a bargain for a m usical gift in ch oice at higher levels, as sh ow n in the Cantrips K now n
addition to your life and freedom , but at w hat cost? colu m n o f the Bard table.
T h e Ba r d

— Spell Slots per Spell Level—


Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 — — — — — — — —

2nd +2 jack o f All Trades, Song o f Rest (d 6) 2 5 3 — — — — — — — —

3rd +2 Bard College, Expertise 2 6 4 2 — — — — — — —

4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —

5th +3 Bardic Inspiration (d8), 3 8 4 3 2 — — — — — —

Font o f Inspiration
6th +3 Countercharm, Bard College feature 3 9 4 3 3 — — — — — —

7th +3 — 3 10 4 3 3 1 — — — — —

8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — —

9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 — — — —


10th +4 Bardic Inspiration (d10), Expertise, 4 14 4 3 3 3 2 — — — —

Magical Secrets
11th +4 — 4 15 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — —
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 — —
14th +5 Magical Secrets, 4 18 4 3 3 3 2 1 1 — —

Bard College feature


15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 —
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3
3
3 3
3
3
3
2
2
1
2
1
1
1
1
20th +6 Superior Inspiration 4 22 4 3

Sp e l l Sl o t s m odifier w hen setting the saving th row D C for a bard


T h e Bard table sh ow s h ow m any spell slots you have to spell you cast and w hen m akin g an attack roll w ith one.
cast your sp ells o f 1st level and higher. To cast on e o f Spell save DC = 8 + your proficiency bonus +
th ese spells, you m ust expend a slot o f the sp ell’s level
your Charisma modifier
or higher. You regain all expen ded spell slots w hen you
finish a lon g rest. Spell attack modifier = your proficiency bonus +
For exam ple, if you k n ow the 1st-level spell cure your Charisma modifier
wounds and have a 1st-level and a 2nd-level spell slot
available, you can cast cure wounds using either slot. R it u a l C a st in g
You can cast any bard spell you k n ow as a ritual if that
Spells K now n of 1s t L e v e l and H ig h e r spell has the ritual tag.
You k n ow four 1st-level spells o f your ch oice from the
Sp e l l c a s t in g Fo c u s
bard spell list.
T h e S p ells K n ow n colum n o f the Bard table sh ow s You can use a m u sical instrum ent (found in chapter 5)
w hen you learn m ore bard spells o f your ch oice. Each o f as a spellcastin g focu s for your bard spells.
these sp ells m ust b e o f a level for w hich you have spell
slots, as sh ow n on the table. For instance, w hen you B a r d ic In s p ir a t io n
reach 3rd level in this class, you can learn on e n ew spell You can inspire others through stirring w ord s or m usic.
o f 1st or 2nd level. To do so, you u se a bon u s action on your turn to c h o o s e
Additionally, w hen you gain a level in this class, you on e creature other than y ou rself w ithin 60 feet o f you
can c h o o s e on e o f the bard sp ells you kn ow and replace w h o can hear you. That creature gains on e Bardic
it w ith another spell from the bard spell list, w hich also Inspiration die, a d6.
m ust be o f a level for w hich you have spell slots. O nce w ithin the next 10 m inutes, the creature can roll
the die and add the num ber rolled to one ability check,
Sp e l l c a s t in g A b il it y
attack roll, or saving th row it m akes. T h e creature can
C harism a is your sp ellcastin g ability for your bard wait until after it rolls the d2 0 before decidin g to use the
spells. Your m agic c o m e s from the heart and sou l you B ardic Inspiration die, but must decide before the DM
pou r into the perform an ce o f your m usic or oration. says w hether the roll su cce e d s or fails. O nce the B ardic
You use your C harism a w henever a spell refers to your Inspiration die is rolled, it is lost. A creature can have
spellcastin g ability. In addition, you use your Charism a only on e B ardic Inspiration die at a time.
You can use this feature a num ber o f tim es equal M a g ic a l Secr ets
to your C harism a m odifier (a m inim um o f once). You
regain any expen ded u ses w hen you finish a lon g rest. By 10th level, you have plundered m agical kn ow ledge
Your B ardic Inspiration die changes w hen you reach from a w id e sp ectru m o f disciplines. C h o o se tw o spells
certain levels in this class. T h e die b e c o m e s a d8 at 5th from any class, including this one. A spell you c h o o s e
level, a d 10 at 10th level, and a d l 2 at 15th level. m ust be o f a level you can cast, as sh ow n on the Bard
table, or a cantrip.
Ja c k of A ll T rad es Th e ch osen sp ells count as bard spells for you and are
included in the num ber in the S p ells K n ow n colu m n o f
Starting at 2nd level, you can add h alf your proficiency
the Bard table.
bonus, rounded dow n, to any ability ch eck you m ake that
You learn tw o additional sp ells from any class at 14th
d oesn ’t already include your proficiency bonus.
level and again at 18th level.

So n g of R est Su p e r io r In s p ir a t io n
B egin ning at 2nd level, you can u se sooth in g m usic or
At 20th level, w hen you roll initiative and have no u ses
oration to help revitalize your w ou n ded allies during
o f B ardic Inspiration left, you regain on e use.
a short rest. If you or any friendly creatu res w h o can
hear your perform an ce regain hit points at the end o f
the short rest, each o f th ose creatures regains an extra
Ba r d C olleges
1d6 hit points. Th e w ay o f a bard is gregarious. B ards seek each
T h e extra hit p oints in crease w hen you reach certain other out to sw ap so n g s and stories, boast o f their
levels in this class: to 1d8 at 9th level, to 1d 10 at 13th a ccom plish m en ts, and share their kn ow ledge. Bards
level, and to 1d 12 at 17th level. form lo o s e association s, w hich they call colleg es, to
facilitate their gatherings and preserve their traditions.
Bard C ollege
C ollege of L ore
At 3rd level, you delve into the advanced techniques o f
a bard colleg e o f your choice: the C ollege o f L ore or the B ards o f the C ollege o f L ore k n ow som eth in g about
C ollege o f Valor, both detailed at the end o f the class m ost things, collectin g bits o f k n ow led ge from sou rces
description. Your ch oice grants you features at 3rd level as diverse as scholarly tom es and peasant tales.
and again at 6th and 14th level. W h eth er singin g folk ballads in taverns or elaborate
com p osition s in royal courts, th ese bards u se their gifts
E x p e r t ise to hold au dien ces spellbou n d. W h en the applause dies
dow n, the audience m em bers m ight find them selves
At 3rd level, c h o o s e tw o o f your skill proficiencies. Your
qu estion in g everything they held to be true, from their
proficiency bon u s is dou bled for any ability ch eck you
faith in the p riesth ood o f the loca l tem ple to their
m ake that u ses either o f the ch osen proficiencies.
loyalty to the king.
At 10th level, you can c h o o s e another tw o skill
The loyalty o f th ese bards lies in the pursuit o f beauty
proficien cies to gain this benefit.
and truth, not in fealty to a m on arch or follow in g the
A b il it y S co re Im pr o v e m e n t tenets o f a deity. A n oble w h o keeps such a bard as a
herald or advisor k n ow s that the bard w ou ld rather be
W h en you reach 4th level, and again at 8th, 12th, 16th, h onest than politic.
and 19th level, you can in crease on e ability sco re o f your The co lle g e ’s m em bers gather in libraries and
ch oice by 2, or you can in crease tw o ability s c o r e s o f som etim es in actual colleg es, com plete w ith cla ssroom s
your ch oice by 1. A s norm al, you ca n ’t in crease an ability and dorm itories, to share their lore w ith one another.
sco re above 20 using this feature. T h ey also m eet at festivals or affairs o f state, w here they
can ex p o se corruption, unravel lies, and poke fun at self-
Fo n t o f In sp ir a t io n im portant figures o f authority.
B egin ning w hen you reach 5th level, you regain all o f
your expen ded u ses o f B ardic Inspiration w hen you B o n u s P r o f ic ie n c ie s
finish a short or lon g rest. W h en you jo in the C ollege o f L ore at 3rd level, you gain
proficiency w ith three skills o f your choice.
C ountercharm
C u t t in g W ords
At 6th level, you gain the ability to use m u sical notes or A lso at 3rd level, you learn h ow to use your wit to
w ord s o f p ow er to disrupt m ind-influencing effects. A s distract, con fu se, and oth erw ise sap the con fid en ce and
an action, you can start a perform an ce that lasts until com p eten ce o f others. W h en a creature that you can
the end o f your next turn. D uring that time, you and any see w ithin 6 0 feet o f you m akes an attack roll, an ability
friendly creatu res w ithin 30 feet o f you have advantage check, or a dam age roll, you can use your reaction to
on saving th row s against being frightened or charm ed. expend on e o f your u ses o f B ardic Inspiration, rolling
A creature m ust be able to hear you to gain this benefit. a B ardic Inspiration die and subtracting the num ber
Th e p erform a n ce en ds early if you are incapacitated or rolled from the creatu re’s roll. You can c h o o s e to use
silen ced or if you voluntarily en d it (no action required). this feature after the creature m akes its roll, but before
the DM determ ines w hether the attack roll or ability
ch eck su cceed s or fails, or before the creature deals its son gs, they inspire others to reach the sam e heights o f
dam age. The creature is im m une if it can ’t hear you or if accom plish m en t as the h eroes o f old.
it’s im m une to being charm ed.
B o n u s P r o f ic ie n c ie s
A d d it io n a l M a g ic a l Se c r e t s W hen you jo in the C ollege o f Valor at 3rd level, you
At 6th level, you learn tw o spells o f your ch oice from any gain proficiency w ith m edium arm or, shields, and
class. A spell you c h o o s e m ust be o f a level you can cast, m artial w eapon s.
as sh ow n on the Bard table, or a cantrip. The ch osen
spells coun t as bard sp ells for you but d on ’t count C ombat In sp ir a t io n
against the num ber o f bard spells you know. A lso at 3rd level, you learn to inspire others in battle.
A creature that has a B ardic Inspiration die from you
P eerless Sk il l can roll that die and add the num ber rolled to a w eapon
Starting at 14th level, w hen you m ake an ability check, dam age roll it just m ade. Alternatively, w hen an attack
you can expend on e u se o f B ardic Inspiration. Roll a roll is m ade against the creature, it can u se its reaction
B ardic Inspiration die and add the num ber rolled to to roll the B ardic Inspiration die and add the num ber
you r ability check . You can c h o o s e to do s o after you roil rolled to its AC against that attack, after seein g the roll
the die for the ability check, but before the DM tells you but before kn ow in g w hether it hits or m isses.
w hether you su cce e d or fail.
Ex t r a A ttack

C ollege of Valor Starting at 6th level, you can attack tw ice, instead o f
on ce, w hen ever you take the Attack action on your turn.
B ards o f the C ollege o f Valor are daring skalds w h ose
tales keep alive the m em ory o f the great h eroes o f the Battle M ag ic
past, and thereby inspire a n ew generation o f h eroes. At 14th level, you have m astered the art o f w eaving
T h ese bards gather in m ead halls or around great sp ellcastin g and w eap on u se into a single h arm on ious
bon fires to sing the d eed s o f the mighty, both past act. W h en you use your action to cast a bard spell, you
and present. Th ey travel the land to w itn ess great can m ake one w eap on attack as a bon u s action.
events firsthand and to ensure that the m em ory of
th ose events d oesn ’t pa ss from the w orld. W ith their
A rm s and eyes upraised tow ard the sun and a prayer
on his lips, an elf begin s to g low w ith an inner light that
spills out to heal his battle-worn com pan ion s.
Chanting a son g o f glory, a d w arf sw in g s his axe
in w ide sw aths to cut through the ranks o f orc s
arrayed against him , sh ou tin g praise to the g od s w ith
every fo e ’s fall.
Calling dow n a cu rse upon the forces o f undeath, a
hum an lifts her holy sym bol as light p ou rs from it to
drive ba ck the zom b ies crow d in g in on her com pan ion s.
C lerics are interm ediaries b etw een the m ortal w orld
and the distant planes o f the gods. A s varied as the gods
they serve, clerics strive to em b ody the h andiw ork o f
their deities. No ordinary priest, a cleric is im bued with
divine m agic.

H e a le r s a n d W a r r io r s
Divine m agic, as the nam e suggests, is the p ow er o f
the gods, flow ing from them into the w orld. C lerics are
conduits for that pow er, m anifesting it as m iracu lou s
effects. The gods d on ’t grant this p ow er to everyone w h o
seek s it, but only to th ose c h osen to fulfill a high calling.
H arn essin g divine m agic d oesn ’t rely on study or
training. A cleric m ight learn form ulaic prayers and
ancient rites, but the ability to cast cleric spells relies on
devotion and an intuitive sen se o f a deity’s w ishes.
C lerics com bin e the helpful m agic o f healing and
inspiring their allies with sp ells that harm and hinder
foes. Th ey can provoke awe and dread, lay c u rses o f
plague or poison, and even call dow n flam es from heaven
to con su m e their en em ies. For th ose evildoers w h o w ill
benefit m ost from a m a ce to the head, clerics depen d on
their com bat training to let them w ade into m elee with
the p ow er o f the g od s on their side.

D iv in e A g e n ts
Not every acolyte or officiant at a tem ple or shrine is a
cleric. S o m e priests are called to a sim ple life o f tem ple
service, carryin g out their g o d s’ w ill through prayer and
sacrifice, not by m a gic and strength o f arm s. In som e
cities, p riesth ood am ounts to a political office, view ed
as a stepping stone to higher position s o f authority and
involving n o com m u n ion with a god at all. True clerics
are rare in m ost hierarchies.
W h en a cleric takes up an adventuring life, it is usually
b eca u se his or her g od dem an ds it. P u rsuing the goals
o f the g od s often involves braving dangers beyon d the
w alls o f civilization, sm iting evil or seek in g holy relics in
ancient tom bs. M any clerics are a lso ex pected to protect
T h e C l e r ic

— Spell Slots per Spell Level—


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — —

2nd +2 Channel Divinity (1/rest), 3 3 — — — — — — — —

Divine Domain feature


3rd +2 — 3 4 2 — — — — — — —

4th +2 Ability Score Improvement 4 4 3 — — — — — — —

5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —


6th +3 Channel Divinity (2/rest), 4 4 3 3 — — — — — —
Divine Domain feature
7th +3 — 4 4 3 3 1 — — — — —

8th +3 Ability Score Improvement, Destroy Undead 4 4 3 3 2 — — — — —

(CR 1), Divine Domain feature


9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Divine Intervention 5 4 3 3 3 2 — — — —
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Destroy Undead (CR 4), 5 4 3 3 3 2 1 1 1 1
Divine Domain feature
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

their deities’ w orsh ipers, w h ich can m ean fighting


ram paging orc s, negotiating p ea ce b etw een w arrin g
C lass Features
nations, or sea lin g a portal that w ou ld allow a dem on A s a cleric, you gain the follow in g cla ss features.
prin ce to enter the w orld.
H it P o in t s
M ost adventuring clerics m aintain som e con n ection to
Hit Dice: 1d8 p er cleric level
established tem ples and orders o f their faiths. A tem ple
Hit Points at 1st Level: 8 + your Constitution m odifier
m ight ask for a cleric’s aid, or a high priest m ight be in a
Hit Points at Higher Levels: 1d8 (or 5) + your
position to dem an d it.
Constitution m odifier per cleric level after 1st

C r e a t in g a C leric P r o fic ie n c ie s
A s you create a cleric, the m ost im portant question to Arm or: Light armor, m edium armor, shields
con sid er is w h ich deity to serve and w hat prin ciples you Weapons: All sim ple w eap on s
w ant your character to em body. A pp en dix B includes Tools: N one
lists o f m any o f the g od s o f the multiverse. C h eck with
Saving Throws: W isdom , Charism a
your D M to learn w hich deities are in your cam paign.
Skills: C h oose tw o from History, Insight, M edicine,
O n ce you ’ve ch osen a deity, con sid er your cleric's
Persuasion, and R eligion
relationship to that god. D id you enter this serv ice
w illingly? O r did the g od c h o o s e you, im pelling you into E q u ipm e n t
serv ice w ith n o regard for your w ish es? H ow do the You start with the follow in g equipm ent, in addition to
tem ple priests o f your faith regard you: as a cham pion
the equipm ent granted by your background:
or a troublem aker? W h at are your ultimate goals? D oes
your deity have a sp ecia l task in m ind for you? O r are • (a) a m a ce or (b) a w arham m er (if proficient)
you striving to prove y ou rself w orthy o f a great quest? • (a) sca le mail, (b) leather armor, or (c) chain m ail (if
proficient)
Q u ic k Bu il d • (a) a light cro s s b o w and 20 bolts or (b) any sim ple
You can m ake a cleric quickly by follow in g these w eapon
suggestion s. First, W isd om should be your highest • (a) a priest’s pack or (b) an explorer’s pack
ability score, follow ed by S tren gth or Constitution. • A shield and a holy sym bol
S econ d , c h o o s e the acolyte background.
Sp e l l c a st in g You can change your list o f prepared sp ells w hen you
finish a lon g rest. P reparin g a n ew list o f cleric spells
A s a conduit for divine pow er, you can cast cleric spells.
requ ires tim e spent in prayer and m editation: at least 1
S e e chapter 10 for the general rules o f sp ellcastin g and
m inute per spell level for each spell on your list.
chapter 11 for the cleric spell list.
Sp e l l c a s t in g A b il it y
C a n t r ip s
W isd om is your sp ellcastin g ability for your cleric spells.
At 1st level, you k n ow three cantrips o f your ch oice from
T h e p ow er o f your sp ells c o m e s from your devotion to
the cleric spell list. You learn additional cleric cantrips
your deity. You u se your W isd om w hen ever a cleric spell
o f your ch oice at higher levels, as sh ow n in the Cantrips
refers to your sp ellcastin g ability. In addition, you use
K n ow n colu m n o f the Cleric table.
your W isd om m odifier w hen setting the saving th row
D C for a cleric spell you cast and w hen m aking an
P r e p a r in g and C a s t in g Spells
attack roll w ith one.
T h e Cleric table sh ow s h ow m any spell slots you have
to cast your spells o f 1st level and higher. To cast on e o f Spell save D C = 8 + your proficiency bonus +
th ese spells, you m ust expend a slot o f the sp ell’s level your Wisdom modifier
or higher. You regain all expen ded spell slots w hen you
Spell attack modifier = your proficiency bonus +
finish a lon g rest.
your Wisdom modifier
You prepare the list o f cleric spells that are available
for you to cast, ch oosin g from the cleric spell list. W h en
R it u a l C a s t in g
you do so, c h o o s e a num ber o f cleric spells equal to
You can cast a cleric spell as a ritual if that spell has the
your W isd om m odifier + your cleric level (m inim um o f
ritual tag and you have the spell prepared.
on e spell). The spells must be o f a level for w hich you
have spell slots. Sp e l l c a s t in g F o c u s
For exam ple, if you are a 3rd-level cleric, you have four You can use a holy sym b ol (found in chapter 5) as a
1st-level and tw o 2nd-level spell slots. W ith a W isd om sp ellcastin g focu s for your cleric spells.
o f 16, your list o f prepared spells can include six spells
o f 1st or 2nd level, in any com bination. If you prepare D iv in e D o m a in
the 1st-level sp ell cure wounds, you can cast it using
C h oose on e dom ain related to your deity: K now ledge,
a 1st-level or 2nd-level slot. C asting the spell d oesn ’t
rem ove it from your list o f prepared spells. Life, Light, Nature, Tem pest, Trickery, or War. Each
dom ain is detailed at the end o f the class description,
and each on e provides exam ples o f g od s associated
w ith it. Y our ch oice grants you dom ain sp ells and other
features w hen you c h o o s e it at 1st level. It also grants
you additional w ays to use Channel Divinity w hen you
gain that feature at 2nd level, and additional benefits at
6th, 8th, and 17th levels.

D o m a in Spells
E ach dom ain has a list o f sp ells—its dom ain sp ells—
that you gain at the cleric levels noted in the dom ain
description. O nce you gain a dom ain spell, you always
have it prepared, and it d oesn ’t coun t against the
num ber o f spells you ca n prepare each day.
If you have a dom ain spell that d oesn ’t appear on the
cleric spell list, the spell is nonetheless a cleric spell for you.

C h a n n e l D iv in it y
At 2nd level, you gain the ability to channel divine
en ergy directly from your deity, using that en ergy to fuel
m agical effects. You start with tw o such effects: Turn
U ndead and an effect determ ined by your dom ain. S om e
dom ain s grant you additional effects as you advance in
levels, as noted in the dom ain description.
W h en you u se your Channel Divinity, you c h o o s e
w hich effect to create. You m ust then finish a short or
lon g rest to u se your Channel Divinity again.
S o m e Channel Divinity effects require saving throw s.
W h en you use such an effect from this class, the DC
equals your cleric spell save DC.
B egin n in g at 6th level, you can u se your Channel
Divinity tw ice betw een rests, and beginning at 18th level.
you can use it three tim es betw een rests. W h en you finish dom ain s o f K now ledge, Life, and Light. A s a cleric, you
a short or long rest, you regain your expen ded u ses. c h o o s e on e aspect o f your deity’s portfolio to em phasize,
and you are granted p ow ers related to that dom ain.
C hannel D iv in it y : Turn U ndead Your ch oice might c orresp on d to a particular sect
A s an action, you present your holy sym bol and sp eak a dedicated to your deity. A pollo, for exam ple, cou ld be
prayer cen su rin g the undead. E ach undead that can see w orsh ip ed in on e region as P h oeb u s (“radiant”) A pollo,
or hear you w ithin 30 feet o f you must m ake a W isdom em phasizing his influence over the Light dom ain,
saving throw. If the creature fails its saving throw, it is and in a different place as A p ollo A cesiu s (“h ealing”),
turned for 1 m inute or until it takes any dam age. em phasizing his a ssocia tion w ith the Life dom ain.
A turned creature m ust spend its turns trying to m ove Alternatively, your ch oice o f dom ain cou ld sim ply b e a
as far away from you as it can, and it can ’t w illingly m atter o f p erson al preference, the asp ect o f the deity
m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take that appeals to you most.
reactions. F or its action, it can use only the D ash action E ach dom ain ’s description gives exam ples o f deities
or try to esca p e from an effect that prevents it from w h o have influence over that dom ain. G od s are included
m oving. If th ere’s now h ere to m ove, the creature can use from the w orld s o f the Forgotten R ealm s, Greyhawk,
the D od g e action. D ragon lance, and E b erron cam paign settings, as w ell as
from the Celtic, G reek, N orse, and Egyptian pantheons
A b il it y Sco re Im pr o vem en t o f antiquity.
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability sc o r e o f your K n o w le d g e D o m a in
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f T h e gods o f kn ow led ge—including O ghm a, B o cco b ,
your ch oice by 1. A s norm al, you ca n ’t in crease an ability Gilean, A u reon, and T h oth —value learning and
sco re above 20 using this feature. understanding above all. S o m e teach that kn ow led ge is
to b e gathered and sh ared in libraries and universities,
D estroy U ndead or prom ote the practical kn ow led ge o f craft and
Starting at 5th level, w hen an undead fails its saving invention. S o m e deities hoard kn ow led ge and keep its
throw against your Turn U ndead feature, the creature is secrets to them selves. A n d som e prom ise their follow ers
instantly destroyed if its challenge rating is at or below a that they w ill gain trem en dou s p ow er if they u n lock the
certain threshold, as show n in the D estroy Undead table. secrets o f the multiverse. F ollow ers o f th ese g od s study
esoteric lore, collect old tom es, delve into the secret
D estr o y U n d e a d p la ces o f the earth, and learn all they can. S o m e gods
o f kn ow led ge prom ote the practical k n ow led ge o f craft
Cleric Level Destroys Undead o f CR
and invention, including sm ith deities like G ond, R eorx,
5th 1/2 or lower
Onatar, M oradin, H ephaestus, and Goibhniu.
8 th 1 or lower
11th 2 or lower K n o w l e d g e D o m a in S pells
14th 3 or lower
Cleric Level Spells
17th 4 or lower
1st c o m m a nd , identify
3rd augury, suggestion

D iv in e In t e r v e n t io n 5th nondetection, speak with dead


7th arcane eye, confusion
B egin ning at 10th level, you can call on your deity to
9th legend lore, scrying
intervene on your beh alf w hen your need is great.
Im ploring your deity’s aid requ ires you to u se your
B l e s s in g s of K now ledge
action. D escrib e the assistance you seek, and roll
At 1st level, you learn tw o languages o f y ou r choice.
percentile dice. If you roll a num ber equal to or low er
Y ou also b e c o m e proficient in y ou r ch oice o f tw o o f the
than your cleric level, your deity intervenes. T h e DM
follow in g skills: A rcana, History, Nature, or Religion.
c h o o s e s the nature o f the intervention; the effect o f any
Y our proficiency bon u s is doubled for any ability ch eck
cleric spell or cleric dom ain spell w ou ld be appropriate.
you m ake that uses either o f th ose skills.
If your deity intervenes, you ca n ’t u se this feature
again for 7 days. O therw ise, you can use it again after
C hannel D iv in it y :
you finish a lon g rest.
K now ledge of the A ges
At 20th level, your call for intervention su cce e d s
Starting at 2nd level, you can u se your Channel Divinity
automatically, n o roll required.
to tap into a divine w ell o f kn ow ledge. A s an action,
you c h o o s e on e skill or tool. For 10 m inutes, you have
D iv in e D o m a in s proficiency w ith the ch osen skill or tool.
In a pantheon, every deity has influence over different
C hannel D iv in it y : R ead T h oughts
asp ects o f m ortal life and civilization, called a deity’s
dom ain. A ll the dom ain s over w h ich a deity has At 6th level, you can use your Channel Divinity to read a
influence are called the deity’s portfolio. For exam ple, creatu re’s thoughts. You can then u se your a cce ss to the
the portfolio o f the G reek god A p ollo includes the creatu re’s m ind to com m a n d it.
A s an action, c h o o s e one creature that you can see o f h ealing or endurance (such as Ilmater, M ishakal,
w ithin 6 0 feet o f you. That creature must m ake a A pollo, and D iancecht), and g od s o f h om e and
W isd om saving throw. If the creature su cce e d s on the com m u n ity (such as Hestia, Hathor, and Boldrei).
saving throw, you ca n ’t use this feature on it again until
you finish a long rest. Life D o m a in S pells
If the creature fails its save, you can read its su rface Cleric Level Spells
thoughts (those forem ost in its mind, reflecting its
1st bless, cure w ounds
current em otion s and w hat it is actively thinking
3rd lesser restoration, spiritual w eapon
about) w hen it is w ithin 60 feet o f you. T h is effect lasts
5th beacon o f hope, revivify
for 1 minute.
D uring that tim e, you can use your action to end this 7th death ward, gu ard ia n o f faith

effect and cast the suggestion spell on the creature 9th m ass cure w ounds, raise dead
w ithout expending a spell slot. T h e target autom atically
fails its saving throw against the spell. B onus P r o f ic ie n c y
W h en you c h o o s e this dom ain at 1st level, you gain
Po t e n t Sp e l l c a s t in g proficiency with heavy armor.
Starting at 8th level, you add your W isd om m odifier to
the dam age you deal with any cleric cantrip. D is c ip l e o f L if e

A lso starting at 1st level, your h ealing spells are m ore


V is io n s o f t h e Pa s t effective. W h enever you u se a spell o f 1st level or higher
Starting at 17th level, you can call up vision s o f the to restore hit points to a creature, the creature regains
past that relate to an object you hold or your im m ediate additional hit points equal to 2 + the sp ell’s level.
surroundings. You sp end at least 1 m inute in meditation
and prayer, then receive dream like, sh ad ow y glim p ses C hannel D iv in it y : Preserve L if e
o f recent events. You can m editate in this w ay for a Starting at 2nd level, you can u se your Channel Divinity
num ber o f m inutes equal to your W isd om sc o r e and to heal the badly injured.
must m aintain concentration during that time, as if you A s an action, you presen t your holy sym bol and
w ere castin g a spell. evoke h ealing en ergy that can restore a num ber o f hit
O n ce you use this feature, you ca n ’t use it again until points equal to five tim es your cleric level. C h oose any
you finish a short or lon g rest. creatu res w ithin 30 feet o f you, and divide th ose hit
Object Reading. H olding an object as you meditate, points am ong them . T his feature can restore a creature
you can see vision s o f the o b je ct’s previous owner. to no m ore than h alf o f its hit point m axim um . You ca n ’t
After m editating for 1 minute, you learn h ow the ow n er u se this feature on an undead or a construct.
acqu ired and lost the object, as w ell as the m ost recent
significant event involving the object and that owner. B lessed H ealer

If the object w as ow n ed by another creature in the B egin ning at 6th level, the healing spells you cast on
recen t past (within a num ber o f days equal to your others heal you as w ell. W h en you cast a spell o f 1st
W isd om score), you can spend 1 additional minute level or higher that restores hit points to a creature
for each ow n er to learn the sa m e inform ation about other than you, you regain hit points equal to 2 + the
that creature. spell’s level.
Area Reading. A s you meditate, you see vision s
D iv in e St r i k e
o f recen t events in your im m ediate vicinity (a room ,
street, tunnel, clearing, or the like, up to a 50 -foot cube), At 8th level, you gain the ability to infuse your w eapon
g oin g back a num ber o f days equal to your W isd om strikes w ith divine energy. O n ce on each o f your turns
score. For each minute you meditate, you learn about w hen you hit a creature with a w eapon attack, you can
on e significant event, begin n in g with the m ost recent. cau se the attack to deal an extra 1d8 radiant dam age to
the target. W h en you reach 14th level, the extra dam age
Significant events typically involve pow erfu l em otions,
in creases to 2d8.
su ch as battles and betrayals, m arriages and m urders,
births and funerals. However, they m ight also include
Su p r e m e H e a l in g
m ore m undane events that are n evertheless im portant
Starting at 17th level, w hen you w ould norm ally roll
in your current situation.
on e or m ore dice to restore hit points with a spell, you
instead u se the h ighest num ber p ossib le for each die.
L if e D o m a in
F or exam ple, instead o f restoring 2d6 hit points to a
T h e Life dom ain fo c u s e s on the vibrant positive creature, you restore 12.
en ergy—on e o f the fundam ental forces o f the universe—
that sustains all life. The gods o f life prom ote vitality L ig h t D o m a in
and health through healing the sick and w ounded,
G od s o f light—including Helm , Lathander, Pholtus,
caring for th ose in need, and driving away the forces o f
Branchala, the Silver Flam e, Belenus, A pollo, and
death and undeath. A lm ost any non-evil deity can claim
R e-H orakhty—prom ote the ideals o f rebirth and
influence over this dom ain, particularly agricultural
renew al, truth, vigilance, and beauty, often using the
deities (such as Chauntea, Araw ai, and D em eter), sun
sym bol o f the sun. S o m e o f th ese g od s are portrayed
g od s (such as Lathander, Pelor, and Re-Horakhty), gods
as the sun itself or as a charioteer w h o guides the sun
a cro ss the sky. O thers are tireless sentinels w h o s e eyes
pierce every sh adow and see through every deception.
S om e are deities o f beauty and artistry, w h o teach that
art is a vehicle for the sou l's im provem ent. C lerics o f a
god o f light are enlightened sou ls in fused w ith radiance
and the p ow er o f their g o d s’ discern in g vision, charged
with chasin g away lies and burning away darkness.

Lig h t D o m a in S pells

Cleric Level Spells


1st b u rn in g h a nds, faerie fire
3rd f la m in g sphere, sco rch in g ray
5th daylight, f ireball
7th gu ardia n o f faith, wall of f ire
9th f la m e strike, scrying

Bonus C a n t r ip
W h en you c h o o s e this dom ain at 1st level, you gain the
light cantrip if you don ’t already k n ow it.

W a r d in g F l a r e
A lso at 1st level, you can in terpose divine light betw een
y ou rself and an attacking enemy. W h en you are attacked
by a creature w ithin 30 feet o f you that you can see,
you can u se your reaction to im pose disadvantage on
the attack roll, cau sin g light to flare before the attacker
before it hits or m isses. A n attacker that ca n ’t be blinded
is im m une to this feature.
You can u se this feature a num ber o f tim es equal to
your W isd om m odifier (a m inim um o f once). You regain
all expen ded u ses w hen you finish a long rest.

C hannel D iv in it y : R a d ia n c e o f t h e Daw n
Starting at 2nd level, you can use your Channel Divinity
to h arn ess sunlight, banish in g dark n ess and dealing N atu re D o m ain
radiant dam age to your foes. G od s o f nature are as varied as the natural w orld
A s an action, you presen t your holy sym bol, and any itself, from inscrutable g od s o f the deep forests (such
m agical darkn ess w ithin 30 feet o f you is dispelled. as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to
Additionally, each hostile creature w ithin 30 feet of friendly deities a ssocia ted with particular sprin gs and
you m ust m ake a Constitution saving throw. A creature groves (such as Eldath). D ruids revere nature as a
takes radiant dam age equal to 2 d 10 + your cleric level w h ole and m ight serve one o f these deities, practicing
on a failed saving throw, and half as m uch dam age on a m ysterious rites and reciting all-but-forgotten prayers in
su ccessfu l one. A creature that h as total cover from you their ow n secret tongue. But m any o f these g od s have
is not affected. clerics as w ell, cham pion s w ho take a m ore active role
in advancing the interests o f a particular nature god.
Im p r o v e d F l a r e
T h ese clerics m ight hunt the evil m on strosities that
Starting at 6th level, you ca n also use your W arding
d espoil the w ood lan d s, b less the harvest o f the faithful,
Flare feature w hen a creature that you can see w ithin
or w ither the crop s o f th ose w h o anger their gods.
3 0 feet o f you attacks a creature other than you.

N ature D o m a in S pells
P o t e n t S p e l l c a s t in g
Starting at 8th level, you add your W isd om m odifier to Cleric Level Spells
the dam age you deal with any cleric cantrip. 1st a n im a l friendship, speak with anim als
3rd barkskin, spike grow th
C o r o n a o f L ig h t
5th plant growth, w ind wall
Starting at 17th level, you can use your action to activate
7th dom inate beast, gra sp ing vine
an aura o f sunlight that lasts for 1 minute or until you
9th insect plague, tree stride
d ism iss it usin g another action. You emit bright light in
a 60 -foot radius and dim light 30 feet beyond that. Your
en em ies in the bright light have disadvantage on saving
throw s against any spell that deals fire or radiant damage.
A colyte of N ature righ teou sn ess or to en cou ra ge them to offer sa crifices o f
At 1st level, you learn on e druid cantrip o f your choice. propitiation to w ard o ff divine wrath.
You also gain proficiency in one o f the follow in g skills o f
your ch oice: A nim al H andling, Nature, or Survival. Te m p e st D o m a in S pells

Cleric Level Spells


B o n u s P r o f ic ie n c y
1st f o g cloud, thunderw ave
A lso at 1st level, you gain proficiency w ith heavy armor.
3rd gu st o f wind, shatter

C hannel D iv in it y : C harm A n im a l s 5th call lightning, sleet storm


and Plants 7th control water, ice storm
Starting at 2nd level, you can use your Channel Divinity 9th destructive wave, insect plague
to charm anim als and plants.
A s an action, you present you r holy sym bol and invoke B o n u s P r o f ic ie n c ie s
the nam e o f your deity. Each beast or plant creature that At 1st level, you gain proficiency w ith m artial w eap on s
can see you w ithin 30 feet o f you must m ake a W isd om and heavy armor.
saving throw. If the creature fails its saving throw, it is
ch a rm ed by you for 1 m inute or until it takes dam age. W rath of th e St o r m
W h ile it is ch arm ed by you, it is friendly to you and other A lso at 1st level, you can thunderously rebuke attackers.
creatu res you designate. W h en a creature w ithin 5 feet o f you that you can see
hits you w ith an attack, you can use your reaction to
Dam pen Elem ents cau se the creature to m ake a D exterity saving throw.
Starting at 6th level, w hen you or a creature w ithin 30 T h e creature takes 2d8 lightning or thunder dam age
feet o f you takes acid, cold, fire, lightning, or thunder (your ch oice) on a failed saving throw, and half as m uch
dam age, you can u se your reaction to grant resistan ce to dam age on a su ccessfu l one.
the creature against that in stan ce o f the dam age. You can u se this feature a num ber o f tim es equal to
your W isd om m odifier (a m inim um o f once). You regain
D iv in e St r i k e
all expen ded u ses w hen you finish a long rest.
At 8th level, you gain the ability to infuse your w eapon
strikes w ith divine energy. O nce on each o f your turns C hannel D iv in it y : D e s t r u c t iv e W rath
w hen you hit a creature w ith a w eap on attack, you Starting at 2nd level, you can u se your Channel Divinity
can cau se the attack to deal an extra 1d8 cold, fire, or to w ield the pow er o f the storm w ith u nch eck ed ferocity.
lightning dam age (your choice) to the target. W h en you W h en you roll lightning or thunder dam age, you can
reach 14th level, the extra dam age in creases to 2d8. use your Channel Divinity to deal m axim u m dam age,
instead o f rolling.
M aster of Nature
At 17th level, you gain the ability to com m a n d anim als T hunderbolt St r i k e
and plant creatures. W h ile creatu res are charm ed by At 6th level, w hen you deal lightning dam age to a Large
your Charm A n im als and Plants feature, you can take or sm aller creature, you can also push it up to 10 feet
a bon u s action on your turn to verbally c om m a n d what away from you.
each o f th ose creatu res w ill do on its next turn.
D iv in e St r i k e
T em pe st D o m a in At 8th level, you gain the ability to infuse your w eapon
G o d s w h o s e portfolios include the Tem pest d o m a in - strikes w ith divine energy. O n ce on each o f your turns
including Talos, U m berlee, K ord, Z eb oim , the w hen you hit a creature with a w eap on attack, you can
Devourer, Z eus, and T h or—govern storm s, sea, and cau se the attack to deal an extra 1d8 thunder dam age to
sky. Th ey include g od s o f lightning and thunder, gods the target. W h en you reach 14th level, the extra dam age
o f earthquakes, so m e fire gods, and certain g od s o f in creases to 2d8.
violen ce, physical strength, and courage. In som e
St o r m born
pantheons, a god o f this dom ain rules over other deities
At 17th level, you have a flying sp eed equal to
and is k n ow n for sw ift ju stice delivered by thunderbolts.
your current w alking sp eed w hen ever you are not
In the pantheons o f seafaring people, gods o f this
undergrou nd or in doors.
dom ain are o ce a n deities and the patrons o f sailors.
Tem pest g od s send their clerics to inspire fear in the
T r ic k e r y D o m a in
co m m o n folk, either to keep th ose folk on the path o f
G od s o f trickery—such as Tymora, Beshaba,
O lidam m ara, the Traveler, Garl Glittergold, and
L ok i—are m ischief-m akers and instigators w h o stand
as a constant challenge to the accep ted order am ong
both g od s and m ortals. T h ey’re patrons o f thieves,
scou n d rels, gam blers, rebels, and liberators. Their
clerics are a disruptive force in the w orld, puncturing
pride, m ock in g tyrants, stealing from the rich, freeing
captives, and flouting h ollow traditions. Th ey prefer
subterfuge, pranks, deception , and theft rather than w atch over w arriors and rew ard them for their great
direct confrontation. deeds. T h e clerics o f such g od s excel in battle, inspiring
others to fight the g o o d fight or offering acts o f violen ce
Tr ickery D o m a in S pells as prayers. G od s o f w ar include ch a m pion s o f h onor
Cleric Level Spells and chivalry (such as Torm , H eironeou s, and Kiri-
Jolith) as w ell as g od s o f destruction and pillage (such
1st ch a rm person, disguise self
as Erythnul, the Fury, G ruum sh, and A res) and g od s o f
3rd m irror im age, pa ss without trace
conquest and dom ination (such as Bane, Hextor, and
5th blink, dispel m agic
Maglubiyet). Other w ar g od s (such as Tem pus, Nike,
7th dim ension door, polym orph
and Nuada) take a m ore neutral stance, prom oting w ar
9th do m in ate person, m odify m e m ory in all its m anifestations and supporting w arriors in any
circu m stan ce.
B le ssin g of th e T r ic k st e r
Starting w hen you c h o o s e this dom ain at 1st level, you W ar D o m a in S pells
can use your action to touch a w illing creature other
Cleric Level Spells
than y ou rself to give it advantage on D exterity (Stealth)
1st divine favor, shield o f faith
ch ecks. T h is blessin g lasts for 1 hour or until you use
3rd m a g ic weapon, spiritual w eapon
this feature again.
5th crusad er’s mantle, spirit gu ardians
C hannel D iv in it y : In v o k e D u p l ic it y 7th fre e do m o f m ovem ent, stoneskin
Starting at 2nd level, you can use y ou r Channel Divinity 9th f la m e strike, hold m onster
to create an illusory duplicate o f yourself.
A s an action, you create a perfect illusion o f B o n u s P r o fic ie n c ie s
y ou rself that lasts for 1 m inute, or until you lose your At 1st level, you gain proficiency w ith m artial w eap on s
concentration (as if you w ere concentratin g on a spell). and heavy armor.
The illusion appears in an u n occu p ied sp ace that you
can see w ithin 30 feet o f you. A s a bon u s action on your W a r P r ie st
turn, you can m ove the illusion up to 30 feet to a sp ace F rom 1st level, your god delivers bolts o f inspiration to
you can see, but it must rem ain w ithin 120 feet o f you. you w hile you are engaged in battle. W h en you use the
For the duration, you ca n cast spells as though you Attack action, you can m ake on e w ea p on attack as a
w ere in the illusion’s space, but you m ust use your ow n bon u s action.
sen ses. Additionally, w hen both you and your illusion You ca n u se this feature a num ber o f tim es equal to
are w ithin 5 feet o f a creature that can see the illusion, your W isd om m odifier (a m inim um o f once). You regain
you have advantage on attack rolls against that creature, all expended u ses w hen you finish a long rest.
given h ow distracting the illusion is to the target.
C hannel D iv in it y : G u id e d St r i k e
C hannel D iv in it y : C lo a k of Sh a d o w s Starting at 2nd level, you can use your Channel Divinity
Starting at 6th level, you can u se your Channel to strike w ith supernatural accuracy. W h en you m ake
D ivinity to vanish. an attack roll, you can u se your Channel Divinity to gain
A s an action, you b e co m e invisible until the end o f your a +10 bon u s to the roll. You m ake this ch oice after you
next turn. You b e co m e visible if you attack or cast a spell. see the roll, but before the DM says w hether the attack
hits or m isses.
D iv in e St r i k e
At 8th level, you gain the ability to infuse your w eapon C hannel D iv in it y : War G o d ’s B le ssin g
strikes w ith p o iso n —a gift from your deity. O nce on each At 6th level, w hen a creature w ithin 30 feet o f you
o f your turns w hen you hit a creature w ith a w eapon m akes an attack roll, you can u se y ou r reaction to grant
attack, you can cau se the attack to deal an extra 1d8 that creature a +10 bon u s to the roll, usin g your Channel
p oison d am age to the target. W h en you reach 14th level, Divinity. You m ake this ch oice after you see the roll, but
the extra dam age in creases to 2d8. before the DM says w hether the attack hits or m isses.

Im proved D u p l ic it y D iv in e St r i k e
At 17th level, you can create up to four duplicates At 8th level, you gain the ability to infuse your w eap on
o f yourself, instead o f one, w hen you u se Invoke strikes w ith divine energy. O n ce on each o f your turns
Duplicity. A s a bon u s action on your turn, you can w hen you hit a creature w ith a w eap on attack, you can
m ove any n um ber o f them up to 30 feet, to a m axim um cau se the attack to deal an extra 1d8 dam age o f the
range o f 120 feet. sam e type dealt by the w ea p on to the target. W h en you
reach 14th level, the extra dam age in creases to 2d8.
W a r D o m a in
A vatar of Battle
W ar has m any m anifestations. It can m ake h eroes o f
At 17th level, you gain resistance to bludgeoning, piercing,
ordinary people. It can be desperate and horrific, with
and slashing dam age from n onm agical w eapon s.
acts o f cruelty and cow a rd ice eclipsing in stan ces o f
excellen ce and courage. In either case, the gods o f w ar
D ruid
H olding high a gnarled staff w reathed with holly, an elf
su m m on s the fury o f the storm and calls d ow n explosive
bolts o f lightning to sm ite the torch-carryin g orc s w ho
threaten her forest.
C rou ch in g out o f sight on a high tree branch in the
form o f a leopard, a hum an p eers out o f the ju n gle at the
strange construction o f a tem ple o f Evil Elem ental Air,
keepin g a clo se eye on the cultists’ activities.
Sw in g in g a blade form ed o f pure fire, a h alf-elf
ch arges into a m a ss o f skeletal soldiers, sundering
the unnatural m agic that gives the foul creatu res the
m ock in g sem bla n ce o f life.
W h eth er calling on the elem ental forces o f nature or
em ulating the creatu res o f the anim al w orld, druids are
an em bodim ent o f nature’s resilience, cunning, and fury.
They claim n o m astery over nature. Instead, they see
them selves as exten sion s o f nature’s indom itable will.

Pow er of N ature
D ruids revere nature above all, gaining their spells and
other m agical p ow ers either from the force o f nature
itself or from a nature deity. M any druids pursue a
m ystic spirituality o f transcendent union with nature
rather than devotion to a divine entity, w hile others
serve g od s o f w ild nature, anim als, or elem ental forces.
Th e ancient druidic traditions are som etim es called
the Old Faith, in contrast to the w orship o f g od s in
tem ples and shrines.
D ruid sp ells are oriented tow ard nature and an im als—
the p ow er o f tooth and claw, o f sun and m oon , o f fire
and storm . D ruids also gain the ability to take on anim al
form s, and som e druids m ake a particular study o f this
practice, even to the point w h ere they prefer anim al
form to their natural form .

P reserve th e Ba la n c e
F or druids, nature exists in a preca riou s balance. The
four elem ents that m ake up a w orld —air, earth, fire,
T he D r u id

— Spell Slots per Spell Level—


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2 — — — — — — — —
2nd +2 Wild Shape, Druid Circle 2 3 — — — — — — — —
3rd +2 — 2 4 2 — — — — — — —
4th +2 Wild Shape improvement, 3 4 3 — — — — — — —
Ability Score Improvement
5th +3 — 3 4 3 2 — — — — — —
6th +3 Druid Circle feature 3 4 3 3 — — — — — —
7th +3 — 3 4 3 3 1 — — — — —
8th +3 Wild Shape improvement, 3 4 3 3 2 — — — — —
Ability Score Improvement
9th +4 — 3 4 3 3 3 1 — — — —

10th +4 Druid Circle feature 4 4 3 3 3 2 — — — —

11th +4 — 4 4 3 3 3 2 1 — —

12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — —

13th +5 — 4 4 3 3 3 2 1 1 — —

14th +5 Druid Circle feature 4 4 3 3 3 2 1 1 — —

15th +5 — 4 4 3 3 3 2 1 1 1 —

16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 —

17th +6 — 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

and w ater—must rem ain in equilibrium . If on e elem ent as a sign that b e co m in g a druid
w ere to gain p ow er over the others, the w orld cou ld be w as part o f your character’s destiny.
destroyed, draw n into on e o f the elem ental planes and Have you always been an adventurer
broken apart into its com p on en t elem ents. Thus, druids as part o f your druidic calling, or did you
o p p o s e cults o f Elem ental Evil and others w h o prom ote first sp en d tim e as a caretaker o f a sacred
one elem ent to the exclusion o f others. grove or sprin g? Perhaps your h om eland w as
D ruids are also con cern ed with the delicate ecologica l befou led by evil, and you took up an adventuring life in
balance that sustains plant and anim al life, and the need h op es o f finding a new h om e or pu rpose.
for civilized folk to live in harm ony with nature, not in
opposition to it. D ruids a ccept that w h ich is cru el in Q u ic k B u il d
nature, and they hate that w h ich is unnatural, including You can m ake a druid quickly by follow in g these
aberrations (such as b eh olders and m ind flayers) su ggestion s. First, W isd om should be your highest
and undead (such as zom b ies and vam pires). D ruids ability score, follow ed by Constitution. S econ d , c h o o s e
som etim es lead raids against such creatures, especially the herm it background.
w hen the m on sters en croach on the druids’ territory.
D ruids are often found guarding sacred sites or C lass Featu r es
w atching over region s o f u nspoiled nature. But w hen a
A s a druid, you gain the follow in g class features.
significant danger arises, threatening nature’s balance
or the lands they protect, druids take on a m ore active H it P o in t s
role in com ba tin g the threat, as adventurers. Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution m odifier
C r e a t in g a D ru id Hit Points at Higher Levels: 1d8 (or 5) + your
W h en m aking a druid, con sid er w hy your character has Constitution m odifier per druid level after 1st
such a clo se bon d with nature. Perhaps your character
lives in a society w h ere the Old Faith still thrives, or w as P r o f ic ie n c ie s
raised by a druid after being abandoned in the depths A rm or: Light armor, m edium armor, shields (druids w ill
o f a forest. Perhaps your character had a dram atic not w ear arm or or u se shields m ade o f m etal)
en cou nter with the spirits o f nature, com in g face to W eapons: Clubs, daggers, darts, javelins, m aces,
face with a giant eagle or dire w o lf and surviving the quarterstaffs, scim itars, sickles, slings, sp ears
experience. M aybe your character w a s born during an Tools: H erbalism kit
epic storm or a volca n ic eruption, w hich w as interpreted Saving Throws: Intelligence, W isd om
Skills: C h oose tw o from A rcan a, A nim al one spell). The sp ells must be o f a level for w hich you
Handling, Insight, M edicine, Nature, P erception, have spell slots.
Religion, and Survival F or exam ple, if you are a 3rd-level druid, you have four
1st-level and tw o 2nd-level spell slots. W ith a W isd om
E q u ip m ent o f 16, your list o f prepared sp ells can include six spells
You start w ith the follow in g equipm ent, in addition to o f 1st or 2nd level, in any com bination. If you prepare
the equipm ent granted by your background: the 1st-level spell cure wounds, you ca n cast it using
• (a) a w o o d e n shield or (b) any sim ple w eapon a 1st-level or 2nd-level slot. Casting the spell d o e s n ’t
• (a) a scim itar or (b) any sim ple m elee w eap on rem ove it from your list o f prepared spells.
• Leather armor, an ex plorer’s pack, and a druidic focu s You can also change your list o f prepared sp ells w hen
you finish a long rest. P reparin g a n ew list o f druid
D r u id ic sp ells requ ires tim e spent in prayer and m editation: at
least 1 m inute p er spell level for each spell on your list.
You k n ow D ruidic, the secret language o f druids. You
can sp ea k the language and u se it to leave hidden Sp e l l c a s t in g A b il it y
m essa ges. You and others w h o k n ow this language W isd om is your spellcastin g ability for y ou r druid
autom atically sp ot such a m essage. O thers spot the spells, sin ce your m a gic draw s u pon your devotion and
m essa g e’s p resen ce w ith a su ccessfu l D C 15 W isd om attunem ent to nature. You use your W isd om w henever
(P erception ) ch eck but ca n ’t deciph er it w ithout m agic. a spell refers to your sp ellcastin g ability. In addition,
you use your W isd om m odifier w hen setting the saving
Sp e l l c a s t in g th row D C for a druid spell you cast and w hen m akin g an
D raw ing on the divine e ss e n ce o f nature itself, you attack roll w ith one.
can cast spells to sh ape that e ss e n ce to your w ill. S ee
Spell save DC = 8 + your proficiency bonus +
chapter 10 for the general rules o f sp ellcastin g and
your Wisdom modifier
chapter 11 for the druid sp ell list.
Spell attack modifier = your proficiency bonus +
C a n t r ip s your Wisdom modifier
At 1st level, you k n ow tw o cantrips o f you r ch oice from
the druid spell list. You learn additional druid cantrips R it u a l C a s t in g
o f your ch oice at higher levels, as sh ow n in the Cantrips
You ca n cast a druid spell as a ritual if that spell has the
K n ow n colu m n o f the D ruid table.
ritual tag and you have the spell prepared.

P r e p a r in g and C a s t in g Spells
Sp e l l c a s t in g Fo c u s
T h e D ruid table sh ow s h ow m any spell slots you have
You can u se a druidic focu s (found in chapter 5) as a
to cast your sp ells o f 1st level and higher. To cast on e o f
sp ellcastin g focu s for your druid spells.
th ese druid spells, you m ust expend a slot o f the sp ell’s
level or higher. You regain all expen ded spell slots w hen W il d S h a p e
you finish a lon g rest.
You prepare the list o f druid spells that are available Starting at 2nd level, you can use your action to
for you to cast, ch o o s in g from the druid spell list. W h en m agically assu m e the shape o f a beast that you have
you d o so, c h o o s e a num ber o f druid spells equal to seen before. Y ou can u se this feature tw ice. You regain
your W isd om m odifier + your druid level (m inim um o f expen ded u ses w hen you finish a short or long rest.
Your druid level determ ines the bea sts you can
transform into, as sh ow n in the B east Sh apes table. At
Sacred Plants and Wo o d
2nd level, for exam ple, you can transform into any beast
A druid holds certain plants to be sacred, particularly alder,
that has a challen ge rating o f 1/4 or low er that d oesn ’t
ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan,
have a flying or sw im m in g speed.
willow, and yew. Druids often use such plants as part of a
spellcasting focus, incorporating lengths o f oak or yew or
sprigs o f mistletoe. Beast S h apes
Similarly, a druid uses such woods to make other objects, Level Max. CR Limitations Example
such as weapons and shields. Yew is associated with death
2nd 1/4 No flying or swimming speed Wolf
and rebirth, so weapon handles for scimitars or sickles might
be fashioned from it. Ash is associated with life and oak 4th 1/2 No flying speed Crocodile
with strength. These woods make excellent hafts or whole 8th 1 — Giant eagle
weapons, such as clubs or quarterstaffs, as well as shields.
Alder is associated with air, and it might be used for thrown You can stay in a beast sh ape for a num ber o f hours
weapons, such as darts or javelins. equal to h alf your druid level (rounded down). You then
Druids from regions that lack the plants described here revert to your n orm al form u n less you expend another
have chosen other plants to take on similar uses. For use o f this feature. You can revert to your norm al
instance, a druid o f a desert region might value the yucca form earlier by using a bon u s action on your turn. You
tree and cactus plants. autom atically revert if you fall u n con sciou s, drop to
0 hit points, or die.
W h ile you are transform ed, the follow in g rules apply:
• Your gam e statistics are replaced by the statistics o f T im e l e ss B o d y
the beast, but you retain your alignm ent, personality,
Starting at 18th level, the prim al m agic that you w ield
and Intelligence, W isd om , and C harism a sco re s. You
also retain all o f your skill and saving th row proficien- cau ses you to age m ore slowly. F or every 10 y ears that
pass, your b od y ages only 1 year.
cies, in addition to gaining th ose o f the creature. If
the creature has the sam e proficiency as you and the
B ea st Spells
bon u s in its stat b lo ck is higher than yours, u se the
creatu re’s bon u s instead o f yours. If the creature has B egin ning at 18th level, you can cast m any o f your druid
any legendary or lair actions, you can't u se them. sp ells in any shape you assu m e usin g W ild Shape. You
• W h en you transform , you assu m e the b ea st’s hit can p erform the som atic and verbal com pon en ts o f a
points and Hit D ice. W h en you revert to your n orm al druid spell w hile in a beast shape, but you aren’t able to
form , you return to the num ber o f hit p oin ts you had provide m aterial com pon en ts.
before you transform ed. H owever, if you revert as a
result o f droppin g to 0 hit points, any e x ce s s dam age A r c h d r u id
carries over to your n orm al form . F or exam ple, if you At 20th level, you can u se your W ild S h a p e an unlim ited
take 10 dam age in anim al form and have only 1 hit num ber o f tim es.
point left, you revert and take 9 dam age. A s lon g as
the ex cess dam age d oesn ’t reduce your n orm al form
to 0 hit points, you aren’t k n ock ed u n con sciou s.
• You can ’t cast spells, and your ability to sp eak or
take any action that requ ires hands is lim ited to the
capabilities o f your beast form . Tran sform in g d oesn ’t
break your concentration on a spell you ’ve already
cast, however, or prevent you from taking actions that
are part o f a spell, such as call lightning, that you ’ve
already cast.
• You retain the benefit o f any features from your class,
race, or other sou rce and can use them if the n ew
form is physically capable o f doin g so. H ow ever, you
c a n ’t use any o f your sp ecia l sen ses, such as darkvi-
sion, u n less your n ew form also has that sense.
• You c h o o s e w hether your equipm ent falls to the
ground in your space, m erges into your n ew form , or
is w orn by it. W orn equipm ent fu nction s as norm al,
but the DM d ecid es w hether it is practical for the new
form to w ear a piece o f equipm ent, ba sed on the crea -
ture’s sh ape and size. Your equipm ent d oesn ’t change
size or shape to m atch the new
form , and any equipm ent that
the n ew form ca n ’t w ear
m ust either fall to the
grou nd or m erge w ith it.
Equipm ent that m erges
w ith the form has no
effect until you leave
the form .

D r u id C ir c l e
At 2nd level, you c h o o s e to
identify w ith a circle o f druids:
the Circle o f the Land or the Circle o f the M oon, both
detailed at the end o f the class description. Your ch oice
grants you features at 2nd level and again at 6th, 10th,
and 14th level.

A b il it y S co r e Im pr o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability s c o r e o f
your ch oice by 2, or you can in crease tw o ability scores
o f your ch oice by 1. A s norm al, you ca n ’t in crease an
ability s c o r e above 20 using this feature.
Additionally, you can ignore the verbal and som atic A r c t ic
com p on en ts o f your druid spells, as w ell as any material
Druid Level Circle Spells
com pon en ts that lack a cost and aren’t con su m ed by a
3rd hold person, spike grow th
spell. You gain this benefit in both your norm al shape
5th sleet storm , slow
and your beast shape from W ild Shape.
7th fre e do m o f m ovem ent, ice storm
9th co m m u n e with nature, cone o f cold
D r u i d C ir c l e s
Though their organization is invisible to m ost outsiders, C o a st
druids are part o f a society that spans the land, ignoring
Druid Level Circle Spells
political borders. All druids are nom inally m em bers
3rd m irror image, m isty step
o f this druidic society, though som e individuals are so
isolated that they have never seen any high-ranking 5th w ater breathing, water walk

m em bers o f the society or participated in druidic 7th control water, fre e d o m o f m ovem ent

gatherings. D ruids recog n ize each other as brothers and 9th conjure elemental, scrying
sisters. Like creatures o f the w ilderness, however, druids
som etim es com pete with or even prey on each other. D esert

At a local scale, druids are organized into circles that Druid Level Circle Spells
share certain perspectives on nature, balance, and the 3rd blur, silence
w ay o f the druid. 5th create fo o d a n d water, protection fro m energy
7th blight, hallucinatory terrain
C ircle of t h e L a n d
9th insect plague, wall o f stone
The Circle o f the Land is m ade up o f m ystics and sages
w h o safeguard ancient kn ow led ge and rites through Fo r est
a vast oral tradition. T h ese druids m eet w ithin sacred
Druid Level Circle Spells
circles o f trees or standing ston es to w h isper prim al
3rd barkskin, spider clim b
secrets in D ruidic. T h e circle’s w isest m em bers preside
5th call lightning, plant grow th
as the ch ief priests o f com m u n ities that hold to the Old
7th divination, freedom o f m ovem ent
Faith and serve as advisors to the rulers o f th ose folk.
A s a m em ber o f this circle, your m agic is influenced 9th c o m m u n e with nature, tree stride

by the land w here you w ere initiated into the circle’s


G r a ssl a n d
m ysterious rites.
Druid Level Circle Spells
Bonus C a n t r ip
3rd invisibility, pass without trace
W h en you c h o o s e this circle at 2nd level, you learn one 5th daylight, haste
additional druid cantrip o f your choice.
7th divination, fre e do m o f m ovem ent

Natural R ecovery
9th dream, insect plague

Starting at 2nd level, you can regain som e o f your


M o u n t a in
m agical en ergy by sitting in m editation and com m u n in g
w ith nature. D uring a short rest, you c h o o s e expended Druid Level Circle Spells
spell slots to recover. The spell slots can have a 3rd spider climb, spike grow th
com b in ed level that is equal to or less than h alf your 5th lightning bolt, m eld into stone
druid level (rounded up), and n one o f the slots can be 7th stone shape, stoneskin
6 th level or higher. You can ’t use this feature again until 9th passwall, wall o f stone
you finish a long rest
For exam ple, w hen you are a 4th-level druid, you can S w a m p
recover up to tw o levels w orth o f spell slots. You can
Druid Level Circle Spells
recover either a 2nd-level slot or tw o 1st-level slots.
3rd darkness, M e lf ’s acid arrow
C ir c l e Spe lls 5th w ater walk, stinking cloud
Your m ystical con n ection to the land in fu ses you with 7th freedom o f m ovem ent, locate creature
the ability to cast certain spells. At 3rd, 5th, 7th, and 9th insect plague, scrying
9th level you gain a c c e s s to circle spells con n ected
to the land w here you b e ca m e a druid. C h oose that U n d er d a r k
land—arctic, coast, desert, forest, grassland, mountain,
Druid Level Circle Spells
sw am p, or U nderdark—and consult the associated
list o f spells. 3rd spider climb, web

O nce you gain a c c e s s to a circle spell, you always have 5th gaseous form , stinking cloud
it prepared, and it d o e s n ’t coun t against the num ber o f 7th greater invisibility, stone shape
spells you can prepare each day. If you gain a c c e s s to a 9th cloudkill, insect plague
spell that d oesn ’t appear on the druid spell list, the spell
is n onetheless a druid spell for you.
La n d ’s St r i d e P r im al St r i k e
Starting at 6th level, m ovin g through n onm agical Starting at 6th level, your attacks in beast form count as
difficult terrain co sts you no extra m ovem ent. You can m agical for the p u rp ose o f ov ercom in g resistan ce and
also pa ss through n onm agical plants w ithout being im m unity to n onm agical attacks and dam age.
slow ed by them and w ithout taking dam age from them if
they have thorns, spines, or a sim ilar hazard. Elem ental W il d Sh ape
In addition, you have advantage on saving throws against At 10th level, you can expend tw o u ses o f W ild Sh ape
plants that are magically created or manipulated to im pede at the sam e tim e to transform into an air elem ental, an
m ovem ent, such th ose created by the entangle spell. earth elem ental, a fire elem ental, or a water elem ental.

N a t u r e ’s W a r d T h o u sa n d Form s
W h en you reach 10th level, you c a n ’t be ch arm ed or By 14th level, you have learned to use m agic to alter
frightened by elem entals or fey, and you are im m u ne to your physical form in m ore subtle ways. You can cast the
p oison and disease. alter self spell at will.

N a t u r e ’s Sa n c t u a r y D ruids a n d th e G ods
W h en you reach 14th level, creatures o f the natural Some druids venerate the forces o f nature themselves, but
w orld sen se your con n ection to nature and b e c o m e most druids are devoted to one o f the many nature deities
hesitant to attack you. W h en a beast or plant creature worshiped in the multiverse (the lists o f gods in appendix
attacks you, that creature m ust m ake a W isd om saving B include many such deities). The worship o f these deities
th row against your druid spell save D C. On a failed save, is often considered a more ancient tradition than the faiths
the creature m ust c h o o s e a different target, or the attack o f clerics and urbanized peoples. In fact, in the world of
autom atically m isses. O n a su ccessfu l save, the creature Greyhawk, the druidic faith is called the Old Faith, and it
is im m une to this effect for 24 hours. claims many adherents among farmers, foresters, fishers,
and others who live closely with nature. This tradition
T h e creature is aw are o f this effect before it m akes its
includes the worship o f Nature as a primal force beyond
attack against you.
personification, but also encompasses the worship o f Beory,
the Oerth Mother, as well as devotees o f Obad-Hai, Ehlonna,
C ir c l e o f t h e M o o n and Ulaa.
D ruids o f the Circle o f the M oon are fierce guardians In the worlds of Greyhawk and the Forgotten Realms,
o f the w ilds. Th eir order gathers under the full m oon to druidic circles are not usually connected to the faith o f a
single nature deity. Any given circle in the Forgotten Realms,
share n ew s and trade w arnings. They haunt the deepest
for example, might include druids who revere Silvanus,
parts o f the w ildern ess, w here they might go for w eek s
Mielikki, Eldath, Chauntea, or even the harsh Gods o f Fury:
on end before crossin g paths w ith another hum anoid
Talos, Malar, Auril, and Umberlee. These nature gods are
creature, let alone another druid. often called the First Circle, the first among the druids, and
C hangeable as the m oon , a druid o f this circle might most druids count them all (even the violent ones) as worthy
prow l as a great cat on e night, soa r over the treetops o f veneration.
as an eagle the next day, and crash through the The druids o f Eberron hold animistic beliefs completely
undergrow th in bea r form to drive off a trespassing unconnected to the Sovereign Host, the Dark Six, or any of
m onster. The w ild is in the druid's blood. the other religions of the world. They believe that every living
thing and every natural phenomenon— sun, moon, wind,
C om bat W il d Sh ape fire, and the world itself—has a spirit. Their spells, then, are
W h en you c h o o s e this circle at 2nd level, you gain the a means to communicate with and command these spirits.
Different druidic sects, though, hold different philosophies
ability to u se W ild Sh ape on your turn as a bon u s action,
about the proper relationship of these spirits to each other
rather than as an action.
and to the forces o f civilization. The Ashbound, for example,
Additionally, w hile you are transform ed by W ild
believe that arcane magic is an abomination against nature,
Shape, you ca n u se a bon u s action to expend one the Children o f Winter venerate the forces o f death, and the
spell slot to regain 1d8 hit points per level o f the spell Gatekeepers preserve ancient traditions meant to protect the
slot expended. world from the incursion o f aberrations.

C ir c l e Form s
T h e rites o f y ou r circle grant you the ability to transform
into m ore dangerou s anim al form s. Starting at 2nd
level, you can u se your W ild Sh ape to transform into a
beast with a challen ge rating as high as 1 (you ignore
the M ax. C R colum n o f the B east S h apes table, but must
abide by the other lim itations there).
Starting at 6th level, you can transform into a beast
w ith a challen ge rating as high as your druid level
divided by 3, rounded dow n.
Fig h ter
A hum an in clan ging plate arm or holds her shield
b efore her as she run s tow ard the m a ssed goblins. A n
elf behind her, clad in studded leather armor, peppers
the goblin s w ith arrow s lo o s e d from his exquisite
bow . The h alf-orc nearby shouts orders, helping
the tw o com batants coordin a te their assault to the
best advantage.
A d w arf in chain m ail in terp oses his shield b etw een
the o g re ’s club and his com panion , k n ock in g the deadly
blow aside. H is com panion , a half-elf in sca le armor,
sw in gs tw o scim itars in a blinding w hirl as she circles
the ogre, look in g for a blind spot in its defen ses.
A gladiator fights for sport in an arena, a m aster with
his trident and net, skilled at toppling fo e s and m oving
them around for the crow d ’s delight—and his ow n
tactical advantage. H is op p on en t’s sw ord flares with
blue light an instant b efore sh e sen ds lightning flashing
forth to sm ite him.
All o f these h eroes are fighters, perhaps the m ost
diverse cla ss o f characters in the w orld s o f D u n g e o n s &
D r a g o n s . Q uesting knights, con q u erin g overlords, royal
cham pion s, elite foot soldiers, hardened m ercenaries,
and bandit kin gs—as fighters, they all share an
unparalleled m astery with w ea p on s and armor, and a
th orough k n ow led ge o f the skills o f com bat. A nd they
are w ell acquainted w ith death, both m eting it out and
staring it defiantly in the face.

W e l l -R o u n d e d Sp e c ia l ist s
Fighters learn the b a sics o f all com bat styles. Every
fighter can sw in g an axe, fen ce with a rapier, w ield a
lon gsw ord or a greatsw ord, use a bow, and even trap foes
in a net with som e degree o f skill. Likew ise, a fighter is
adept with shields and every form o f armor. Beyond that
basic degree o f familiarity, each fighter sp ecia lizes in a
certain style o f com bat. S o m e concentrate on archery,
som e on fighting w ith tw o w ea p on s at on ce, and som e
on augm enting their m artial skills w ith m agic. This
com bination o f broad general ability and extensive
specialization m akes fighters su perior com batants
on battlefields and in du ngeon s alike.

T r a in e d fo r D a n g e r
Not every m em ber o f the city watch, the village militia,
or the qu een ’s arm y is a fighter. M ost o f these troop s are
relatively untrained soldiers w ith only the m ost basic
com bat kn ow ledge. Veteran soldiers, m ilitary officers,
trained bodyguards, dedicated knights, and sim ilar
figures are fighters.
T h e F ig h t e r

Proficiency
Level Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable
(three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

S o m e fighters feel draw n to use their training as to buy them. Your arm am ents are n ow am on g your
adventurers. The du ngeon delving, m on ster slaying, and m ost im portant p o s se ss io n s—the only things that stand
other dangerou s w ork c o m m o n am ong adventurers is betw een you and death’s em brace.
se co n d nature for a fighter, not all that different from
the life he or she left behind. T h ere are greater risks, Q u ic k B u il d
perhaps, but also m uch greater rew ards—few fighters in You can m ake a fighter quickly by follow in g these
the city w atch have the opportunity to d iscover a m agic suggestion s. First, m ake Strength or D exterity your
flame tongue sw ord, for exam ple. highest ability score, depen din g on w hether you
w ant to focu s on m elee w ea p on s or on archery (or
C r e a t in g a F ig h t e r fin esse w eapons). Your next-highest sc o r e should be
Constitution, or Intelligence if you plan to adopt the
A s you build your fighter, think about tw o related
Eldritch K night m artial archetype. S econ d , c h o o s e
elem ents o f your character's backgrou n d: W h ere did
the sold ier background.
you get your com bat training, and w hat set you apart
from the m undane w arriors around you? W ere you
particularly ruthless? D id you get extra help from a C lass Featur es
mentor, perhaps b eca u se o f your exception al dedication? A s a fighter, you gain the follow in g cla ss features.
W hat drove you to this training in the first place? A
threat to y ou r hom eland, a thirst for revenge, or a need H it P o in t s
to prove y ou rself m ight all have b een factors. Hit Dice: 1d 10 per fighter level
You m ight have enjoyed form al training in a n oble’s Hit Points at 1st Level: 10 + your Constitution m odifier
arm y or in a local militia. Perhaps you trained in a w ar Hit Points at Higher L ev els: 1d 10 (or 6) + your
academ y, learning strategy, tactics, and m ilitary history. Constitution m odifier p er fighter level after 1st
O r you m ight be self-taught—unpolish ed but w ell tested.
Did you take up the sw ord as a w ay to esca p e the lim its P r o f ic ie n c ie s
o f life on a farm , or are you follow in g a p roud fam ily A r m o r : A ll armor, shields
tradition? W h ere did you acquire your w ea p on s and W eapons: Sim ple w eapon s, m artial w ea p on s
arm or? T h ey m ight have been m ilitary issue or fam ily T o o ls : N one
h eirloom s, or perhaps you scrim p ed and saved for years Saving Throws: Strength, Constitution
Skills: C h oose tw o skills from A crobatics, A nim al O nce you use this feature, you must finish a sh ort or
Handling, Athletics, History, Insight, Intim idation, long rest before you can u se it again. Starting at 17th
P erception, and Survival level, you can u se it tw ice b efore a rest, but only on ce on
the sam e turn.
E q u ip m ent
You start with the follow in g equipm ent, in addition to M a r t ia l A r ch e type
the equipm ent granted by your background:
At 3rd level, you c h o o s e an archetype that you strive to
• (a) chain m ail or (b) leather, longbow , and 20 arrow s em ulate in your com bat styles and techniques. C h oose
• (a) a martial w eap on and a shield or (b) tw o martial Cham pion, Battle Master, or Eldritch Knight, all detailed
w eap on s at the end o f the class description. T h e archetype you
• (a) a light c ro s s b o w and 20 bolts or (b) tw o handaxes c h o o s e grants you features at 3rd level and again at 7th,
• (a) a du ng eon eer’s pack o r (b) an explorer’s pack 10th, 15th, and 18th level.

F ig h t in g St y l e A b il it y Sco r e Im pr o v e m e n t
You adopt a particular style o f fighting as your specialty. W h en you reach 4th level, and again at 6th, 8th, 12th,
C h oose on e o f the follow in g options. You ca n ’t take a 14th, 16th, and 19th level, you can in crease one ability
Fighting Style option m ore than on ce, even if you later sc o r e o f your ch oice by 2, or you can in crease tw o ability
get to c h o o s e again. s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease
an ability sc o r e above 20 using this feature.
A rchery
You gain a +2 bonus to attack rolls you m ake with Extra A ttack
ranged w eapon s.
B egin ning at 5th level, you can attack tw ice, instead o f
D efense on ce, w henever you take the A ttack action on your turn.
W h ile you are w earin g armor, you gain a +1 bonus to AC. The num ber o f attacks in creases to three w hen you
reach 11th level in this class and to four w hen you reach
D u e l in g 20th level in this class.
W h en you are w ielding a m elee w eap on in on e hand and
no other w eapon s, you gain a +2 bon u s to dam age rolls In d o m it a b l e
w ith that w eapon. B egin ning at 9th level, you can reroll a saving th row that
you fail. If you do so, you must use the n ew roll, and you
G reat W eapon F ig h t in g
ca n ’t use this feature again until you finish a long rest.
W h en you roll a 1 or 2 on a dam age die for an attack you
You can u se this feature tw ice betw een lon g rests
m ake with a m elee w eap on that you are w ielding with
starting at 13th level and three tim es betw een lon g rests
tw o hands, you can reroll the die and m ust u se the new
starting at 17th level.
roll, even if the new roll is a 1 or a 2. The w eap on must
have the tw o-handed or versatile property for you to gain
this benefit. M a r t ia l A rchetypes
Different fighters c h o o s e different ap proach es to
P r o t e c t io n perfecting their fighting p row ess. T h e m artial archetype
W h en a creature you can see attacks a target other you c h o o s e to em ulate reflects your approach.
than you that is w ithin 5 feet o f you, you can u se your
reaction to im p ose disadvantage on the attack roll. You C h a m p io n
m ust be w ielding a shield.
The archetypal C ham pion fo c u s e s on the developm ent
Tw o -W eapon F ig h t in g
o f raw physical p ow er honed to deadly perfection.
T h ose w ho m odel themselves on this archetype com bine
W h en you engage in tw o-w eapon fighting, you can add
rigorous training w ith physical ex cellen ce to deal
your ability m odifier to the dam age o f the secon d attack.
devastating blow s.
S e c o n d W in d
Im pr o v e d C r it ic a l
You have a lim ited w ell o f stam ina that you can draw on B eg in n in g w hen you c h o o s e this arch etype at 3rd
to protect y ou rself from harm . On your turn, you can use level, y ou r w ea p on attacks s c o r e a critical hit on a
a bon u s action to regain hit points equal to 1d 10 + your roll o f 19 or 20.
fighter level.
O nce you u se this feature, you must finish a short or R em arkable A thlete

long rest before you can u se it again. Starting at 7th level, you can add h alf your proficiency
bon u s (round up) to any Strength, Dexterity, or
A c t io n Su rge Constitution ch eck you m ake that d oesn ’t already use
your proficiency bonus.
Starting at 2nd level, you can push y ou rself beyon d your
In addition, w hen you m ake a running long jum p, the
n orm al lim its for a m om ent. On your turn, you can take
distance you can cover in creases by a num ber o f feet
on e additional action on top o f your regular action and a
equal to your Strength modifier.
p ossib le bon u s action.
A d d it io n a l F ig h t in g St y l e
At 10th level, you can c h o o s e a se co n d option from the
Fighting Style class feature.

Su p e r io r C r it ic a l
Starting at 15th level, your w eap on attacks sc o r e a
critical hit on a roll o f 1 8 -2 0 .

Su r v iv o r
At 18th level, you attain the pinnacle o f resilien ce in
battle. At the start o f each o f your turns, you regain hit
points equal to 5 + your Constitution m odifier if you
have n o m ore than h alf o f your hit points left. You don ’t
gain this benefit if you have 0 hit points.

Battle M aster
T h ose w h o emulate the archetypal Battle M aster
em ploy m artial tech niques p a ssed dow n through
generations. To a Battle Master, com bat is an acad em ic
field, som etim es including su bjects beyon d battle such
as w eapon sm ith in g and calligraphy. Not every fighter
ab sorbs the lesson s o f history, theory, and artistry
that are reflected in the Battle M aster archetype, but
th ose w h o do are w ell-rounded fighters o f great skill
and know ledge.

C om bat Su p e r io r it y
W h e n you c h o o s e this archetype at 3rd level, you
learn m aneuvers that are fueled by sp ecial dice called
superiority dice.
Maneuvers. You learn three m aneuvers o f your
ch oice, w hich are detailed under “M aneuvers” below.
M any m aneuvers en h a n ce an attack in so m e way. You
can u se only on e m aneuver per attack.
You learn tw o additional m aneuvers o f your ch oice
at 7th, 10th, and 15th level. E ach tim e you learn new
m aneuvers, you can also replace on e m aneuver you
kn ow with a different one.
Superiority Dice. You have four superiority dice,
w hich are d8s. A superiority die is expen ded w hen you
u se it. You regain all o f your expen ded superiority dice
w hen you finish a short or long rest.
You gain another superiority die at 7th level and one
m ore at 15th level.
Saving Throws. S o m e o f your m aneuvers require
your target to m ake a saving throw to resist the
m aneuver’s effects. T h e saving th row D C is calculated
as follow s:

Maneuver save D C = 8 + your proficiency bonus +


your Strength or Dexterity modifier (your choice)

St u d e n t of War
At 3rd level, you gain proficiency w ith on e type of
artisan’s tools o f your choice.

K now Y our Enem y


Starting at 7th level, if you spend at least 1 m inute
observ in g or interacting w ith another creature outside
com bat, you can learn certain inform ation about its
capabilities com p a red to your ow n. The DM tells you if
the creature is your equal, superior, or inferior in regard
to tw o o f the follow in g characteristics o f your choice:
• Strength sco re Maneuvering Attack. W h en you hit a creature with
• D exterity score a w ea p on attack, you can expend one superiority
• Constitution score die to m aneuver on e o f your com ra d es into a m ore
• A rm or C lass advantageous position. You add the superiority die to the
• Current hit points attack’s dam age roll, and you c h o o s e a friendly creature
• Total class levels (if any) w ho can see or hear you. That creature can use its
• Fighter class levels (if any) reaction to m ove up to h alf its sp eed w ithout provoking
opportunity attacks from the target o f your attack.
Im pr o v e d C om bat Su p e r io r it y Menacing Attack. W h en you hit a creature w ith a
At 10th level, your superiority dice turn into d 10s. At w eapon attack, you can expend on e superiority die to
18th level, they turn into d l2 s . attempt to frighten the target. You add the superiority
die to the attack’s dam age roll, and the target must
R elen tless m ake a W isd om saving throw. On a failed save, it is
Starting at 15th level, w hen you roll initiative and frightened o f you until the en d o f your next turn.
have no superiority d ice rem aining, you regain 1 Parry. W h en another creature dam ages you w ith a
superiority die. m elee attack, you can u se your reaction and expend one
superiority die to reduce the dam age by the num ber you
M aneuvers roll on your superiority die + your D exterity m odifier.
T h e m aneuvers are presen ted in alphabetical order. Precision Attack. W h en you m ake a w eapon attack
Commander’s Strike. W h en you take the Attack roll against a creature, you can expend one superiority
action on you r turn, you can forgo on e o f your attacks die to add it to the roll. You can u se this m aneuver
and u se a bon u s action to direct on e o f your com pa n ion s before or after m akin g the attack roll, but before any
to strike. W h en you do so, c h o o s e a friendly creature effects o f the attack are applied.
w h o can s e e or hear you and expend one superiority die. Pushing Attack. W h en you hit a creatu re with
That creature can im m ediately u se its reaction to m ake a w ea p on attack, you ca n expend on e su periority
on e w ea p on attack, adding the superiority die to the die to attem pt to drive the target back. You add the
attack’s dam age roll. su periority die to the attack's dam age roll, and if the
Disarming Attack. W h en you hit a creature w ith a target is Large or sm aller, it m ust m ake a Strength
w eap on attack, you can expend on e superiority die to saving throw. On a failed save, you push the target up
attempt to disarm the target, forcin g it to drop one item to 15 feet away from you.
o f your ch oice that it’s holding. You add the superiority Rally. On your turn, you ca n use a bon u s action and
die to the attack’s dam age roll, and the target m ust expend on e superiority die to bolster the resolve o f on e
m ake a Strength saving throw. O n a failed save, it drops o f your com pa n ion s. W h en you do so, c h o o s e a friendly
the object you c h oose. The object lands at its feet. creature w h o ca n see or hear you. That creature gains
Distracting Strike. W h en you hit a creature w ith a tem porary hit points equal to the superiority die roll +
w eap on attack, you can expend on e superiority die to your C harism a modifier.
distract the creature, giving your allies an opening. You Riposte. W h en a creature m isses you with a m elee
add the superiority die to the attack’s dam age roll. The attack, you can use your reaction and expend one
next attack roll against the target by an attacker other superiority die to m ake a m elee w eap on attack against
than you has advantage if the attack is m ade before the the creature. If you hit, you add the superiority die to the
start o f y ou r next turn. attack's dam age roll.
Evasive Footwork. W h en you m ove, you ca n expend Sweeping Attack. W h en you hit a creature with a
on e superiority die, rolling the die and adding the m elee w eap on attack, you can expend one superiority
num ber rolled to your AC until you stop moving. die to attempt to dam age another creature w ith the
Feinting Attack. You can expend one superiority die sam e attack. C h oose another creature w ithin 5 feet
and use a bon u s action on your turn to feint, ch oosin g o f the original target and w ithin your reach. If the
one creature w ithin 5 feet o f you as your target. You original attack roll w ou ld hit the se co n d creature, it
have advantage on your next attack roll against that takes dam age equal to the num ber you roll on your
creature. If that attack hits, add the superiority die to the superiority die. The dam age is o f the sam e type dealt by
attack’s dam age roll. the original attack.
Goading Attack. W h en you hit a creature w ith a Trip Attack. W h en you hit a creature w ith a w eapon
w eap on attack, you can expend on e superiority die to attack, you can expend on e superiority die to attempt
attempt to goad the target into attacking you. You add to k n ock the target dow n. You add the superiority die
the superiority die to the attack’s dam age roll, and to the attack’s dam age roll, and if the target is Large or
the target must m ake a W isd om saving throw. On a sm aller, it m ust m ake a Strength saving throw. On a
failed save, the target has disadvantage on all attack failed save, you k n ock the target prone.
rolls against targets other than you until the end o f
your next turn. E l d r it c h K n ig h t
Lunging Attack. W h en you m ake a m elee w eapon
The archetypal Eldritch K night com b in es the martial
attack on your turn, you can expend one superiority die
m astery co m m o n to all fighters w ith a carefu l study o f
to in crease your reach for that attack by 5 feet. If you hit,
m agic. Eldritch K nights u se m agical tech niques sim ilar
you add the superiority die to the attack’s dam age roll.
to th ose practiced by w izards. They focu s their study
on tw o o f the eight sch o o ls o f m agic: abjuration and El d r it c h K n ig h t S p e l l c a s t in g
evocation. Abjuration sp ells grant an Eldritch Knight — Spell Slots per Spell Level—
additional protection in battle, and evocation sp ells deal Fighter Cantrips Spells
Level Known Known 1st 2nd 3rd 4th
dam age to m any foes at on ce, extending the fighter’s
reach in com bat. T h ese knights learn a com paratively 3rd 2 3 2 — — —
sm all num ber o f spells, com m ittin g them to m em ory 4th 2 4 3 — — —
instead o f keepin g them in a sp ellbook . 5th 2 4 3 — — —
6th 2 4 3 — — —
Sp e l l c a s t in g 4 2 — —
7th 2 5
W h en you reach 3rd level, you augm ent your martial
8th 2 6 4 2 — —
p row ess w ith the ability to cast spells. S e e chapter 10
9th 2 6 4 2 — —
for the general rules o f sp ellcastin g and chapter 11 for
10th 3 7 4 3 — —
the w izard spell list.
Cantrips. You learn tw o cantrips o f your ch oice from 11th 3 8 4 3 — —

the w izard spell list. You learn an additional w izard 12th 3 8 4 3 — —


cantrip o f your ch oice at 10th level. 13th 3 9 4 3 2 —
Spell Slots. The Eldritch K night S p ellcastin g table 14th 3 10 4 3 2 —
sh ow s h ow m any spell slots you have to cast your 15th 3 10 4 3 2 —
sp ells o f 1st level and higher. To cast on e o f these 16th 3 11 4 3 3 —
spells, you m ust expend a slot o f the spell’s level or 17th 3 11 4 3 3 —

higher. You regain all expen ded spell slots w hen you 18th 3 11 4 3 3 —
finish a lon g rest. 19th 3 12 4 3 3 1
F or exam ple, if you kn ow the 1st-level spell shield and
20th 3 13 4 3 3 1
have a 1st-level and a 2nd-level spell slot available, you
ca n cast shield using either slot.
during a short rest. T h e w ea p on must b e w ithin your
Spells Known o f 1st-Level and Higher. You kn ow
reach throughout the ritual, at the con clu sion o f w hich
three 1st-level w izard spells o f your choice, tw o o f w hich
you touch the w eap on and forge the bond.
you m ust c h o o s e from the abjuration and evocation
O nce you have b on d ed a w ea p on to yourself, you
sp ells on the w izard spell list.
ca n ’t be disarm ed o f that w ea p on u nless you are
T h e S p ells K n ow n colum n o f the Eldritch K night
incapacitated. If it is on the sam e plane o f existence,
S p ellcastin g table sh ow s w hen you learn m ore w izard
you can su m m on that w eap on as a bon u s action on your
sp ells o f 1st level or higher. Each o f th ese sp ells m ust be
turn, cau sin g it to teleport instantly to your hand.
an abjuration or evocation spell o f your ch oice, and must
You can have up to tw o b on d ed w eapon s, but can
b e o f a level for w h ich you have spell slots. For instance,
su m m on only one at a tim e w ith your bon u s action.
w hen you reach 7th level in this class, you can learn one
If you attempt to bon d w ith a third w eapon , you must
n ew spell o f 1st or 2nd level.
break the b on d w ith on e o f the other two.
T h e sp ells you learn at 8th, 14th, and 20th level can
c om e from any sch o o l o f m agic. War M a g ic
W h enever you gain a level in this class, you can B egin ning at 7th level, w hen you use your action to
replace on e o f the w izard spells you kn ow w ith another cast a cantrip, you can m ake on e w ea p on attack as a
spell o f your ch oice from the w izard spell list. The bon u s action.
n ew spell m ust be o f a level for w h ich you have spell
slots, and it m ust be an abjuration or evocation spell, E l d r i t c h St r i k e
u n less you ’re replacin g the spell you gained at 8th, 14th, At 10th level, you learn h ow to m ake your w eap on
or 20th level. strikes undercut a creatu re’s resistan ce to your spells.
Spellcasting Ability. Intelligence is your spellcastin g W h en you hit a creature w ith a w ea p on attack, that
ability for your w izard spells, sin ce you learn your creature has disadvantage on the next saving th row
sp ells through study and m em orization. You u se your it m ak es against a spell you cast before the end o f
Intelligence w hen ever a spell refers to your spellcastin g your next turn.
ability. In addition, you use your Intelligence m odifier
w hen setting the saving th row D C for a w izard spell you A rcane C harge
cast and w hen m akin g an attack roll w ith one. At 15th level, you gain the ability to teleport up to 30
feet to an u n occu p ied sp ace you can see w hen you use
Spell save DC = 8 + your proficiency bonus +
your A ction Surge. You can teleport before or after the
your Intelligence modifier
additional action.
Spell attack modifier = your proficiency bonus +
your Intelligence modifier Im pr o v e d W a r M a g ic
Starting at 18th level, w h en you u se your action to
cast a spell, you can m ake on e w eap on attack as a
W eapon Bond
bonus action.
At 3rd level, you learn a ritual that creates a m agical
bon d b etw een you rself and on e w eapon . You perform
the ritual over the co u rse o f 1 hour, w hich can be done
M onk
H er fists a blur as they deflect an in com in g hail o f arrow s,
a half-elf sprin gs over a barricade and th row s h erself
into the m a ssed ranks o f h obg oblin s on the other side.
S h e w hirls a m on g them, k n ock in g their b low s aside and
sen din g them reeling, until at last she stands alone.
Taking a deep breath, a hum an covered in tattoos
settles into a battle stance. A s the first chargin g orc s
reach him , he exhales and a blast o f fire roars from his
m outh, engulfing his foes.
M oving with the silen ce o f the night, a black-clad
halfling steps into a sh ad ow beneath an arch and
em erges from another inky sh ad ow on a ba lcon y a
ston e’s throw away. S h e slides her blade free o f its cloth-
w ra pped scabbard and p eers through the op en w in d ow
at the tyrant prince, so vulnerable in the grip o f sleep.
W hatever their discipline, m on k s are united in their
ability to m agically h arn ess the en ergy that flow s in
their bod ies. W hether chann eled as a striking display
o f com bat p row ess or a subtler focu s o f defensive ability
and speed, this en ergy in fu ses all that a m on k does.

T h e M a g ic o f K i
M onks m ake careful study o f a m agical en ergy that m ost
m on astic traditions call k i. Th is en ergy is an elem ent
o f the m agic that su ffu ses the m ultiverse—specifically,
the elem ent that flow s through living bod ies. M onk s
h arn ess this pow er w ithin th em selves to create m agical
effects and ex ceed their b od ies' physical capabilities,
and som e o f their sp ecia l attacks can hinder the flow o f
ki in their oppon en ts. U sing this energy, m on k s channel
uncanny sp eed and strength into their unarm ed strikes.
A s they gain experience, their m artial training and their
m astery o f ki gives them m ore p ow er over their b od ies
and the b od ies o f their foes.

T r a in in g a n d A sc e t ic ism
S m all w alled cloisters dot the la n d sca p es o f the w orlds
o f D & D , tiny refuges from the flow o f ordinary life,
w h ere tim e seem s to stand still. The m on k s w h o live
there seek p erson al perfection through contem plation
and rigorou s training. M any entered the m onastery
as children, sent to live there w hen their parents died,
w hen food cou ld n ’t be found to support them, or in
return for som e kin dn ess that the m on ks had perform ed
for their fam ilies.
S o m e m on k s live entirely apart from the su rrou nding
population, seclu ded from anything that m ight im pede
their spiritual progress. O thers are sw orn to isolation,
T h e M o n k

Proficiency Martial Ki Unarmored


Level Bonus Arts Points Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15 ft. Evasion, Stillness o f Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Purity o f Body
11th +4 1d8 11 +20 ft. Monastic Tradition feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue o f the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

em erging only to serve as spies or a ssa ssin s at the A s a result o f the structured life o f a m on astic
com m a n d o f their leader, a noble patron, or som e other com m u n ity and the discipline requ ired to h arn ess ki,
m ortal or divine power. m on k s are alm ost always lawful in alignm ent.
T h e m ajority o f m on k s don ’t shun their n eighbors,
m akin g frequent visits to nearby tow n s or villages and Q u ic k B u il d
exch an ging their serv ice for food and other g ood s. A s You can m ake a m on k quickly by follow in g these
versatile w arriors, m on ks often end up protecting their su ggestion s. First, m ake D exterity your highest
n eigh bors from m on sters or tyrants. ability score, follow ed by W isd om . S econ d , c h o o s e the
F or a m onk, b e co m in g an adventurer m eans leaving herm it background.
a structured, com m u n al lifestyle to b e c o m e a w anderer.
T h is can be a harsh transition, and m on k s don ’t C lass Featur es
undertake it lightly. T h o se w h o leave their cloisters take
A s a m onk, you gain the follow in g class features.
their w ork seriously, approach in g their adventures as
person al tests o f their physical and spiritual grow th. H it P o in t s
A s a rule, m on k s care little for m aterial w ealth and are Hit Dice: 1d8 per m on k level
driven by a desire to accom p lish a greater m ission than Hit Points at 1st Level: 8 + your Constitution m odifier
m erely slaying m on sters and plundering their treasure. Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier per m on k level after 1st
C REATING A M O N K
A s you m ake your m onk character, think about your P r o f ic ie n c ie s
con n ection to the m onastery w here you learn ed your A rm or: N one
skills and spent your form ative years. W ere you an W eapons: S im ple w eapon s, sh ortsw ords
orphan or a child left on the m on astery’s th resh old? D id Tools: C h oose on e type o f artisan’s tools or one
your parents prom ise you to the m on astery in gratitude m u sical instrum ent
for a serv ice p erform ed by the m on k s? Did you enter Saving Throws: Strength, Dexterity
this seclu d ed life to hide from a crim e you com m itted? Skills: C h oose tw o from A crobatics, Athletics, History,
Or did you c h o o s e the m on astic life for y ou rself? Insight, R eligion, and Stealth
C on sider w hy you left. Did the head o f your m onastery
c h o o s e you for a particularly im portant m ission beyond E q u ip m ent
the cloister? Perhaps you w ere cast out b eca u se o f You start w ith the follow in g equipm ent, in addition to
so m e violation o f the com m u n ity ’s rules. Did you dread the equipm ent granted by your background:
leaving, or w ere you happy to go? Is there som eth in g
• (a) a sh ortsw ord or (b) any sim ple w eapon
you h op e to accom p lish outside the m onastery? A re you
• (a) a d u n geon eer’s pack or (b) an exp lorer’s pack
eager to return to your h om e?
• 10 darts
U n arm o red D efense Flurry of B low s
Im m ediately after you take the Attack action on your
B egin n in g at 1st level, w hile you are w earin g no arm or
turn, you can spend 1 ki point to m ake tw o unarm ed
and not w ielding a shield, your AC equals 10 + your
strikes as a bon u s action.
D exterity m odifier + your W isd om modifier.

Pa t i e n t D efense
M a r t ia l A rts
You can spend 1 ki point to take the D od g e action as a
At 1st level, your practice o f m artial arts gives you bon u s action on your turn.
m astery o f com bat styles that u se unarm ed strikes and
m on k w eapon s, w hich are sh ortsw ords and any sim ple St e p of th e W in d

m elee w ea p on s that d on ’t have the tw o-h an ded or You can spend 1 ki point to take the D isen gage or Dash
heavy property. action as a bon u s action on your turn, and your ju m p
You gain the follow in g benefits w hile you are unarm ed distance is doubled for the turn.
or w ielding only m on k w ea p on s and you aren’t w earin g
arm or or w ielding a shield: U narm ored M ovem ent
• You can u se Dexterity instead o f Strength for the Starting at 2nd level, your sp eed in crea ses by 10 feet
attack and dam age rolls o f your unarm ed strikes and w hile you are not w earin g arm or or w ielding a shield.
m on k w eapon s. T h is bon u s in creases w hen you reach certain m on k
• You can roll a d4 in place o f the norm al dam age levels, as sh ow n in the M onk table.
o f your unarm ed strike or m on k w eapon . T h is die At 9th level, you gain the ability to m ove along vertical
ch a n g es as you gain m on k levels, as sh ow n in the su rfaces and a cross liquids on your turn without falling
M artial A rts colum n o f the M onk table. during the m ove.
• W h en you use the A ttack action with an unarm ed
strike or a m on k w ea p on on your turn, you can m ake M o n a st ic T r a d it io n
one unarm ed strike as a bon u s action. F or exam ple, if W h en you reach 3rd level, you com m it y ou rself to a
you take the A ttack action and attack with a quarter- m on astic tradition: the W ay o f the O pen H and, the Way
staff, you can also m ake an unarm ed strike as a bonus o f Shadow , or the W ay o f the Four Elem ents, all detailed
action, assu m in g you haven't already taken a bonus at the end o f the cla ss description. Your tradition
action this turn. grants you features at 3rd level and again at 6th, 11th,
Certain m on asteries u se sp ecia lized form s o f the and 17th level.
m on k w eapon s. For exam ple, you might u se a club
that is tw o lengths o f w o o d con n ected by a sh ort chain D e f l e c t M is sil e s
(called a nunchaku) or a sickle with a shorter, straighter Starting at 3rd level, you can use your reaction to
blade (called a kama). W hatever nam e you use for a deflect or catch the m issile w hen you are hit by a ranged
m on k w eapon , you can u se the gam e statistics provided w eap on attack. W h en you do so, the dam age you take
for the w eapon in chapter 5. from the attack is redu ced by 1d 10 + your Dexterity
m odifier + your m on k level.
Ki If you reduce the dam age to 0, you can catch the
Starting at 2nd level, your training allow s you to m issile if it is sm all en ough for you to hold in one hand
h arness the m ystic en ergy o f ki. Your a c c e s s to this and you have at least on e hand free. If you catch a
energy is represented by a num ber o f ki points. Your m issile in this way, you can spend 1 ki point to m ake a
m on k level determ ines the num ber o f points you have, ranged attack with the w eapon or p iece o f am m unition
as sh ow n in the Ki P oints colu m n o f the M onk table. you ju st caught, as part o f the sam e reaction. You m ake
You can sp end these points to fuel various ki features. this attack w ith proficiency, regardless o f your w eapon
You start kn ow in g three such features: Flurry o f B low s, proficiencies, and the m issile coun ts as a m on k w eapon
Patient D efense, and Step o f the W ind. You learn m ore for the attack.
ki features as you gain levels in this class.
W h en you spend a ki point, it is unavailable until A b il it y S co r e Im pr o v e m e n t
you finish a short or lon g rest, at the end o f w hich you W h en you reach 4th level, and again at 8th, 12th, 16th,
draw all o f your expen ded ki ba ck into yourself. You and 19th level, you can in crease on e ability s c o r e o f your
must spend at least 30 m inutes o f the rest m editating to ch oice by 2, or you can in crease tw o ability s c o r e s o f
regain your ki points. your ch oice by 1. A s norm al, you ca n ’t in crease an ability
S o m e o f your ki features require your target to m ake sco re above 20 using this feature.
a saving th row to resist the feature’s effects. The saving
th row D C is calculated as follow s: S l o w Fa l l
Ki save D C = 8 + your proficiency bonus + B egin n in g at 4th level, you can u se your reaction w hen
your Wisdom modifier you fall to reduce any falling dam age you take by an
am ount equal to five tim es your m on k level.
D uring that time, you also have resistan ce to all dam age
Extra A ttack
but force dam age.
B egin ning at 5th level, you ca n attack tw ice, instead o f Additionally, you can spend 8 ki points to cast the
on ce, w henever you take the A ttack action on your turn. astral projection spell, without n eedin g material
com pon en ts. W h en you do so, you ca n ’t take any other
St u n n in g St r ik e creatu res with you.
Starting at 5th level, you can interfere w ith the flow o f
ki in an op p on en t’s body. W h en you hit another creature P erfect Self
w ith a m elee w ea p on attack, you can sp en d 1 ki point to At 20th level, w hen you roll for initiative and have no ki
attempt a stunning strike. T h e target m ust su cce e d on a points rem aining, you regain 4 ki points.
C onstitution saving th row or be stunned until the end o f
your next turn.
M onastic T r ad itio n s
K i -E m po w e r e d St r ik e s T h ree traditions o f m on astic pursuit are co m m o n in
the m on asteries scattered a cross the multiverse. M ost
Starting at 6th level, your unarm ed strikes coun t as
m on asteries practice on e tradition exclusively, but a
m agical for the p u rp ose o f overcom in g resistan ce and
few h on or the three traditions and instruct each m on k
im m unity to n onm agical attacks and dam age.
accord in g to his or her aptitude and interest. All three
traditions rely on the sam e ba sic techniques, diverging
Ev a sio n
as the student g row s m ore adept. Thus, a m on k need
At 7th level, your instinctive agility lets you dodge c h o o s e a tradition only upon reachin g 3rd level.
out o f the w ay o f certain area effects, such as a blue
dragon ’s lightning breath or a fireball spell. W h en you Wa y of th e O pen H a n d
are su bjected to an effect that allow s you to m ake a
M onks o f the W ay o f the O pen H and are the ultimate
D exterity saving th row to take only h alf dam age, you
m asters o f m artial arts com bat, w hether arm ed or
instead take no dam age if you su cceed on the saving
u narm ed. They learn tech niques to push and trip their
throw, and only h alf dam age if you fail.
opponents, m anipulate ki to heal dam age to their
bod ies, and practice advanced m editation that can
St il l n e s s o f M in d
protect them from harm .
Starting at 7th level, you can u se your action to end on e
effect on y ou rself that is cau sin g you to be charm ed O pen H and T e c h n iq u e

or frightened. Starting w hen you c h o o s e this tradition at 3rd level,


you can m anipulate your en em y’s ki w hen you h arness
P u rity o f B ody your ow n. W h enever you hit a creature w ith on e o f the
attacks granted by y ou r F lurry o f B low s, you can im p ose
At 10th level, your m astery o f the ki flow in g through you
on e o f the follow in g effects on that target:
m akes you im m une to d isease and poison.
• It m ust su cce e d on a D exterity saving th row o r be
T o n g u e of th e Su n a n d M o o n kn ock ed prone.
Starting at 13th level, you learn to touch the ki o f other • It m ust m ake a Strength saving throw. If it fails, you
m inds s o that you understand all spoken languages. can push it up to 15 feet away from you.
M oreover, any creature that can understand a language • It ca n ’t take reaction s until the end o f your next turn.
can understand w hat you say.
W h oleness of Body
At 6th level, you gain the ability to heal yourself. A s an
D ia m o n d S o u l
action, you can regain hit points equal to three tim es
B egin ning at 14th level, your m astery o f ki grants you
proficiency in all saving throw s.
Additionally, w hen ever you m ake a saving th row and
fail, you can spend 1 ki point to reroll it and take the
s e c o n d result.

T im e l e ss B o d y
At 15th level, your ki sustains you s o that you suffer
none o f the frailty o f old age, and you can't be aged
magically. You can still die o f old age, however. In
addition, you no lon ger need food or water.

Em pty B ody
B egin ning at 18th level, you can use your action to
spend 4 ki points to b e c o m e invisible for 1 minute.
your m on k level. You m ust finish a lon g rest b efore you O p p o r t u n is t
can u se this feature again. At 17th level, you can exploit a creatu re's m om entary
distraction w hen it is hit by an attack. W h enever a
T r a n q u il it y
creature w ithin 5 feet o f you is hit by an attack m ade by
B egin ning at 11th level, you can enter a sp ecia l a creature other than you, you can use your reaction to
m editation that su rrou nd s you w ith an aura o f p ea ce. At m ake a m elee attack against that creature.
the end o f a long rest, you gain the effect o f a sanctuary
spell that lasts until the start o f your next long rest (the Way of th e Four Elem ents
spell can end early as norm al). The saving th row D C
Y ou follow a m on astic tradition that teach es you to
for the spell equals 8 + your W isd om m odifier + your
h arn ess the elem ents. W h en you focu s your ki, you can
proficiency bonus.
align y ou rself w ith the fo r ce s o f creation and ben d the
Q u iv e r in g Pa l m four elem ents to your w ill, using them as an extension
At 17th level, you gain the ability to set up lethal o f your body. S om e m em bers o f this tradition dedicate
vibrations in s o m e o n e ’s body. W h en you hit a creature them selves to a single elem ent, but others w eave the
w ith an unarm ed strike, you can spend 3 ki points to elem ents together.
start th ese im perceptible vibrations, w hich last for a M any m on k s o f this tradition tattoo their b o d ie s with
num ber o f days equal to your m on k level. The vibrations representations o f their ki pow ers, com m on ly im agined
are h arm less u n less you use your action to end them. as coilin g dragons, but also as ph oenixes, fish, plants,
To do so, you and the target m ust be on the sam e plane m ountains, and crestin g w aves.
o f existence. W h en you u se this action, the creature
D is c ip l e o f t h e E lem ents
m ust m ake a Constitution saving throw. If it fails, it is
W h en you c h o o s e this tradition at 3rd level, you learn
redu ced to 0 hit points. If it su cceed s, it takes 10d 10
m agical disciplin es that h arness the p ow er o f the four
n ecrotic dam age.
elem ents. A discipline requ ires you to spend ki points
Y ou can have only on e creature under the effect o f this
each tim e you use it.
feature at a tim e. You can c h o o s e to end the vibrations
You k n ow the E lem ental Attunem ent discipline and
h arm lessly without usin g an action.
on e other elem ental discipline o f your choice, w hich are
Wa y of Sh adow detailed in the “Elem ental D iscip lin es” section below.
You learn on e additional elem ental discipline o f your
M onks o f the W ay o f S h a d ow follow a tradition that ch oice at 6th, 11th, and 17th level.
values stealth and subterfuge. T h ese m on k s might W h enever you learn a n ew elem ental discipline,
b e called ninjas or sh ad ow dan cers, and they serve as you can also replace on e elem ental discipline that you
sp ies and assassins. S om etim es the m em bers o f a already k n ow w ith a different discipline.
ninja m onastery are fam ily m em bers, form in g a clan Casting Elemental Spells. S o m e elem ental
sw orn to se cre cy about their arts and m issions. Other disciplin es allow you to cast spells. S e e chapter 10 for
m on asteries are m ore like thieves’ guilds, hiring out the general rules o f spellcasting. To cast on e o f these
their serv ices to n obles, rich m erchants, or anyone else spells, you u se its casting tim e and other rules, but you
w h o can pay their fees. R egardless o f their m ethods, the don ’t need to provide material com pon en ts for it.
h eads o f these m on asteries expect the unquestioning O n ce you reach 5th level in this class, you can spend
o b ed ien ce o f their students. additional ki points to in crease the level o f an elem ental
discipline spell that you cast, provided that the spell has
Sh adow A rts
an en hanced effect at a higher level, as burning hands
Starting w hen you c h o o s e this tradition at 3rd level, you
does. The spell's level in creases by 1 for each additional
can use your ki to duplicate the effects o f certain spells.
ki point you spend. For exam ple, if you are a 5th-level
A s an action, you can spend 2 ki poin ts to cast darkness,
m on k and use S w eep in g Cinder Strike to cast burning
darkvision, pass without trace, or silence, without
hands, you can spend 3 ki points to cast it as a 2nd-level
providing m aterial com pon en ts. Additionally, you gain
spell (the disciplin e’s ba se cost o f 2 ki points plus 1).
the minor illusion cantrip if you don ’t already k n ow it.
T h e m axim u m num ber o f ki points you can spend to
Sh adow St e p cast a spell in this w ay (including its ba se ki point cost
and any additional ki poin ts you sp en d to in crease its
At 6th level, you gain the ability to step from on e sh adow
level) is determ ined by your m on k level, as sh ow n in the
into another. W h en you are in dim light or darkness,
S p ells and Ki Points table.
as a bon u s action you can teleport up to 60 feet to an
u n occu pied sp ace you can see that is also in dim light
S pells a n d K i Po in t s
or darkness. You then have advantage on the first m elee
attack you m ake b efore the end o f the turn. Monk Levels M axim um Ki Points for a Spell
5th—8th 3
C lo ak of Sh a d o w s
9th—12th 4
By 11th level, you have learned to b e c o m e one with
13th—16th 5
the sh adow s. W h en you are in an area o f dim light or
17th—20th 6
darkness, you can u se your action to b e c o m e invisible.
Y ou rem ain invisible until you m ake an attack, cast a
spell, or are in an area o f bright light.
Elem ental D is c ip l in e s Shape the Flowing River. A s an action, you can
The elem ental disciplin es are presen ted in alphabetical spend 1 ki point to c h o o s e an area o f ice or w ater no
order. If a discipline requ ires a level, you must be that larger than 30 feet on a side w ithin 120 feet o f you. You
level in this class to learn the discipline. can change w ater to ice w ithin the area and v ice versa,
Breath o f Winter (17th Level Required). You can and you can resh ape ice in the area in any m anner you
spend 6 ki points to cast con e o f cold. ch oose. You can raise or low er the ic e ’s elevation, create
Clench o f the North Wind (6th Level Required). You or fill in a trench, erect or flatten a w all, or form a pillar.
can spend 3 ki poin ts to cast hold person. T h e extent o f any such ch a n g es ca n ’t ex ceed h alf the
Elemental Attunement. You can use your action to area’s largest dim ension. For exam ple, if you affect a
briefly control elem ental forces nearby, causing one o f 30 -foot square, you can create a pillar up to 15 feet high,
the follow in g effects o f your choice: raise or low er the sq u a re’s elevation by up to 15 feet, dig
a trench up to 15 feet deep, and s o on. You ca n ’t shape
• Create a h arm less, instantaneous sen sory effect
the ice to trap or injure a creature in the area.
related to air, earth, fire, or water, such as a sh ow er o f
Sweeping Cinder Strike. You can sp end 2 ki points to
sparks, a pu ff o f w ind, a spray o f light mist, or a gentle
cast burning hands.
rum bling o f stone.
Water Whip. You can sp end 2 ki points as a bon u s
• Instantaneously light or snuff out a candle, a torch, or
action to create a w hip o f water that shoves and pulls
a sm all cam pfire.
a creature to u nbalance it. A creature that you can see
• Chill or w arm up to 1 pou nd o f nonliving m aterial for
that is w ithin 30 feet o f you must m ake a Dexterity
up to 1 hour.
saving throw. On a failed save, the creature takes 3 d 10
• Cause earth, fire, water, or m ist that can fit w ithin a
bludgeon ing dam age, plus an extra 1d 10 bludgeon ing
1-foot cu b e to sh ape itself into a crude form you d esig­
dam age for each additional ki point you spend, and you
nate for 1 minute.
can either k n ock it prone or pull it up to 25 feet closer
Eternal Mountain Defense (11th Level Required). to you. O n a su ccessfu l save, the creature takes h alf as
You can sp end 5 ki points to cast stoneskin, m uch dam age, and you don ’t pull it or k n ock it prone.
targeting yourself. Wave o f Rolling Earth (17th Level Required). You
Fangs o f the Fire Snake. W h en you use the Attack can sp end 6 ki points to cast wall o f stone.
action on your turn, you can spend 1 ki point to cause
tendrils o f flam e to stretch out from your fists and feet. Mo nastic O rders
Y our reach w ith your unarm ed strikes in creases by The worlds o f D&D contain a multitude o f monasteries
10 feet for that action, as w ell as the rest o f the turn. and monastic traditions. In lands with an Asian cultural
A hit w ith such an attack deals fire dam age instead of flavor, such as Shou Lung far to the east o f the Forgotten
bludgeon ing dam age, and if you spend 1 ki point w hen Realms, these monasteries are associated with philosophical
the attack hits, it also deals an extra 1d 10 fire dam age. traditions and martial arts practice. The Iron Hand School,
Fist o f Four Thunders. You can spend 2 ki points to the Five Stars School, the Northern Fist School, and
cast thunderwave. the Southern Star School of Shou Lung teach different
Fist o f Unbroken Air. You can create a blast o f approaches to the physical, mental, and spiritual disciplines
o f the monk. Some o f these monasteries have spread to the
com p re ss e d air that strikes like a m ighty fist. A s an
western lands o f Faerun, particularly in places with large
action, you can spend 2 ki points and c h o o s e a creature
Shou immigrant communities, such as Thesk and Westgate.
w ithin 30 feet o f you. That creature must m ake a Other monastic traditions are associated with deities who
Strength saving throw. On a failed save, the creature teach the value o f physical excellence and mental discipline.
takes 3 d 10 bludgeon ing dam age, plus an extra 1d 10 In the Forgotten Realms, the order o f the Dark Moon is
bludgeon ing dam age for each additional ki point you made up o f monks dedicated to Shar (goddess o f loss), who
spend, and you can push the creature up to 20 feet away maintain secret communities in remote hills, back allies,
from you and k n ock it prone. On a su ccessfu l save, the and subterranean hideaways. Monasteries o f Ilmater (god
creature takes h alf as m uch dam age, and you d on ’t push o f endurance) are named after flowers, and their orders
it or k n ock it prone. carry the names o f great heroes o f the faith; the Disciples of
Saint Sollars the Twice-Martyred reside in the Monastery of
Flames o f the Phoenix (11th Level Required). You
the Yellow Rose near Damara. The monasteries of Eberron
can spend 4 ki points to cast fireball.
combine the study o f martial arts with a life of scholarship.
Gong o f the Summit (6th Level Required). Y ou can Most are devoted to the deities o f the Sovereign Host.
spend 3 ki points to cast shatter. In the world o f Dragonlance, most monks are devoted to
Mist Stance (11th Level Required). You can spend 4 Majere, god o f meditation and thought. In Greyhawk, many
ki points to cast gaseous form, targeting yourself. monasteries are dedicated to Xan Yae, the goddess o f twilight
Ride the Wind (11th Level Required). You can spend and the superiority o f mind over matter, or to Zuoken, god of
4 ki points to cast fly, targeting yourself. mental and physical mastery.
River o f Hungry Flame (17th Level Required). You The evil monks o f the Scarlet Brotherhood in the world of
can sp end 5 ki poin ts to cast wall o f fire. Greyhawk derive their fanatic zeal not from devotion to a god
but from dedication to the principles o f their nation and their
Rush o f the Gale Spirits. You can spend 2 ki points
race— the belief that the Suel strand of humanity are meant
to cast gust o f wind.
to rule the world.
Pa l a d i n
Clad in plate arm or that gleam s in the sunlight despite
the dust and grim e o f long travel, a hum an lays dow n
her sw ord and shield and p la ces her hands on a m ortally
w ou n ded man. D ivine radiance sh in es from her hands,
the m an’s w ou n ds knit closed, and his eyes op en w ide
with am azem ent.
A dw arf crou ch es behind an outcrop, his black cloak
m akin g him nearly invisible in the night, and w atches
an orc w ar band celebrating its recent victory. Silently,
he stalks into their m idst and w h ispers an oath, and tw o
ores are dead b efore they even realize he is there.
Silver hair shining in a shaft o f light that seem s to
illum inate only him , an elf laughs w ith exultation. His
sp ear flashes like his eyes as he ja b s again and again
at a tw isted giant, until at last his light ov ercom es its
h ideou s darkness.
W hatever their origin and their m ission, paladins are
united by their oaths to stand against the forces o f evil.
W h eth er sw orn before a g od ’s altar and the w itn ess o f
a priest, in a sa cred glade b efore nature spirits and fey
beings, or in a m om ent o f desperation and g rief w ith the
dead as the only w itn ess, a paladin’s oath is a pow erfu l
bond. It is a so u rce o f p ow er that turns a devout w arrior
into a blessed cham pion.

T he C ause of R ig h teo u sn ess


A paladin sw ea rs to uphold ju stice and righteousness,
to stand w ith the g o o d things o f the w orld against the
en croach in g darkness, and to hunt the forces o f evil
w herever they lurk. Different paladins focu s on various
aspects o f the cau se o f righ teou sn ess, but all are
b ou n d by the oaths that grant them p ow er to d o their
sa cred w ork. A lthough m any paladins are devoted to
g od s o f g ood , a paladin’s p ow er c o m e s as m uch from a
com m itm en t to ju stice itself as it d o e s from a god.
Paladins train for years to learn the skills o f com bat,
m astering a variety o f w ea p on s and armor. Even so,
their martial skills are secon d a ry to the m agical p ow er
they w ield: p ow er to heal the sick and injured, to sm ite
the w ick ed and the undead, and to protect the innocent
and th ose w h o join them in the fight for ju stice.

B e y o n d t h e M u n d a n e L ife
A lm ost by definition, the life o f a paladin is an
adventuring life. U n less a lasting injury has taken him
or her away from adventuring for a time, every paladin
lives on the front lines o f the c o sm ic struggle against
T h e Pa la din

— Spell Slots per Spell Level—


Proficiency
Level Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands — — — — —
2nd +2 Fighting Style, Spellcasting, Divine Smite 2 — — — —
3rd +2 Divine Health, Sacred Oath 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Aura o f Protection 4 2 — — —
7th +3 Sacred Oath feature 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Aura o f Courage 4 3 2 — —
11th +4 Improved Divine Smite 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Cleansing Touch 4 3 3 1 —
15th +5 Sacred Oath feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath feature 4 3 3 3 2

evil. Fighters are rare enough a m on g the ranks o f the as Torm , Tyr, H eironeou s,
m ilitias and arm ies o f the w orld, but even few er p eople Paladine, Kiri-Jolith, D ol
can claim the true calling o f a paladin. W h en they do Arrah, the Silver Flam e,
receive the call, these w arriors turn from their form er Bahamut, Athena, Re-Horakhty,
occu p ation s and take up arm s to fight evil. S om etim es and H eim dall.
their oaths lead them into the serv ice o f the crow n as H ow did you exp erien ce your call to
leaders o f elite grou ps o f knights, but even then their serve as a paladin? D id you hear a w h isper
loyalty is first to the ca u se o f righ teou sn ess, not to from an u n seen g od or angel w hile you w ere at
crow n and country. prayer? D id another paladin sen se the potential w ithin
Adventuring p aladins take their w ork seriously. A you and d ecide to train you as a squire? Or did som e
delve into an ancient ruin or dusty crypt can be a quest terrible event—the destruction o f your h om e, perhaps—
driven by a higher p u rp ose than the acquisition of drive you to your quests? Perhaps you stum bled into
treasure. Evil lurks in du ngeon s and prim eval forests, a sa cred grove or a hidden elven enclave and found
and even the sm allest victory against it can tilt the y ou rself called to protect all such refuges o f g o od n ess
c o s m ic ba la n ce away from oblivion. and beauty. O r you m ight have k n ow n from your earliest
m em ories that the paladin’s life w as your calling, alm ost
C r e a t i n g a Pa l a d i n as if you had been sent into the w orld w ith that p u rp ose
stam ped on your soul.
Th e m ost im portant aspect o f a paladin character is
A s guardians against the forces o f w ick ed n ess,
the nature o f his or her holy quest. Although the class
paladins are rarely o f any evil alignm ent. M ost o f them
features related to your oath don't appear until you
reach 3rd level, plan ahead for that ch oice by reading w alk the paths o f charity and ju stice. C on sider h ow your
alignm ent c o lo rs the w ay you pursue your holy quest
the oath descriptions at the end o f the class. A re you a
and the m ann er in w hich you con du ct y ou rself before
devoted servant o f g ood, loyal to the gods o f ju stice and
g od s and m ortals. Your oath and alignm ent m ight be
honor, a holy knight in shining arm or venturing forth
in harmony, or your oath m ight represent standards of
to sm ite evil? A re you a g loriou s cham pion o f the light,
behavior that you have not yet attained.
cherish in g everything beautiful that stands against the
shadow, a knight w h o s e oath d escen d s from traditions
Q u ic k B u il d
older than m any o f the god s? O r are you an em bittered
You can m ake a paladin quickly by follow in g these
lon er sw orn to take v en g ean ce on th ose w h o have done
suggestion s. First, Strength sh ou ld be your highest
great evil, sent as an angel o f death by the g od s or driven
ability score, follow ed by C harism a. S econ d , c h o o s e the
by your n eed for revenge? A pp en dix B lists m any deities
noble background.
w orsh ip ed by paladins throughout the m ultiverse, such
C lass Featu r es F ig h t in g St y l e
A s a paladin, you gain the follow in g cla ss features. At 2nd level, you adopt a style o f fighting as your
specialty. C h oose on e o f the follow in g options. You ca n ’t
H it P o in t s take a Fighting Style option m ore than on ce, even if you
Hit Dice: 1d10 p er paladin level later get to c h o o s e again.
Hit Points at 1st Level: 10 + your Constitution m odifier
Hit Points at Higher Levels: 1d 10 (or 6) + your D efense

C onstitution m odifier per paladin level after 1st W h ile you are w earing armor, you gain a +1 bon u s to AC.

P r o f ic ie n c ie s D u e l in g

Arm or: A ll armor, shields W h en you are w ielding a m elee w eap on in on e hand and
W eapons: Sim ple w eapon s, m artial w eapon s no other w eapon s, you gain a +2 bon u s to dam age rolls
Tools: N one w ith that w eapon.

Saving Throws: W isdom , Charism a G reat W eapon F ig h t in g


Skills: C h o o se tw o from A thletics, Insight, Intimidation,
W h en you roll a 1 or 2 on a dam age die for an attack you
M edicine, Persuasion, and R eligion
m ake w ith a m elee w eap on that you are w ielding with
tw o hands, you can reroll the die and must u se the new
E q u ip m ent
roll. T h e w eap on m ust have the tw o-handed or versatile
You start w ith the follow in g equipm ent, in addition to
property for you to gain this benefit.
the equipm ent granted by your background:

• (a) a m artial w eap on and a shield or (b) tw o martial P r o t e c t io n


w eap on s W h en a creature you can see attacks a target other
• (a) five javelins or (b) any sim ple m elee w eapon than you that is w ithin 5 feet o f you, you can u se your
• (a) a priest’s pack or (b) an explorer’s pack reaction to im p ose disadvantage on the attack roll.
• C hain m ail and a holy sym bol You must be w ielding a shield.

D iv in e Sense Spellca stin g


T h e p resen ce o f stron g evil registers on your se n se s like B y 2nd level, you have learned to draw on divine
a n oxiou s odor, and pow erfu l g o o d rings like heavenly m agic through m editation and prayer to cast sp ells as
m u sic in your ears. A s an action, you can op en your a cleric does. S e e chapter 10 for the general rules o f
aw aren ess to detect such forces. Until the end o f your spellcastin g and chapter 11 for the paladin spell list.
next turn, you k n ow the location o f any celestial, fiend,
or undead w ithin 60 feet o f you that is not behind total P r e p a r in g and C a s t in g Spe lls
cover. You k n ow the type (celestial, fiend, or undead) o f T h e Paladin table sh ow s h ow m any spell slots you have
any bein g w h ose p resen ce you sen se, but not its identity to cast your spells. To cast on e o f your paladin sp ells o f
(the vam pire Count Strahd von Z arovich, for instance). 1st level or higher, you must expend a slot o f the sp ell’s
W ithin the sa m e radius, you also detect the presen ce level or higher. You regain all expen ded spell slots w hen
o f any place or object that has been con secrated or you finish a lon g rest.
desecrated, as w ith the hallow spell. Y ou prepare the list o f paladin spells that are available
You can u se this feature a num ber o f tim es equal to for you to cast, ch oosin g from the paladin spell list.
1 + your C harism a m odifier. W h en you finish a lon g rest, W h en you do so, c h o o s e a n um ber o f paladin spells
you regain all expen ded uses. equal to your C harism a m odifier + h alf your paladin
level, roun ded dow n (m inim um o f one spell). The sp ells
L ay on H ands must b e o f a level for w hich you have spell slots.
For exam ple, if you are a 5th-level paladin, you have
Your blessed touch can heal w oun ds. You have a p ool
four 1st-level and tw o 2nd-level spell slots. W ith a
o f healing p ow er that replen ish es w hen you take a long
C harism a o f 14, your list o f prepared spells can include
rest. W ith that pool, you can restore a total num ber o f
four spells o f 1st or 2nd level, in any com bination. If you
hit points equal to your paladin level x 5.
prepare the 1st-level spell cure wounds, you can cast
A s an action, you can touch a creature and draw
it using a 1st-level or a 2nd-level slot. Casting the spell
p ow er from the p o o l to restore a num ber o f hit points
d oesn ’t rem ove it from your list o f prepared spells.
to that creature, up to the m axim u m am ount rem aining
You can change your list o f prepared spells w hen you
in your p ool.
finish a long rest. P reparin g a n ew list o f paladin spells
Alternatively, you ca n expend 5 hit points from your
requ ires tim e spent in prayer and m editation: at least 1
p o o l o f healing to cure the target o f one d isease or
m inute per spell level for each spell on your list.
neutralize on e p oison affecting it. You can cure multiple
d isea ses and neutralize multiple p oison s w ith a single Sp e l l c a s t in g A b il it y
use o f Lay on H ands, expending hit points separately C harism a is your sp ellcastin g ability for your paladin
for each one. spells, sin ce their p ow er derives from the strength o f
T h is feature has no effect on undead and constructs.
your conviction s. You u se your C harism a w hen ever a A b il it y S c o r e Im p r o v e m e n t
spell refers to your spellcastin g ability. In addition, you
W h en you reach 4th level, and again at 8th, 12th, 16th,
use your C harism a m odifier w hen setting the saving
and 19th level, you can in crease on e ability s c o r e o f your
th row D C for a paladin spell you cast and w hen m aking
ch oice by 2, or you can in crease tw o ability sc o r e s o f
an attack roll w ith one.
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
Spell save D C = 8 + your proficiency bonus + sco re above 20 using this feature.
your Charisma modifier
Extra A ttack
Spell attack modifier = your proficiency bonus +
your Charisma modifier B egin ning at 5th level, you can attack tw ice, instead o f
on ce, w henever you take the A ttack action on your turn.
Sp e l l c a s t in g Fo c u s
You can u se a holy sym b ol (found in chapter 5) as a
A u r a of P ro tectio n
sp ellcastin g focu s for your paladin spells. Starting at 6th level, w hen ever you or a friendly creature
w ithin 10 feet o f you m ust m ake a saving throw, the
D iv in e Sm ite creature gains a bon u s to the saving th row equal to your
Starting at 2nd level, w hen you hit a creature w ith a C harism a m odifier (with a m inim um bon u s o f +1). You
m elee w eap on attack, you can expend one paladin spell m ust be co n s cio u s to grant this bonus.
slot to deal radiant dam age to the target, in addition to At 18th level, the range o f this aura in creases to 30 feet.
the w ea p on ’s dam age. T h e extra dam age is 2d 8 for a
1st-level sp ell slot, plus 1d8 for each spell level higher
A ura of C ourage
than 1st, to a m axim u m o f 5d8. T h e dam age in creases Starting at 10th level, you and friendly creatu res
by 1d8 if the target is an undead or a fiend. w ithin 10 feet o f you ca n ’t be frightened w hile you
are con sciou s.
D ivin e H ea lth At 18th level, the range o f this aura in creases to 30 feet.
By 3rd level, the divine m agic flow in g through you
m a kes you im m une to disease.
Im pr o ved D iv in e Sm ite
By 11th level, you are s o su ffu sed w ith righteous
Sa c r e d O a t h might that all your m elee w ea p on strikes carry divine
W h en you reach 3rd level, you sw ear the oath that binds pow er w ith them. W h en ever you hit a creature with a
you as a paladin forever. Up to this tim e you have been m elee w eapon , the creature takes an extra 1d8 radiant
in a preparatory stage, com m itted to the path but not dam age. If you also u se your D ivine Sm ite with an
yet sw orn to it. N ow you c h o o s e the Oath o f D evotion, attack, you add this dam age to the extra dam age o f your
the Oath o f the Ancients, or the Oath o f V engeance, all D ivine Sm ite.
detailed at the end o f the class description.
Your ch oice grants you features at 3rd level and again
C lea n sin g T ou ch
at 7th, 15th, and 20th level. T h o se features include oath B egin ning at 14th level, you can use your action to
sp ells and the Channel Divinity feature. end on e spell on y ou rself or on on e w illing creature
that you touch.
O ath Spe lls You can use this feature a num ber o f tim es equal
E ach oath has a list o f a ssocia ted spells. You gain to your C harism a m odifier (a m inim um o f once). You
a c c e s s to th ese spells at the levels sp ecified in the oath regain expended u ses w hen you finish a lon g rest.
description. O n ce you gain a c c e ss to an oath spell, you
always have it prepared. Oath spells d on ’t count against
the num ber o f spells you can prepare each day.
Sa c r e d O a t h s
If you gain an oath spell that d oesn ’t appear on the B ecom in g a paladin involves taking v ow s that com m it
paladin sp ell list, the spell is n onetheless a paladin the paladin to the cau se o f righ teou sn ess, an active
spell for you. path o f fighting w ick ed n ess. The final oath, taken
w hen he or sh e reach es 3rd level, is the culm ination
C hannel D iv in it y o f all the paladin’s training. S o m e characters with this
Your oath allow s you to channel divine en ergy to fuel class d on ’t con sider them selves true paladins until
m agical effects. E ach Channel Divinity option provided they have reach ed 3rd level and m ade this oath. For
by your oath explains h ow to u se it. others, the actual sw earin g o f the oath is a formality,
W h en you u se your Channel Divinity, you ch o o s e an official stam p on w hat has always been true in the
w hich option to use. You must then finish a short or long paladin’s heart.
rest to u se your Channel Divinity again.
S o m e Channel Divinity effects require saving throw s. O a th of D evo tio n
W h en you u se such an effect from this class, the DC T h e Oath o f D evotion binds a paladin to the loftiest
equals your paladin spell save DC. ideals o f ju stice, virtue, and order. S om etim es called
cavaliers, w hite knights, or holy w arriors, these
paladins m eet the ideal o f the knight in sh in in g armor,
acting w ith h on or in pursuit o f ju stice and the greater B r e a k in g Yo u r O ath
good. Th ey h old th em selves to the highest standards of A paladin tries to hold to the highest standards o f conduct,
conduct, and som e, for better or w orse, hold the rest o f but even the most virtuous paladin is fallible. Sometimes
the w orld to the sam e standards. M any w ho sw ear this the right path proves too demanding, sometimes a situation
oath are devoted to gods o f law and g o o d and use their calls for the lesser o f two evils, and sometimes the heat of
g od s’ tenets as the m easu re o f their devotion. Th ey hold emotion causes a paladin to transgress his or her oath.
an gels—the perfect servants o f g o o d —as their ideals, A paladin who has broken a vow typically seeks absolution
from a cleric who shares his or her faith or from another
and in corporate im ages o f angelic w in gs into their
paladin of the same order. The paladin might spend an all-
helm ets or coats o f arm s.
night vigil in prayer as a sign o f penitence, or undertake a
fast or similar act o f self-denial. After a rite o f confession and
T enets of D e v o t io n
forgiveness, the paladin starts fresh.
T h ou gh the exact w ord s and strictures o f the Oath o f If a paladin willfully violates his or her oath and shows no
D evotion vary, paladins o f this oath share these tenets. sign o f repentance, the consequences can be more serious.
Honesty. D on ’t lie or cheat. Let your w ord b e At the DM's discretion, an impenitent paladin might be
your prom ise. forced to abandon this class and adopt another, or perhaps
Courage. Never fear to act, though caution is w ise. to take the Oathbreaker paladin option that appears in the
Compassion. A id others, protect the w eak, and D u n ge o n M aste r's Guide.

punish th ose w h o threaten them. S h o w m ercy to your


foes, but tem per it w ith w isdom . reactions. F or its action, it can use only the D ash action
Honor. Treat others with fairness, and let your or try to esca p e from an effect that prevents it from
honorable d eed s be an exam ple to them . D o as m oving. If there’s n ow h ere to m ove, the creature can u se
m uch g o o d as p ossib le w hile causing the least the D od g e action.
am ount o f harm.
Duty. B e respon sib le for your actions and their A u ra of D e v o t io n

con seq u en ces, protect th ose entrusted to your care, Starting at 7th level, you and friendly creatu res w ithin
and obey th ose w h o have ju st authority over you. 10 feet o f you ca n ’t be ch a rm ed w hile you are con sciou s.
At 18th level, the range o f this aura in creases to 30 feet.
O ath Spells
You gain oath sp ells at the paladin levels listed. Pu r it y of S p ir it
B egin ning at 15th level, you are always under the effects
O ath o f D e v o t io n S pells o f a protection from evil and good spell.

Paladin Level Spells


H oly N im b u s
3rd protection fro m evil a n d good, san ctu ary At 20th level, as an action, you can em anate an aura o f
5th lesser restoration, zone o f truth sunlight. F or 1 minute, bright light sh in es from you in a
9th beacon o f hope, dispel m agic 30 -foot radius, and dim light sh in es 30 feet beyon d that.
13th fre e do m o f m ovem ent, gu ardia n o f faith W h enever an enem y creature starts its turn in the
17th com m u n e, fla m e strike bright light, the creature takes 10 radiant dam age.
In addition, for the duration, you have advantage on
C hannel D iv in it y saving throw s against sp ells cast by fiends or undead.
W h en you take this oath at 3rd level, you gain the O n ce you use this feature, you ca n ’t use it again until
follow in g tw o Channel Divinity options. you finish a long rest.
Sacred Weapon. A s an action, you ca n im bue one
w eap on that you are holdin g w ith positive energy, O a t h of th e A n cien ts
using your Channel Divinity. For 1 minute, you add The Oath o f the A ncients is as old as the race o f elves
your C harism a m odifier to attack rolls m ade w ith that and the rituals o f the druids. S om etim es called fey
w eap on (with a m inim um bon u s o f +1). T h e w ea p on also knights, green knights, or h orn ed knights, paladins w ho
em its bright light in a 20 -foot radius and dim light 20 sw ear this oath cast their lot with the side o f the light
feet beyon d that. If the w eap on is not already m agical, it in the co sm ic struggle against darkn ess b eca u se they
b e c o m e s m agical for the duration. love the beautiful and life-giving things o f the w orld,
You ca n end this effect on your turn as part o f any not n ecessarily b eca u se they believe in prin ciples o f
other action. If you are no lon ger h olding or carrying honor, courage, and ju stice. Th ey adorn their arm or and
this w eapon , or if you fall u n con sciou s, this effect ends. cloth in g with im ages o f grow in g things—leaves, antlers,
Turn the Unholy. A s an action, you present your or flow ers—to reflect their com m itm en t to preserving
holy sym bol and sp eak a prayer cen su rin g fiends and life and light in the world.
undead, using your Channel Divinity. E ach fiend or
undead that can s e e or hear you w ithin 30 feet o f you T enets of th e A n c ie n t s
must m ake a W isd om saving throw. If the creature The tenets o f the Oath o f the A ncients have been
fails its saving throw, it is turned for 1 m inute or until preserved for u ncounted centuries. T h is oath
it takes dam age. em p hasizes the prin ciples o f g o o d above any con cern s
A turned creature m ust sp en d its turns trying to m ove o f law o r chaos. Its four central prin ciples are sim ple.
as far away from you as it can, and it ca n ’t w illingly
m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take
sym bol, and each fey o r fiend w ithin 30 feet o f you that
can hear you m ust m ake a W isd om saving throw. O n a
failed save, the creature is turned for 1 m inute or until it
takes dam age.
A turned creature m ust spend its turns trying to m ove
as far away from you as it can, and it ca n ’t w illingly
m ove to a sp a ce w ithin 30 feet o f you. It also ca n ’t take
reactions. F or its action, it can use only the D ash action
or try to esca p e from an effect that prevents it from
m oving. If th ere’s now h ere to m ove, the creature can use
the D o d g e action.
If the creatu re’s true form is con cea led by an illusion,
shapeshifting, or other effect, that form is revealed w hile
it is turned.

A u ra of W a r d in g
B egin ning at 7th level, ancient m agic lies so heavily
u pon you that it form s an eldritch w ard. You and friendly
creatu res w ithin 10 feet o f you have resistan ce to
dam age from spells.
At 18th level, the range o f this aura in creases to 30 feet.
K indle the Light. T h rou gh your acts o f mercy,
kin dn ess, and forgiveness, kindle the light o f h op e in the U n d y in g Se n t in e l
w orld, beating ba ck despair. Starting at 15th level, w hen you are redu ced to 0 hit
S helter the Light. W h ere there is g ood, beauty, love, points and are not killed outright, you can c h o o s e to
and laughter in the w orld, stand against the w ick ed n ess drop to 1 hit point instead. O n ce you u se this ability, you
that w ou ld sw a llow it. W h ere life flourishes, stand ca n ’t u se it again until you finish a lon g rest.
against the fo r ce s that w ou ld render it barren. Additionally, you suffer n one o f the draw backs o f old
P reserve Your Own Light. D elight in son g and age, and you c a n ’t be aged m agically.
laughter, in beauty and art. If you allow the light to die in
Elder C h a m p io n
your ow n heart, you ca n ’t preserve it in the w orld.
At 20th level, you can assu m e the form o f an ancient
B e the Light. B e a g loriou s b ea con for all w h o live in
force o f nature, taking on an appearan ce you ch oose.
despair. Let the light o f your jo y and cou rage shine forth
For exam ple, your skin m ight turn green or take on a
in all your deeds.
bark-like texture, your hair m ight b e c o m e leafy or m o s s -
O ath Spells like, or you m ight sprout antlers or a lion-like mane.
You gain oath sp ells at the paladin levels listed. U sing your action, you u ndergo a transform ation.
For 1 m inute, you gain the follow in g benefits:
O ath of the A n c ie n t s S pells • At the start o f each o f your turns, you regain 10 hit
Paladin Level Spells points.
3rd e n sn aring strike, speak with anim als
• W h en ever you cast a paladin spell that has a casting
tim e o f 1 action, you can cast it using a bon u s action
5th m oon b eam , m isty step
instead.
9th p lant growth, protection fro m energy
• E nem y creatures w ithin 10 feet o f you have disadvan­
13th ice storm , stoneskin
tage on saving th row s against your paladin spells and
17th c o m m u n e with nature, tree stride
Channel Divinity options.

C h a n n e l D iv in it y O nce you u se this feature, you ca n ’t use it again until


W h en you take this oath at 3rd level, you gain the you finish a lon g rest.
follow in g tw o Channel Divinity options.
N ature’s Wrath. You can use your Channel Divinity
O ath of V engeance
to invoke prim eval forces to ensnare a foe. A s an action, The Oath o f V en gean ce is a solem n com m itm en t to
you can cau se spectral vines to spring up and reach punish th ose w ho have com m itted a grievous sin. W h en
for a creature w ithin 10 feet o f you that you can see. evil forces slaughter helpless villagers, w hen an entire
T h e creature m ust su cceed on a Strength or Dexterity p eople turns against the w ill o f the gods, w hen a thieves’
saving th row (its ch oice) or be restrained. W h ile guild grow s too violent and pow erfu l, w hen a dragon
restrained by the vines, the creature repeats the saving ram pages through the cou n tryside—at tim es like these,
th row at the end o f each o f its turns. O n a su ccess, it paladins arise and sw ear an Oath o f V en gean ce to set
frees itself and the v ines vanish. right that w hich has gone w ron g. To th ese paladins—
Turn the Faithless. You can use your Channel som etim es called avengers or dark knights—their ow n
Divinity to utter ancient w ord s that are painful for fey purity is not as im portant as delivering justice.
and fiends to hear. A s an action, you present your holy
T enets of V engeance C hannel D iv in it y
T h e tenets o f the Oath o f V en gean ce vary by paladin, but W h en you take this oath at 3rd level, you gain the
all the tenets revolve around punishing w ron g d oers by follow in g tw o Channel Divinity options.
any m eans necessary. Paladins w h o uphold these tenets A bjure Enemy. A s an action, you present your holy
are w illing to sa crifice even their ow n righ teou sn ess to sym bol and sp ea k a prayer o f denunciation, using your
m ete out ju stice upon th ose w h o do evil, so the paladins Channel Divinity. C h oose one creature w ithin 60 feet
are often neutral or lawful neutral in alignm ent. The o f you that you can see. That creature m ust m ake a
c o re prin ciples o f the tenets are brutally sim ple. W isd om saving throw, u nless it is im m une to being
Fight the Greater Evil. F aced w ith a ch oice o f fighting frightened. Fiends and undead have disadvantage on
m y sw orn foes or com batin g a lesser evil. I c h o o s e the this saving throw.
greater evil. On a failed save, the creature is frightened for 1
No Mercy for the Wicked. O rdinary foes m ight w in minute or until it takes any dam age. W h ile frightened,
my m ercy, but m y sw orn en em ies do not. the creatu re’s sp eed is 0, and it ca n ’t benefit from any
By Any Means Necessary. My qualm s ca n ’t get in the bon u s to its speed.
w ay o f exterm inating m y foes. On a su ccessfu l save, the creatu re’s sp eed is halved
Restitution. If m y fo e s w rea k ruin on the w orld, it is for 1 m inute or until the creature takes any dam age.
b eca u se I failed to stop them. I m ust help th ose harm ed Vow o f Enmity. A s a bon u s action, you can utter a vow
by their m isdeeds. o f enm ity against a creature you can see w ithin 10 feet
o f you, using your Channel Divinity. You gain advantage
O ath Spe lls on attack rolls against the creature for 1 minute or until
You gain oath spells at the paladin levels listed. it d rops to 0 hit points or falls u n con sciou s.

O ath o f V e n g e a n c e S pells R elen tless Avenger


Paladin Level Spells By 7th level, your supernatural focu s helps you close
o ff a fo e ’s retreat. W h en you hit a creature w ith an
3rd bane, hu n te r’s m ark
opportu nity attack, you can m ove up to h alf your
5th hold person, m isty step
sp eed im m ediately after the attack and as part o f
9th haste, protection fro m energy
the sam e reaction. T h is m ovem ent d oesn ’t provoke
13th banishm ent, dim ension door
opportunity attacks.
17th hold monster, scrying
Sou l of V engeance
Starting at 15th level, the authority w ith w h ich you
sp ea k your V ow o f Enm ity gives you greater pow er over
your foe. W h en a creature under the effect o f your V ow
o f Enm ity m akes an attack, you can use your reaction to
m ake a m elee w eap on attack against that creature if it is
w ithin range.

A v e n g in g A ngel
At 20th level, you can assu m e the form o f an
angelic avenger. U sing your action, you undergo a
transform ation. F or 1 hour, you gain the follow in g
benefits:

• W in gs sprout from your back and grant you a flying


sp eed o f 60 feet.
• You em anate an aura o f m en ace in a 30 -foot radius.
T he first tim e any en em y creatu re enters the aura or
starts its turn there during a battle, the creature m ust
su cceed on a W isd om saving th row o r b e c o m e fright­
ened o f you for 1 m inute or until it takes any dam age.
Attack rolls against the frightened creature have
advantage.

O nce you u se this feature, you ca n ’t use it again until


you finish a lon g rest.
Ranger
R ou gh and w ild looking,
a hum an stalks alone
through the sh ad ow s o f
trees, hunting the ores he
k n ow s are planning a raid
on a nearby farm. Clutching
a sh ortsw ord in each hand,
he b e c o m e s a w hirlw ind of
steel, cutting dow n on e enem y
after another.
After tum bling away from a c o n e o f
freezin g air, an elf finds her feet and draw s
ba ck her b o w to lo o s e an arrow at the white
dragon. S h ru g gin g o ff the w ave o f fear that em anates
from the dragon like the cold o f its breath, she sen ds
on e arrow after another to find the gaps betw een the
dragon ’s thick scales.
H olding his hand high, a half-elf w histles to the hawk
that circles high above him, calling the bird b a ck to his
side. W h isp erin g instructions in Elvish, he points to
the ow lbea r h e’s b een tracking and sen ds the haw k to
distract the creature w hile he readies his bow.
Far from the bustle o f cities and tow ns, past the
h ed ges that shelter the m ost distant farm s from the
terrors o f the w ild, am id the den se-pa ck ed trees o f
trackless forests and a cro ss w id e and em pty plains,
ran gers k eep their unending w atch.

D eadly H unters
W arriors o f the w ildern ess, rangers sp ecia lize in
hunting the m on sters that threaten the ed g es o f
civilization—hum anoid raiders, ram paging beasts and
m onstrosities, terrible giants, and deadly dragons. T h ey
learn to track their quarry as a predator d oes, m oving
stealthily through the w ild s and hiding them selves in
brush and rubble. R a n gers focu s their com bat training
on tech niques that are particularly useful against their
sp ecific favored foes.
Th an ks to their fam iliarity w ith the w ilds, rangers
acqu ire the ability to cast spells that h arness nature’s
pow er, m uch as a druid d oes. Th eir spells, like their
com bat abilities, em phasize speed, stealth, and the hunt.
A ranger’s talents and abilities are h oned w ith deadly
focu s on the grim task o f protecting the borderlands.

In d epen d en t A dven turers


T h ou gh a ranger m ight m ake a living as a hunter, a
guide, or a tracker, a ran ger’s true calling is to defend
the outskirts o f civilization from the ravages o f m onsters
and h um anoid h ordes that p ress in from the w ild. In
so m e places, rangers gather in secretive orders or join
forces w ith druidic circles. M any rangers, though, are
independent alm ost to a fault, k n ow in g that, w hen a
dragon or a band o f orc s attacks, a ranger m ight be the
first—and p ossib ly the last—line o f defense.
This fierce in depen den ce m akes rangers w ell suited
to adventuring, sin ce they are accu stom ed to life far
from the c om forts o f a dry bed and a hot bath. Faced
with city-bred adventurers w h o g rou se and w hine about
the hardships o f the w ild, rangers respon d w ith som e
T he Ra n g e r

Proficiency Spells — Spell Slots per Spell Level—


Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer — — — — — —
2nd +2 Fighting Style, Spellcasting 2 2 — — — —
3rd +2 Ranger Archetype, Primeval Awareness 3 3 —
— — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Favored Enemy and Natural Explorer improvements 4 4 2 — — —
7th +3 Ranger Archetype feature 5 4 3 — — —
8th +3 Ability Score Improvement, Land’s Stride 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Natural Explorer improvement, Hide in Plain Sight 6 4 3 2 — —

11th +4 Ranger Archetype feature 7 4 3 3 — —


12th +4 Ability Score Improvement 7 4 3 3 — —

13th +5 — 8 4 3 3 1 —

14th +5 Favored Enemy improvement, Vanish 8 4 3 3 1 —


15th +5 Ranger Archetype feature 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

W hat m ade you join up with a band o f adventurers?


D o you find it challen ging to teach n ew allies the w ays
o f the w ild, or do you w elcom e the relief from solitude
that they offer?

Q u ic k B u il d
You can m ake a ranger quickly by follow in g these
m ixture o f am usem ent, frustration, and com pa ssion .
suggestion s. First, m ake D exterity your highest ability
But they quickly learn that other adventurers w h o can
score, follow ed by W isdom . (S o m e rangers w h o focu s
carry their ow n w eight in a fight against civilization’s
on tw o-w eapon fighting m ake Strength higher than
fo e s are w orth any extra burden. C odd led city folk might
Dexterity.) S econ d , c h o o s e the outlander background.
not k n ow h ow to feed them selves or find fresh w ater in
the w ild, but they m ake up for it in other ways.
C lass Featu r es
C r e a t in g a R anger A s a ranger, you gain the follow in g class features.
A s you create your ranger character, con sider the nature
H it P o in t s
o f the training that gave you your particular capabilities.
Hit Dice: 1d 10 per ranger level
D id you train with a single mentor, w an dering the w ilds
Hit Points at 1st Level: 10 + your Constitution m odifier
together until you m astered the ran ger’s w ays? Did you
Hit Points at Higher Levels: 1d 10 (or 6) + your
leave your apprenticeship, or w a s your m entor slain—
C onstitution m odifier per ranger level after 1st
perhaps by the sam e kind o f m on ster that b e ca m e your
favored enem y? Or perhaps you learned your skills as P r o f ic ie n c ie s
part o f a band o f rangers affiliated with a druidic circle, Arm or: Light armor, m edium armor, shields
trained in m ystic paths as well as w ilderness lore. You
W eapons: S im ple w eapon s, m artial w eapon s
might b e self-taught, a recluse w ho learned com bat Tools: N one
skills, tracking, and even a m agical conn ection to nature
through the n ecessity o f surviving in the w ilds. Saving Throws: Strength, D exterity
W h at’s the sou rce o f your particular hatred o f a Skills: C h oose three from A nim al Handling,
certain kind o f enem y? D id a m on ster kill som eon e A thletics, Insight, Investigation, Nature, P erception,
you loved or destroy your h om e village? Or did you see Stealth, and Survival
too m uch o f the destruction th ese m on sters cau se and
E q u ip m ent
com m it y ou rself to reining in their depredations? Is
You start w ith the follow in g equipm ent, in addition to
your adventuring career a continuation o f your w ork
the equipm ent granted by your background:
in protectin g the borderlands, or a significant change?
• (a) scale m ail or (b) leather arm or A rchery
• (a) tw o sh ortsw ords or (b) tw o sim ple m elee w eap on s You gain a +2 bon u s to attack rolls you m ake with
• (a) a du ng eon eer’s pack or (b) an explorer’s pack ranged w eapon s.
• A lon g b ow and a quiver o f 20 arrow s
D efense
Fa v o r e d E n e m y W h ile you are w earing armor, you gain a +1 bonus to AC.

B egin ning at 1st level, you have significant experience


D u e l in g
studying, tracking, hunting, and even talking to a certain
W h en you are w ielding a m elee w eap on in on e hand and
type o f enemy.
no other w eapon s, you gain a +2 bon u s to dam age rolls
C h oose a type o f favored enem y: aberrations,
w ith that w eapon.
beasts, celestials, constructs, dragons, elem entals, fey,
fiends, giants, m on strosities, ooze s , plants, or undead. Tw o -W eapon F ig h t in g
Alternatively, you can select tw o races o f hum anoid W h en you engage in tw o-w eapon fighting, you can add
(such as gnolls and orc s) as favored enem ies. your ability m odifier to the dam age o f the se co n d attack.
Y ou have advantage on W isd om (Survival) ch eck s to
track your favored en em ies, as w ell as on Intelligence Spellca stin g
ch eck s to recall inform ation about them.
By the tim e you reach 2nd level, you have learned to
W h en you gain this feature, you also learn one
u se the m agical e ss e n ce o f nature to cast spells, m uch
language o f your ch oice that is sp oken by your favored
as a druid d oes. S e e chapter 10 for the general rules o f
en em ies, if they sp eak on e at all.
sp ellcastin g and chapter 11 for the ranger spell list.
You c h o o s e on e additional favored enemy, as w ell as
an a ssocia ted language, at 6th and 14th level. A s you
Spell Slo ts
gain levels, your c h o ice s should reflect the types o f
T h e R anger table sh ow s h ow m any spell slots you have
m on sters you have en cou ntered on your adventures.
to cast your spells o f 1st level and higher. To cast one o f
th ese spells, you m ust expend a slot o f the sp ell’s level
N atural Explorer
or higher. You regain all expen ded spell slots w hen you
You are particularly fam iliar w ith one type o f natural finish a long rest.
environm ent and are adept at traveling and surviving in F or exam ple, if you kn ow the 1st-level spell animal
such regions. C h oo se on e type o f favored terrain: arctic, friendship and have a 1st-level and a 2nd-level spell slot
coast, desert, forest, grassland, m ountain, sw am p, available, you can cast animal friendship using either slot.
or the U nderdark. W h en you m ake an Intelligence or
W isd om ch eck related to your favored terrain, your Spe lls K now n of 1s t L evel and H ig h e r

proficiency bon u s is dou bled if you are using a skill that Y ou k n ow tw o 1st-level spells o f you r c h oice from the
you ’re proficient in. ranger spell list.
W h ile traveling for an hour or m ore in your favored T he S p ells K n ow n colu m n o f the R anger table sh ow s
terrain, you gain the follow in g benefits: w h en you learn m ore ranger sp ells o f your ch oice. Each
o f th ese sp ells m ust be o f a level for w hich you have
• Difficult terrain d oesn ’t slow your grou p’s travel.
• Your group can ’t b e c o m e lost except by m agical
m eans.
• Even w h en you are engaged in another activity w hile
traveling (such as foraging, navigating, or tracking),
you rem ain alert to danger.
• If you are traveling alone, you can m ove stealthily at
a n orm al pace.
• W h en you forage, you find tw ice as m uch food as you
norm ally w ould.
• W h ile tracking other creatures, you also learn their
exact num ber, their sizes, and h ow lon g ago they
pa ssed through the area.

You c h o o s e additional favored terrain types at 6th


and 10th level.

F i g h t i n g St y l e
At 2nd level, you adopt a particular style o f fighting as
your specialty. C h o ose on e o f the follow in g options.
Y ou ca n ’t take a Fighting Style option m ore than on ce,
even if you later get to c h o o s e again.
spell slots. F or instance, w hen you reach 5th level in this A b il it y Sco r e Im pr o v e m e n t
class, you can learn on e n ew sp ell o f 1st or 2nd level.
Additionally, w hen you gain a level in this class, W h en you reach 4th level, and again at 8th, 12th, 16th,
you can c h o o s e on e o f the ranger sp ells you kn ow and 19th level, you can in crease on e ability s c o r e o f your
and rep lace it w ith another spell from the ranger ch oice by 2, or you can in crease tw o ability s c o r e s o f
spell list, w hich also m ust be o f a level for w hich you your ch oice by 1. A s norm al, you ca n ’t in crease an ability
have spell slots. sc o r e above 20 using this feature.

Sp e l l c a s t in g A b il it y Extra A ttack
W isd om is your sp ellcastin g ability for your ranger B egin n in g at 5th level, you ca n attack tw ice, instead o f
spells, sin ce your m a gic draw s on your attunem ent to on ce, w henever you take the A ttack action on your turn.
nature. You use your W isd om w henever a spell refers
to your sp ellcastin g ability. In addition, you u se your L a n d ’s S t r i d e
W isd om m odifier w hen setting the saving th row D C for
Starting at 8th level, m oving through n onm agical
a ranger spell you cast and w hen m akin g an attack roll
difficult terrain co sts you no extra m ovem ent. You can
with one.
also pass through n onm agical plants w ithout being
Spell save D C = 8 + your proficiency bonus + slow ed by them and without taking dam age from them if
your Wisdom modifier they have thorns, spines, or a sim ilar hazard.
In addition, you have advantage on saving throw s
Spell attack modifier = your proficiency bonus +
against plants that are m agically created or m anipulated
your Wisdom modifier
to im pede m ovem ent, such th ose created by the
entangle spell.
R anger A rchetype
At 3rd level, you c h o o s e an archetype that you strive H id e in P l a i n S ig h t
to emulate: Hunter or B east Master, both detailed at Starting at 10th level, you can sp en d 1 m inute creating
the end o f the class description. Your ch oice grants cam ou flage for yourself. You m ust have a c c e s s to fresh
you features at 3rd level and again at 7th, 11th, mud, dirt, plants, soot, and other naturally o ccu rrin g
and 15th level. m aterials w ith w hich to create your cam ou flage.
O n ce you are cam ou fla ged in this way, you can try
P r im eval A wareness to hide by p ressin g y ou rself up against a solid surface,
B egin n in g at 3rd level, you can use your action and such as a tree or w all, that is at least as tall and w ide
expend on e ranger spell slot to focu s your aw areness on as you are. You gain a +10 bon u s to D exterity (Stealth)
the region around you. F or 1 m inute per level o f the spell ch eck s as long as you rem ain there without m oving or
slot you expend, you can sen se w hether the follow in g taking actions. O nce you m ove or take an action or a
types o f creatu res are present w ithin 1 m ile o f you (or reaction, you m ust cam ou flage y ou rself again to gain
w ithin up to 6 m iles if you are in your favored terrain): this benefit.
aberrations, celestials, dragons, elem entals, fey, fiends,
and undead. T h is feature d oesn ’t reveal the creatu res’ Va n ish
location or number. Starting at 14th level, you can u se the H ide action as a
bon u s action on your turn. A lso, you ca n ’t b e tracked by
n onm agical m eans, u n less you c h o o s e to leave a trail.

F e r a l Senses
At 18th level, you gain preternatural se n se s that help
you fight creatu res you ca n ’t see. W h en you attack a
creature you ca n ’t see, your inability to see it d oesn ’t
im p ose disadvantage on your attack rolls against it.
You are also aware o f the location o f any invisible
creature w ithin 30 feet o f you, provided that the
creature isn’t hidden from you and you aren’t
blinded or deafened.

Foe Sla ye r
At 20th level, you b e c o m e an unparalleled hunter o f your
enem ies. O n ce on each o f your turns, you can add your
W isd om m odifier to the attack roll or the dam age roll o f
an attack you m ake against one o f your favored en em ies.
You can c h o o s e to use this feature before or after the
roll, but b efore any effects o f the roll are applied.
if you su cce e d on the saving throw, and only half
R an g er A rchetypes d am age if you fail.
The ideal o f the ranger has tw o classic expression s: the Stand Against the Tide. W h en a hostile creature
Hunter and the B east Master. m isses you with a m elee attack, you can u se your reaction
to force that creature to repeat the sam e attack against
H unter another creature (other than itself) o f your choice.
Em ulating the Hunter archetype m eans a cceptin g your Uncanny Dodge. W h en an attacker that you can see
place as a bulw ark b etw een civilization and the terrors hits you w ith an attack, you can use your reaction to
o f the w ildern ess. A s you w alk the H unter’s path, you halve the attack’s dam age against you.
learn sp ecia lized tech niques for fighting the threats
you face, from ram paging og res and h ord es o f orc s to B east M aster
tow ering giants and terrifying dragons. T h e B east M aster archetype em b od ies a friendship
betw een the civilized races and the beasts o f the w orld.
H u n t e r ’s Prey
United in focu s, beast and ranger w ork as on e to fight
At 3rd level, you gain on e o f the follow in g features
the m on strou s fo e s that threaten civilization and the
o f y ou r choice.
w ildern ess alike. Em ulating the B east M aster archetype
Colossus Slayer. Y our tenacity can w ear dow n
m eans com m itting y ou rself to this ideal, w ork in g in
the m ost potent foes. W h en you hit a creature w ith a
partnership w ith an anim al as its com p a n ion and friend.
w eap on attack, the creature takes an extra 1d8 dam age
if it’s b elow its hit point m axim um . You can deal this R a n g e r ’s C o m p a n io n
extra dam age only o n ce per turn. At 3rd level, you gain a beast com p a n ion that
Giant Killer. W h en a Large or larger creature w ithin accom p a n ies you on your adventures and is trained to
5 feet o f you hits or m isses you w ith an attack, you can fight alongside you. C h oose a beast that is no larger than
u se your reaction to attack that creature im m ediately M edium and that has a challen ge rating o f 1/4 or low er
after its attack, provided that you can see the creature. (appendix D presen ts statistics for the hawk, mastiff,
Horde Breaker. O n ce on each o f your turns w hen you and panther as exam ples). A dd your proficiency bon u s
m ake a w eap on attack, you can m ake another attack to the bea st’s AC, attack rolls, and dam age rolls, as w ell
w ith the sam e w eap on against a different creature that as to any saving th row s and skills it is proficient in. Its
is w ithin 5 feet o f the original target and w ithin range hit point m axim u m equals its n orm al m axim u m or four
o f your w eapon . tim es your ranger level, w hich ever is higher.
The beast obeys your com m a n d s as best as it can. It
D e f e n s iv e T a c t ic s
takes its turn on your initiative, though it d oesn ’t take an
At 7th level, you gain on e o f the follow in g features
action u n less you com m a n d it to. O n your turn, you can
o f your ch oice.
verbally com m a n d the beast w h ere to m ove (no action
Escape the Horde. O pportunity attacks against you
requ ired by you). You can use your action to verbally
are m ade w ith disadvantage.
com m a n d it to take the Attack, Dash, D isengage, D odge,
Multiattack Defense. W h en a creature hits you
or Help action. O nce you have the Extra A ttack feature,
w ith an attack, you gain a +4 b on u s to AC against
you can m ake on e w eap on attack y ou rself w hen you
all subsequent attacks m ade by that creature for the
com m a n d the beast to take the A ttack action.
rest o f the turn.
W h ile traveling through your favored terrain w ith only
Steel Will. Y ou have advantage on saving throw s
the beast, you can m ove stealthily at a n orm al pace.
against bein g frightened.
If the beast dies, you can obtain another on e by
sp ending 8 hours m agically b on d in g w ith another beast
M u l t ia t t a c k
that isn’t hostile to you, either the sam e type o f beast as
At 11th level, you gain on e o f the follow in g features
b efore or a different one.
o f your ch oice.
Volley. You can u se your action to m ake a ranged E x c e p t io n a l T r a in in g
attack against any n um ber o f creatu res w ithin 10 feet
B egin ning at 7th level, on any o f your turns w hen
o f a point you can see w ithin your w ea p on ’s range. You
your beast com p a n ion d oesn ’t attack, you can use a
m ust have am m unition for each target, as norm al, and
bon u s action to com m a n d the beast to take the Dash,
you m ake a separate attack roll for each target.
D isengage, D odge, or Help action on its turn.
Whirlwind Attack. Y ou can u se your action to m ake a
m elee attack against any num ber o f creatu res w ithin 5 B e s t ia l F u r y
feet o f you, w ith a separate attack roll for each target. Starting at 11th level, your beast com p a n ion can
m ake tw o attacks w hen you com m a n d it to u se the
Su p e r i o r H u n t e r ’s D efense
A ttack action.
At 15th level, you gain on e o f the follow in g features
o f your choice. Sh a r e Spells
Evasion. You can nim bly d odge out o f the w ay o f B egin ning at 15th level, w hen you cast a spell targeting
certain area effects, su ch as a red dragon ’s fiery breath yourself, you can also affect your beast com p a n ion with
or a lightning bolt spell. W h en you are su bjected to an the spell if the beast is w ithin 30 feet o f you.
effect that allow s you to m ake a D exterity saving th row
to take only h alf dam age, you instead take no dam age
Rogue
Sign aling for her com p a n ion s to wait, a halfling creep s
forw ard through the du ngeon hall. S h e p resses an ear
to the door, then pulls out a set o f tools and picks the
lock in the blink o f an eye. Then sh e disappears into
the sh ad ow s as her fighter friend m oves forw ard to kick
the d oor open.
A hum an lurks in the sh ad ow s o f an alley w hile his
a ccom p lice prepares for her part in the am bush. W hen
their target—a notorious slaver—p a sses the alleyway,
the a ccom p lice cries out, the slaver co m e s to investigate,
and the assa ssin ’s blade cuts his throat before he can
m ake a sound.
S u ppressin g a giggle, a g n om e w ag gles her fingers
and m agically lifts the key ring from the guard’s belt.
In a m om ent, the keys are in her hand, the cell d oor is
open, and she and her com p a n ion s are free to m ake
their escap e.
R og u es rely on skill, stealth, and their fo e s ’
vulnerabilities to get the upper hand in any situation.
They have a knack for finding the solution to ju st about
any problem , dem onstrating a resou rcefu ln ess and
versatility that is the corn erston e o f any su ccessfu l
adventuring party.

Sk il l a n d P r ecisio n
R og u es devote as m uch effort to m astering the use o f
a variety o f skills as they d o to perfectin g their com bat
abilities, giving them a broad expertise that few other
characters ca n m atch. M any rog u es focu s on stealth and
deception , w hile others refine the skills that help them
in a du ngeon environm ent, such as clim bing, finding and
disarm in g traps, and open in g locks.
W h en it co m e s to com bat, rogu es prioritize cun ning
over brute strength. A rogu e w ou ld rather m ake on e
p recise strike, placing it exactly w here the attack w ill
hurt the target m ost, than w ear an oppon en t dow n
w ith a barrage o f attacks. R og u es have an alm ost
supernatural knack for avoiding danger, and a few learn
m agical tricks to supplem ent their other abilities.

A Sh a d y L ivin g
Every tow n and city has its sh are o f rogu es. M ost o f
them live up to the w orst stereotypes o f the class,
m akin g a living as burglars, assassins, cutpurses, and
c o n artists. Often, th ese scou n d rels are organized
into thieves’ guilds or crim e fam ilies. Plenty o f rogu es
operate independently, but even they som etim es
recruit apprentices to help them in their sca m s
and heists. A few rogu es m ake an honest living as
Th e Ro g u e

Proficiency Sneak
Level Bonus Attack Features
1st +2 1d6 Expertise, Sneak Attack,
Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10 d6 Ability Score Improvement
20th +6 10 d6 Stroke o f Luck

locksm iths, investigators, or exterm inators, w hich can Q u ic k Bu il d


be a dangerou s jo b in a w orld w here dire rats—and You can m ake a rogu e quickly by follow in g
w ererats—haunt the sew ers. these suggestion s. First. D exterity should
A s adventurers, rogu es fall on both sides o f the law. b e your highest ability score. M ake
S o m e are hardened crim in als w h o d ecide to seek Intelligence your next-highest if you w ant to
their fortune in treasure hoards, w hile others take up excel at Investigation or plan to take up the
a life o f adventure to e sca p e from the law. S o m e have A rca n e Trickster archetype. C h oose C harism a
learned and perfected their skills w ith the explicit instead if you plan to em phasize d eception and socia l
p u rp ose o f infiltrating ancient ruins and hidden crypts interaction. S econ d , c h o o s e the charlatan background.
in search o f treasure.

C r ea tin g a R o g u e
C lass Features
A s a rogue, you have the follow in g class features.
A s you create your rogu e character, con sider the
character’s relationship to the law. D o you have a H it P o in ts
crim inal past—or present? A re you on the run from the Hit Dice: 1d8 per rogue level
law o r from an angry th ieves’ guild m aster? O r did you Hit Points at 1st Level: 8 + your Constitution m odifier
leave your guild in sea rch o f bigger risks and bigger Hit Points at Higher Levels: 1d8 (or 5) + your
rew ards? Is it greed that drives you in your adventures, Constitution m odifier p er rogu e level after 1st
or so m e other desire or ideal?
W hat w a s the trigger that led you away from your P r o f ic ie n c ie s
previous life? D id a great co n or heist gone terribly Arm or: Light arm or
w ron g cau se you to reevaluate your career? M aybe W eapons: Sim ple w eapon s, hand crossb ow s,
you w ere lucky and a su ccessfu l robbery gave you the lon gsw ords, rapiers, sh ortsw ords
coin you n eeded to esca p e the squalor o f your life. Tools: T h ieves’ tools
Did w anderlust finally call you away from your h om e?
Saving Throws: Dexterity. Intelligence
Perhaps you suddenly found y ou rself cut off from your
Skills: C h oose four from A crobatics, Athletics,
fam ily o r your mentor, and you had to find a n ew m eans
D eception . Insight, Intim idation, Investigation,
o f support. Or m aybe you m ade a n ew friend—another
P erception, P erform an ce. Persuasion, Sleight o f
m em ber o f your adventuring party—w h o sh ow ed you
Hand, and Stealth
new possibilities for earning a living and em ploying
your particular talents.
p eop le in an area are easy m arks or w ill provide a safe
h ou se for thieves on the run.

C u n n in g A ctio n
Starting at 2nd level, your quick thinking and agility
allow you to m ove and act quickly. You can take a
bon u s action on each o f your turns in com bat. This
action can b e u sed only to take the D ash, D isengage,
or H ide action.

R og uish A rch etype


At 3rd level, you c h o o s e an archetype that you emulate
in the exercise o f your rogu e abilities: Thief, A ssassin,
or A rca n e Trickster, all detailed at the end o f the class
E q u ip m ent
description. Your archetype ch oice grants you features
You start w ith the follow in g equipm ent, in addition to at 3rd level and then again at 9th, 13th, and 17th level.
the equipm ent granted by your background:

• (a) a rapier or (b) a sh ortsw ord A bility Score Im pro vem en t


• (a) a sh ortbow and quiver o f 20 arrow s or (b) a W h en you reach 4th level, and again at 8th, 10th, 12th,
sh ortsw ord 16th, and 19th level, you can in crease on e ability sco re
• (a) a bu rglar’s pack, (b) a du n g eon eer’s pack, or (c) an o f your ch oice by 2, or you can in crease tw o ability
explorer’s pack s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease
• Leather armor, tw o daggers, and thieves’ tools an ability s c o r e above 20 using this feature.

E xpertise U n can n y D odge


At 1st level, c h o o s e tw o o f your skill proficiencies, or Starting at 5th level, w hen an attacker that you can see
on e o f your skill proficien cies and your proficiency with hits you w ith an attack, you can u se your reaction to
thieves’ tools. Your proficiency bonus is dou bled for any halve the attack’s dam age against you.
ability ch e ck you m ake that u ses either o f the ch osen
proficiencies. Eva sio n
At 6th level, you can c h o o s e tw o m ore o f your
B egin ning at 7th level, you can nim bly d od g e out o f the
p roficien cies (in skills or w ith thieves’ tools) to gain
w ay o f certain area effects, such as a red dragon ’s fiery
this benefit.
breath or an ice storm spell. W h en you are su bjected
to an effect that allow s you to m ake a D exterity saving
Sn e a k A t t a c k
th row to take only h alf dam age, you instead take no
B egin n in g at 1st level, you k n ow h ow to strike subtly dam age if you su c ce e d on the saving throw, and only
and exploit a fo e ’s distraction. O nce per turn, you can h alf dam age if you fail.
deal an extra 1d6 dam age to on e creature you hit w ith
an attack if you have advantage on the attack roll. The R eliable T a l e n t
attack m ust use a fin esse or a ranged w eapon .
By 11th level, you have refined you r ch osen skills until
You d on ’t n eed advantage on the attack roll if another
they approach perfection. W h enever you m ake an ability
enem y o f the target is w ithin 5 feet o f it, that enem y
ch eck that lets you add your p roficien cy bonus, you can
isn’t incapacitated, and you d on ’t have disadvantage on
treat a d 2 0 roll o f 9 or low er as a 10.
the attack roll.
T h e am ount o f the extra dam age in creases as you
B lin d sen se
gain levels in this class, as sh ow n in the S n ea k Attack
colum n o f the R og u e table. Starting at 14th level, if you are able to hear, you are
aw are o f the location o f any h idden or invisible creature
T h ie v e s’ C a n t w ithin 10 feet o f you.

D uring your rogu e training you learned thieves’ cant, a


Slippe r y M in d
secret m ix o f dialect, jargon, and c o d e that allow s you to
hide m essa g es in seem in gly n orm al conversation. Only By 15th level, you have acqu ired greater m ental
another creature that k n ow s thieves’ cant understands strength. You gain proficien cy in W isd om saving throw s.
such m essa ges. It takes four tim es longer to convey such
a m essa ge than it d oes to sp eak the sam e idea plainly. E lu sive
In addition, you understand a set o f secret signs and B egin ning at 18th level, you are s o evasive that
sym b ols u sed to convey short, sim ple m essa ges, such attackers rarely gain the upper hand against you. No
as w hether an area is dangerou s or the territory o f a attack roll has advantage against you w hile you aren’t
thieves’ guild, w hether loot is nearby, or w hether the incapacitated.
St r o k e of L u c k s e co n d turn at your initiative m inus 10. You c a n ’t use
this feature w hen you are surprised.
At 20th level, you have an uncanny k nack for su cceed in g
w hen you need to. If your attack m isses a target w ithin A ssassin
range, you can turn the m iss into a hit. Alternatively, if
you fail an ability check, you can treat the d20 roll as a 20. You focu s your training on the grim art o f death. T h ose
O n ce you u se this feature, you ca n ’t u se it again until w h o adhere to this archetype are diverse: h ired killers,
you finish a short or lon g rest. spies, bounty hunters, and even sp ecially anointed
priests trained to exterm inate the en em ies o f their deity.
Stealth, p oison , and disgu ise help you elim inate your
Ro g u is h A rch etypes fo e s w ith deadly efficiency.
R og u es have m any features in com m on , including their
em phasis on perfectin g their skills, their p recise and B o n u s P r o f ic ie n c ie s
deadly approach to com bat, and their increasingly quick W h en you c h o o s e this archetype at 3rd level, you gain
reflexes. But different rogu es steer th ose talents in proficiency w ith the disgu ise kit and the p o is o n e r’s kit.
varying direction s, em b od ied by the rogu e archetypes.
Your ch oice o f archetype is a reflection o f your fo cu s— A s s a s s in a t e

not n ecessarily an indication o f your ch osen profession, Starting at 3rd level, you are at your deadliest w hen you
but a description o f your preferred techniques. get the drop on your en em ies. You have advantage on
attack rolls against any creature that hasn’t taken a turn
T h ief in the com bat yet. In addition, any hit you sc o r e against
a creature that is su rprised is a critical hit.
Y ou h one your skills in the la rcen ou s arts. Burglars,
bandits, cutpurses, and other crim in als typically follow I n f il t r a t io n E x p e r t is e
this archetype, but s o do rogu es w h o prefer to think o f
Starting at 9th level, you can unfailingly create false
them selves as p rofession a l treasure seekers, explorers,
identities for yourself. You m ust spend seven days and
delvers, and investigators. In addition to im proving your
25 gp to establish the history, profession, and affiliations
agility and stealth, you learn skills useful for delving into
for an identity. You ca n ’t establish an identity that
ancient ruins, reading unfam iliar languages, and using
belongs to som eon e else. For exam ple, you might acquire
m agic item s you n orm ally cou ld n ’t employ.
appropriate clothing, letters o f introduction, and official-
look in g certification to establish you rself as a m em ber o f
Fa s t H ands
a trading h ou se from a rem ote city so you can insinuate
Starting at 3rd level, you can u se the bon u s action
you rself into the com pany o f other wealthy m erchants.
granted by your Cunning A ction to m ake a Dexterity
Thereafter, if you adopt the n ew identity as a disguise,
(Sleight o f H and) check, u se your thieves’ tools to
other creatures believe you to be that p erson until given
disarm a trap or op en a lock, or take the U se an
an obviou s reason not to.
O bject action.
Im po sto r
Se c o n d -S tory W ork
At 13th level, you gain the ability to unerringly m im ic
W h en you c h o o s e this archetype at 3rd level, you gain
another p erson ’s speech, writing, and behavior.
the ability to clim b faster than norm al; clim bin g no
You must spend at least three hours studying
longer co sts you extra m ovem ent.
these three com pon en ts o f the p e rso n ’s behavior,
In addition, w hen you m ake a running jum p, the
listening to sp eech , exam inin g handwriting, and
distance you cover in creases by a num ber o f feet equal
observ in g m annerism s.
to your D exterity m odifier.
Your ru se is in discern ible to the casual observer. If a
Su p r e m e S n e a k w ary creature su sp ects som eth in g is am iss, you have
Starting at 9th level, you have advantage on a Dexterity advantage on any C harism a (D eception ) ch eck you m ake
(Stealth) ch eck if you m ove no m ore than h alf your to avoid detection.
sp eed on the sam e turn.
D eath St r i k e
U se M a g ic D e v ic e Starting at 17th level, you b e c o m e a m aster o f instant
By 13th level, you have learned en ough about the death. W h en you attack and hit a creature that is
w orkin gs o f m agic that you can im provise the use o f su rprised, it must m ake a Constitution saving throw
item s even w hen they are not intended for you. You (D C 8 + your Dexterity m odifier + your proficiency
ignore all class, race, and level requirem ents on the use bonus). On a failed save, double the dam age o f your
o f m agic items. attack against the creature.

Th i e f ’s R eflexes A r can e T rickster


W h en you reach 17th level, you have b e c o m e adept at S o m e rogu es en hance their fine-honed skills o f stealth
laying am bu sh es and quickly escap in g danger. You can and agility w ith m agic, learning tricks o f enchantm ent
take tw o turns during the first round o f any com bat. You and illusion. T h ese rogu es include pick pockets and
take your first turn at your n orm al initiative and your burglars, but also pranksters, m ischief-m akers, and a
significant num ber o f adventurers.
Sp e l l c a s t in g A rc a n e Tr ic k s t e r S p e l l c a s t in g

W h en you reach 3rd level, you gain the ability to — Spell Slots per Spell Level—
Rogue Cantrips Spells
cast spells. S e e chapter 10 for the general rules of
Level Known Known 1st 2nd 3rd 4th
sp ellcastin g and chapter 11 for the w izard spell list.
Cantrips. You learn three cantrips: mage hand and 3rd 3 3 2 — — —
tw o other cantrips o f your ch oice from the w izard spell 4th 3 4 3 — — —

list. You learn another w izard cantrip o f your ch oice 5th 3 4 3 — — —


at 10th level. 6th 3 4 3 — — —

Spell Slots. The A rcan e Trickster Spellcastin g 7th 3 5 4 2 — —


table sh ow s h ow m any spell slots you have to cast 8th 3 6 4 2 — —
your spells o f 1st level and higher. To cast on e o f these 9th 3 6 4 2 — —
spells, you m ust expend a slot o f the spell's level or 10th 4 7 4 3 — —
higher. You regain all expended spell slots w hen you
11th 4 8 4 3 — —
finish a lon g rest.
12th 4 8 4 3 — —
For exam ple, if you k n ow the 1st-level spell charm
13th 4 9 4 3 2 —
person and have a 1st-level and a 2nd-level spell slot
14th 4 10 4 3 2 —
available, you can cast charm person using either slot.
Spells Known o f 1st-Level and Higher. You kn ow 15th 4 10 4 3 2 —

three 1st-level w izard spells o f your ch oice, tw o o f w hich 16th 4 11 4 3 3 —

you must c h o o s e from the enchantm ent and illusion 17th 4 11 4 3 3 —

spells on the w izard spell list. 18th 4 11 4 3 3 —

The S p ells K n ow n colu m n o f the A rcan e Trickster 19th 4 12 4 3 3 1


S p ellcastin g table sh ow s w hen you learn m ore w izard 20th 4 13 4 3 3 1
spells o f 1st level or higher. E ach o f these sp ells must
be an enchantm ent or illusion spell o f your ch oice, and
m ust b e o f a level for w hich you have spell slots. For
You can p erform on e o f th ese tasks w ithout being
instance, w hen you reach 7th level in this class, you can
n oticed by a creature if you su cce e d on a Dexterity
learn on e n ew spell o f 1st or 2nd level.
(Sleight o f H and) ch eck contested by the creatu re’s
The sp ells you learn at 8th, 14th, and 20th level can
W isd om (P erception ) check.
c om e from any sch o o l o f m agic.
In addition, you can u se the bon u s action granted by
W h en ever you gain a level in this class, you can
your Cunning A ction to control the hand.
replace one o f the w izard spells you k n ow with another
spell o f your ch oice from the w izard spell list. The M a g ic a l A mbush
n ew spell m ust b e o f a level for w hich you have spell Starting at 9th level, if you are hidden from a
slots, and it must be an enchantm ent or illusion spell, creature w hen you cast a spell on it, the creature has
unless y ou ’re replacin g the spell you gained at 8th, 14th, disadvantage on any saving th row it m akes against the
or 20th level. spell this turn.
Spellcasting Ability. Intelligence is your spellcastin g
ability for your w izard spells, since you learn your V e r s a t il e T r ic k st e r
spells through dedicated study and m em orization. At 13th level, you gain the ability to distract targets with
You u se your Intelligence w henever a spell refers to your mage hand. A s a bon u s action on your turn, you can
your spellcastin g ability. In addition, you use your designate a creature w ithin 5 feet o f the spectral hand
Intelligence m odifier w hen setting the saving throw created by the spell. D oin g s o gives you advantage on
D C for a w izard spell you cast and w hen m akin g an attack rolls against that creature until the end o f the turn.
attack roll w ith one.
Spell save DC = 8 + your proficiency bonus + Sp e l l T h ie f

your Intelligence modifier At 17th level, you gain the ability to m agically
steal the kn ow ledge o f h ow to cast a spell from
Spell attack modifier = your proficiency bonus + another spellcaster.
your Intelligence modifier Im m ediately after a creature casts a spell that targets
you or includes you in its area o f effect, you can u se your
M a g e H a n d L e g e rd e m a in reaction to force the creature to m ake a saving th row
Starting at 3rd level, w hen you cast mage hand, you can with its spellcasting ability modifier. The D C equals
m ake the spectral hand invisible, and you can perform your spell save DC. On a failed save, you negate the
the follow in g additional tasks w ith it: spell’s effect against you, and you steal the know ledge
o f the spell if it is at least 1st level and o f a level you can
• You can stow one object the hand is h olding in a
cast (it d oesn ’t n eed to be a w izard spell). F or the next
container w orn or carried by another creature.
8 hours, you kn ow the spell and can cast it using your
• You can retrieve an object in a contain er w orn or
spell slots. The creature ca n ’t cast that spell until the
carried by another creature.
8 hours have passed.
• You can u se thieves’ tools to pick lock s and disarm
O nce you use this feature, you ca n ’t u se it again until
traps at range.
you finish a long rest.
Sorcerer
G olden eyes flashing, a hum an
stretches out her hand and unleashes
the dragonfire that bu rns in her veins.
A s an in fern o rages around her foes,
leathery w in gs spread from her ba ck and
she takes to the air.
L on g hair w h ipped by a conjured wind,
a half-elf spreads his arm s w ide and throw s
his head back. Lifting him m om entarily off
the ground, a w ave o f m agic su rges up in him,
through him , and out from him in a m ighty blast
o f lightning.
C rou ch in g behind a stalagm ite, a halfling points a
finger at a chargin g troglodyte. A blast o f fire springs
from her finger to strike the creature. S h e ducks back
behind the ro ck form ation w ith a grin, unaw are that her
w ild m agic has turned her skin bright blue.
S o r c e re r s ca rry a m a gica l birthright con ferred
u pon them by an ex otic b lood lin e, so m e oth erw orldly
influence, or e x p osu re to u n k n ow n c o s m ic forces.
O ne c a n ’t study s o r c e ry as on e learn s a language, any
m ore than on e can learn to live a legendary life. N o one
c h o o s e s sorcery ; the p ow er c h o o s e s the sorcerer.

R aw M a g ic
M agic is a part o f every sorcerer, suffusing body, mind,
and spirit w ith a latent p ow er that w aits to be tapped.
S o m e sorcerers w ield m agic that springs from an
ancient b loodlin e in fused with the m agic o f dragons.
O thers carry a raw, uncontrolled m agic w ithin them,
a chaotic storm that m anifests in unexpected ways.
The ap pearan ce o f sorcerou s pow ers is w ildly
unpredictable. S o m e d racon ic b lood lin es produce
exactly on e sorcerer in every generation, but in other
lines o f d escen t every individual is a sorcerer. M ost
o f the tim e, the talents o f sorcery appear as apparent
flukes. S o m e sorcerers ca n ’t nam e the origin o f their
pow er, w hile others trace it to strange events in their
ow n lives. The touch o f a dem on, the blessing o f a
dryad at a baby’s birth, or a taste o f the w ater from
a m ysterious spring m ight spark the gift o f sorcery.
S o too m ight the gift o f a deity o f m agic, exposu re
to the elem ental fo r ce s o f the Inner P la n es or the
m addening ch a os o f Lim bo, or a glim p se into the
inner w orkin gs o f reality.
S o rce re rs have no u se for the sp ellb ook s and ancient
tom es o f m a gic lore that w izards rely on, nor do they
rely on a patron to grant their sp ells as w arlock s do.
B y learning to h arness and channel their ow n inborn
m agic, they can d iscov er new and staggering w ays
to unleash that power.

U n ex plain ed Pow ers


S o rce re rs are rare in the w orld, and it’s unusual to find
a sorcerer w h o is not involved in the adventuring life
in som e way. P eople with m agical p ow er seething in
their veins s o o n d iscover that the pow er d oesn ’t like to
stay quiet. A s o rce re r’s m agic w ants to b e w ielded, and
it has a tendency to spill out in unpredictable w ays if
it isn’t called on.
T h e S o r c er er

Sorcery — Spell Slots per Spell Level—


Proficiency Cantrips Spells
Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Spellcasting, Sorcerous 4 2 2 — — — — — — — —
Origin
2nd +2 2 Font o f Magic 4 3 3 — — — — — — — —
3rd +2 3 Metamagic 4 4 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 5 — 5 6 4 3 2 — — — — — —
6th +3 6 Sorcerous Origin feature 5 7 4 3 3 — — — — — —
7th +3 7 — 5 8 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 — — — — —
9th +4 9 — 5 10 4 3 3 3 1 — — — —
10th +4 10 Metamagic 6 11 4 3 3 3 2 — — — —
11th +4 11 — 6 12 4 3 3 3 2 1 — — —

12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —


13th +5 13 — 6 13 4 3 3 3 2 1 1 — —

14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 — —


15th +5 15 — 6 14 4 3 3 3 2 1 1 1 —

16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —


17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

S o rce re rs often links you to a p ow erfu l individual in the w orld—the fey


have ob scu re or quixotic creature that blessed you at birth, the dragon w h o put
m otivations driving them a drop o f its b lood into your veins, the lich w ho created
to adventure. S om e seek a greater you as an experim ent, or the deity w h o c h o s e you to
understanding o f the m agical force that infuses carry this pow er.
them, or the answ er to the m ystery o f its origin. O thers
hope to find a w ay to get rid o f it, or to unleash its full Q u ic k B u il d
potential. W hatever their goals, sorcerers are every bit You can m ake a sorce re r quickly by follow in g these
as useful to an adventuring party as w izards, m aking suggestion s. First, C harism a should be your highest
up for a com parative lack o f breadth in their m agical ability score, follow ed by Constitution. S econ d ,
kn ow led ge with en orm ou s flexibility in using the c h o o s e the herm it background. Third, c h o o s e the
sp ells they know. light, prestidigitation, ray o f frost, and shocking grasp
cantrips, along with the 1st-level spells shield and
C r ea tin g a Sorcerer magic missile.
Th e m ost im portant question to con sider w hen creating
your sorcerer is the origin o f your power. A s a starting C lass Featur es
character, you'll c h o o s e an origin that ties to a dracon ic A s a sorcerer, you gain the follow in g class features.
bloodlin e or the influence o f w ild m agic, but the exact
so u rce o f your pow er is up to you to decide. Is it a fam ily H it P o in t s
curse, p a ssed dow n to you from distant an cestors? Or Hit Dice: 1d6 per sorcerer level
did som e extraordinary event leave you blessed with Hit Points at 1st Level: 6 + your Constitution m odifier
inherent m agic but perhaps sca rred as w ell? Hit Points at Higher Levels: 1d6 (or 4) + your
H ow do you feel about the m agical p ow er cou rsin g Constitution m odifier per sorcerer level after 1st
through you? D o you em brace it, try to m aster it, or
revel in its unpredictable nature? Is it a b lessin g or P r o f ic ie n c ie s
a cu rse? D id you seek it out, or did it find you? Did Arm or: N one
you have the option to refuse it, and do you w ish you W eapons: D aggers, darts, slings, quarterstaffs,
had? W hat do you intend to do w ith it? Perhaps you light c ro s sb o w s
feel like you ’ve been given this p ow er for so m e lofty Tools: N one
p u rpose. O r you m ight d ecide that the p ow er gives you Saving Throws: Constitution, C harism a
the right to do what you want, to take w hat you w ant Skills: C h oose tw o from A rcana, D eception , Insight,
from th ose w h o lack such pow er. Perhaps your p ow er Intim idation, Persuasion, and R eligion
E q u ip m e n t Sp e l l c a s t in g F o c u s
You start w ith the follow in g equipm ent, in addition to You can u se an arcane focu s (found in chapter 5) as a
the equipm ent granted by your background: sp ellcastin g focu s for your sorcerer spells.
• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple
w eapon
S o r c e r o u s O r ig in
• (a) a com pon en t p ou ch or (b) an arcane focu s C h oose a sorcerou s origin, w hich d escrib es the
• (a) a du ng eon eer’s pack or (b) an explorer’s pack so u rce o f your innate m agical pow er: D ra con ic
• Tw o daggers B lood lin e or W ild M agic, both detailed at the end o f the
class description.
Sp e l l c a s t in g Your ch oice grants you features w hen you c h o o s e it at
A n event in your past, or in the life o f a parent or 1st level and again at 6th, 14th, and 18th level.
ancestor, left an indelible m ark on you, infusing you with
arcan e m agic. This font o f m agic, w hatever its origin,
F o n t o f M a g ic
fuels your spells. S e e chapter 10 for the general rules o f At 2nd level, you tap into a d eep w ellspring o f m agic
sp ellcastin g and chapter 11 for the sorcerer spell list. w ithin yourself. This w ellspring is represented by
sorcery points, w hich allow you to create a variety o f
C a n t r ip s m agical effects.
At 1st level, you k n ow four cantrips o f your ch oice from
the sorcerer spell list. You learn additional sorcerer So r c er y Po in ts
cantrips o f your ch oice at higher levels, as sh ow n in the You have 2 sorcery points, and you gain m ore as you
Cantrips K n ow n colu m n o f the S o rce re r table. reach higher levels, as sh ow n in the S o r c e ry Points
colu m n o f the S o rce re r table. You can never have
Sp e l l Sl o t s m ore sorcery p oints than sh ow n on the table for your
T he S orcerer table sh ow s h ow m any spell slots you level. You regain all spent sorcery points w hen you
have to cast your sp ells o f 1st level and higher. To cast finish a lon g rest.
on e o f these sorcerer spells, you m ust expend a slot of
the sp ell’s level or higher. You regain all expended spell F l e x ib le C a s t in g
slots w hen you finish a long rest. You can u se your sorcery points to gain additional spell
F or exam ple, if you k n ow the 1st-level spell burning slots, or sacrifice spell slots to gain additional sorcery
hands and have a 1st-level and a 2nd-level spell slot points. You learn other w ays to u se your sorcery points
available, you can cast burning hands using either slot. as you reach higher levels.
Creating Spell Slots. You can transform u nexpen ded
Spells K n o w n of 1s t L evel and H ig h e r so rce ry points into on e spell slot as a bon u s action on
You kn ow tw o 1st-level spells o f your ch oice from the your turn. T h e Creating S pell Slots table sh ow s the cost
sorcerer spell list. o f creating a spell slot o f a given level. You can create
T he S p ells K n ow n colu m n o f the S o rce re r table spell slots no higher in level than 5th.
sh o w s w hen you learn m ore sorcerer spells o f your
choice. Each o f these spells must be o f a level for w hich C r e a t in g S pell S lo ts
you have spell slots. For instance, w hen you reach 3rd
Spell Slot Sorcery
level in this class, you can learn one n ew spell o f 1st
Level Point Cost
or 2nd level.
1st 2
Additionally, w hen you gain a level in this class,
2nd 3
you can c h o o s e on e o f the sorcerer spells you kn ow
and replace it with another spell from the sorcerer 3rd 5
spell list, w hich also m ust be o f a level for w h ich you 4th 6

have spell slots. 5th 7

Sp e l l c a s t in g A b il it y Converting a Spell Slot to S orcery Points. A s a


C harism a is your sp ellcastin g ability for your sorcerer bon u s action on your turn, you can expend on e spell
spells, sin ce the p ow er o f your m a gic relies on your slot and gain a num ber o f sorcery points equal to the
ability to project your w ill into the w orld. You use your slot’s level.
C harism a w hen ever a spell refers to your spellcastin g
ability. In addition, you u se your C harism a m odifier M e t a m a g ic
w hen setting the saving th row D C for a sorcerer spell
At 3rd level, you gain the ability to tw ist your spells
you cast and w hen m akin g an attack roll w ith one.
to suit your n eeds. You gain tw o o f the follow in g
Spell save D C = 8 + your proficiency bonus + M etam agic options o f your choice. You gain another one
your Charisma modifier at 10th and 17th level.
You can u se only one M etam agic option on a spell
Spell attack modifier = your proficiency bonus +
w hen you cast it, u nless oth erw ise noted.
your Charisma modifier
C areful Sp e l l Sorcerous R esto r a tio n
W h en you cast a spell that forces other creatures to m ake
At 20th level, you regain 4 ex p en ded so rce ry points
a saving throw, you can protect som e o f th ose creatures
w hen ever you finish a short rest.
from the spell’s full force. To do so, you spend 1 sorcery
point and ch o o s e a num ber o f th ose creatures up to your
Charism a m odifier (m inim um o f one creature). A ch osen So r c er o u s O r ig in s
creature autom atically s u c ce e d s on its saving throw D ifferent sorcerers claim different origins for their
against the spell. innate m agic. A lthough m any variations exist, m ost
o f th ese origins fall into tw o categories: a dracon ic
D ista n t Spell
blood lin e and w ild m agic.
W h en you cast a spell that has a range o f 5 feet or
greater, you can spend 1 sorcery point to double the D r a co n ic B lo o d lin e
range o f the spell.
Your innate m agic c o m e s from d racon ic m a gic that w as
W h en you cast a spell that has a range o f touch, you
m ingled with your b lood or that o f your an cestors. M ost
can spend 1 sorcery point to m ake the range o f the
often, sorcerers with this origin trace their descen t
spell 30 feet.
ba ck to a m ighty sorcerer o f ancient tim es w h o m ade a
E m p o w e r e d Sp e l l bargain with a dragon or w ho m ight even have claim ed
W h en you roll dam age for a spell, you can spend 1 a dragon parent. S o m e o f th ese b lood lin es are w ell
sorcery point to reroll a num ber o f the dam age dice up established in the w orld, but m ost are obscu re. Any
to your C harism a m odifier (m inim um o f one). You must given sorcerer cou ld be the first o f a n ew bloodlin e, as a
use the n ew rolls. result o f a pact or som e other exception al circu m stan ce.
You can u se E m pow ered S pell even if you have
D ragon A ncestor
already u sed a different M etam agic option during the
At 1st level, you c h o o s e one type o f dragon as your
casting o f the spell.
ancestor. T h e dam age type a ssocia ted w ith each dragon
Ex t e n d e d Spell is used by features you gain later.
W h en you cast a spell that has a duration o f 1 minute
or longer, you can sp end 1 sorcery point to double its D r a c o n ic A n cest ry

duration, to a m axim u m duration o f 24 hours. Dragon Damage Type


Black Acid
H e ig h t e n e d Spell
Blue Lightning
W h en you cast a spell that forces a creature to m ake a
Brass Fire
saving throw to resist its effects, you can spend 3 sorcery
Bronze Lightning
points to give one target o f the spell disadvantage on its
first saving throw m ade against the spell. Copper Acid
Cold Fire
Q u ic k e n e d Spell Green Poison
W h en you cast a spell that has a casting tim e o f 1 action, Red Fire
you can spend 2 sorcery points to change the casting
Silver Cold
tim e to 1 bon u s action for this casting.
White Cold
Su b t l e Spe ll
W h en you cast a spell, you can spend 1 sorcery point to You can speak, read, and w rite D racon ic. Additionally,
cast it w ithout any som atic or verbal com pon ents. w henever you m ake a C harism a ch eck w hen interacting
w ith dragons, your proficiency bon u s is doubled if it
Tw in n e d Spell applies to the check.
W h en you cast a spell that targets only one creature and
D r a c o n ic R e sil ie n c e
d oesn ’t have a range o f self, you can spend a num ber o f
sorcery points equal to the spell’s level to target a secon d A s m agic flow s through your body, it cau ses physical
creature in range with the sam e spell (1 sorcery point if traits o f your dragon a n cestors to em erge. At 1st level,
the spell is a cantrip). your hit point m axim u m in creases by 1 and in creases by
1 again w hen ever you gain a level in this class.
A b ility Score Im pro vem en t Additionally, parts o f your skin are covered by a thin
sh een o f dragon-like scales. W h en you aren’t w earin g
W h en you reach 4th level, and again at 8th, 12th, 16th,
arm or, your AC equals 13 + your D exterity m odifier.
and 19th level, you can in crease on e ability sco re o f your
ch oice by 2, or you can in crease tw o ability s c o r e s o f Elemental A f f in it y
your ch oice by 1. A s norm al, you ca n ’t in crease an ability Starting at 6th level, w hen you cast a spell that deals
s c o r e above 20 using this feature. dam age o f the type a ssocia ted w ith your dracon ic
ancestry, add your C harism a m odifier to that dam age.
At the sam e time, you can spend 1 sorcery point to gain
resistan ce to that dam age type for 1 hour.
D ragon W in g s can do so after the creature rolls but before any effects
At 14th level, you gain the ability to sprout a pair of o f the roll occur.
dragon w in gs from your back, gaining a flying sp eed
C ontrolled C haos
equal to your current sp eed. You ca n create th ese w in gs
as a bon u s action on your turn. T h ey last until you At 14th level, you gain a m od icu m o f con trol over the
d ism iss them as a bon u s action on your turn. su rges o f your w ild m agic. W h enever you roll on the
Y ou ca n ’t m anifest your w in gs w hile w earin g arm or W ild M agic Surge table, you can roll tw ice and use
u n less the arm or is m ade to a ccom m od a te them , and either number.
cloth in g not m ade to a ccom m od a te your w in gs might
Sp e l l B o m bardm ent
b e destroyed w hen you m anifest them.
B egin ning at 18th level, the harm ful energy o f your
D r a c o n ic P r ese n c e spells intensifies. W h en you roll dam age for a spell and
B egin ning at 18th level, you can channel the dread roll the highest num ber p ossib le on any o f the dice,
p resen ce o f your dragon ancestor, cau sin g th ose around c h o o s e one o f th ose dice, roll it again and add that roll to
you to b e c o m e aw estru ck or frightened. A s an action, the dam age. You can use the feature only on ce per turn.
you can spend 5 sorcery points to draw on this pow er
and exude an aura o f aw e or fear (your choice) to a
distance o f 6 0 feet. F or 1 m inute or until you lose your
concentration (as if you w ere casting a concentration
spell), each hostile creature that starts its turn in this
aura m ust su cce e d on a W isd om saving th row or be
ch arm ed (if you c h ose awe) or frightened (if you ch ose
fear) until the aura ends. A creature that su c ce e d s on
this saving th row is im m u ne to your aura for 24 hours.

W ild M a g ic
Your innate m agic c o m e s from the w ild forces o f ch a os
that underlie the order o f creation. You m ight have
endured ex p osu re to so m e form o f raw m agic, perhaps
through a planar portal leading to Lim bo, the Elemental
P lan es, or the m ysterious Far R ealm . Perhaps you
w ere blessed by a pow erfu l fey creature or m arked by a
dem on. Or your m agic cou ld be a fluke o f your birth, with
no apparent cau se or reason. H ow ever it cam e to be, this
chaotic m agic churns w ithin you, w aiting for any outlet.

W il d M a g ic Su r g e
Starting w hen you c h o o s e this origin at 1st level, your
sp ellcastin g can unleash surges o f untam ed m agic.
Im m ediately after you cast a sorce re r spell o f 1st level
or higher, the D M can have you roll a d20. If you roll a
1, roll on the W ild M agic S u rge table to create a random
m agical effect.

T id e s of C haos
Starting at 1st level, you can m anipulate the forces o f
cha n ce and ch a os to gain advantage on one attack roll,
ability check, or saving throw. O n ce you do so, you must
finish a long rest before you can use this feature again.
Any time before you regain the use o f this feature, the
DM can have you roll on the W ild M agic Surge table
im mediately after you cast a sorcerer spell o f 1st level or
higher. You then regain the use o f this feature.

Bend Lu ck
Starting at 6th level, you have the ability to twist fate
u sing your w ild m agic. W h en another creature you can
s ee m akes an attack roll, an ability check, or a saving
throw, you can u se your reaction and spend 2 sorcery
points to roll 1d4 and apply the num ber rolled as a
bon u s or penalty (your choice) to the creatu re’s roll. You
W ild M a g ic S u rg e

d 100 Effect d 100 Effect


01-02 Roll on this table at the start o f each o f your turns for 45-46 You cast levitate on yourself.
the next minute, ignoring this result on subsequent 47-48 A unicorn controlled by the DM appears in a space
rolls. within 5 feet o f you, then disappears 1 minute later.
03-04 For the next minute, you can see any invisible creature 49-50 You can’t speak for the next minute. Whenever you
if you have line o f sight to it. try, pink bubbles float out o f your mouth.
05-06 A modron chosen and controlled by the DM appears 51-52 A spectral shield hovers near you for the next minute,
in an unoccupied space within 5 feet o f you, then granting you a +2 bonus to AC and immunity to m agic
disappears 1 minute later. missile.
07-08 You c a st fireball as a 3rd-level spell centered on 53-54 You are immune to being intoxicated by alcohol for
yourself. the next 5d6 days.
09-10 You cast m a g ic missile as a 5th-level spell. 55-56 Your hair falls out but grows back within 24 hours.
11-12 Roll a d10. Your height changes by a number o f inches 57-58 For the next minute, any flammable object you touch
equal to the roll. If the roll is odd, you shrink. If the that isn’t being worn or carried by another creature
roll is even, you grow. bursts into flame.
13-14 You cast confusion centered on yourself. 59-60 You regain your lowest-level expended spell slot.
15-16 For the next minute, you regain 5 hit points at the 61-62 For the next minute, you must shout when you speak.
start o f each o f your turns. 63-64 You cast fog cloud centered on yourself.
17-18 You grow a long beard made o f feathers that remains 65-66 Up to three creatures you choose within 30 feet o f you
until you sneeze, at which point the feathers explode take 4d10 lightning damage.
out from your face. 67-68 You are frightened by the nearest creature until the
19-20 You cast grease centered on yourself. end o f your next turn.
21-22 Creatures have disadvantage on saving throws against 69-70 Each creature within 30 feet o f you becomes invisible
the next spell you cast in the next minute that involves for the next minute. The invisibility ends on a creature
a saving throw. when it attacks or casts a spell.
23-24 Your skin turns a vibrant shade of blue. A rem ove curse 71-72 You gain resistance to all damage for the next minute.
spell can end this effect. 73-74 A random creature within 60 feet o f you becomes
25-26 An eye appears on your forehead for the next minute. poisoned for 1d4 hours.
During that time, you have advantage on Wisdom 75-76 You glow with bright light in a 30-foot radius for the
(Perception) checks that rely on sight. next minute. Any creature that ends its turn within 5
27-28 For the next minute, all your spells with a casting time feet o f you is blinded until the end o f its next turn.
o f 1 action have a casting time o f 1 bonus action. 77-78 You cast p olym orph on yourself. If you fail the saving
29-30 You teleport up to 60 feet to an unoccupied space of throw, you turn into a sheep for the spell’s duration.
your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air
31-32 You are transported to the Astral Plane until the within 10 feet o f you for the next minute.
end o f your next turn, after which time you return 81-82 You can take one additional action immediately.
to the space you previously occupied or the nearest 83-84 Each creature within 30 feet o f you takes 1d10 necrotic
unoccupied space if that space is occupied. damage. You regain hit points equal to the sum o f the
33-34 Maximize the damage o f the next damaging spell you necrotic damage dealt.
cast within the next minute. 85-86 You cast m irror image.
35-36 Roll a d10. Your age changes by a number o f years 87-88 You ca st fly on a random creature within 60 feet o f you.
equal to the roll. If the roll is odd, you get younger 89-90 You become invisible for the next minute. During that
(minimum 1 year old). If the roll is even, you get older. time, other creatures can’t hear you. The invisibility
37-38 1d6 flumphs controlled by the DM appear in ends if you attack or cast a spell.
unoccupied spaces within 60 feet o f you and are 91-92 If you die within the next minute, you immediately
frightened o f you. They vanish after 1 minute. come back to life as if by the reincarnate spell.
39-40 You regain 2d10 hit points. 93-94 Your size increases by one size category for the next
41-42 You turn into a potted plant until the start o f your minute.
next turn. While a plant, you are incapacitated and 95-96. You and all creatures within 30 feet o f you gain
have vulnerability to all damage. If you drop to 0 hit vulnerability to piercing damage for the next minute.
points, your pot breaks, and your form reverts. 97-98 You are surrounded by faint, ethereal music for the
43-44 For the next minute, you can teleport up to 20 feet as next minute.
a bonus action on each o f your turns. 99-00 You regain all expended sorcery points.
Warlock
W ith a pseu d od rag on curled on his shoulder, a young
elf in golden ro b e s sm iles warm ly, w eavin g a m agical
charm into his h oneyed w ord s and ben din g the palace
sentinel to his will.
A s flam es sprin g to life in her hands, a w izen ed
hum an w h isp ers the secret nam e o f her d em on ic patron,
infusing her spell with fiendish m agic.
Sh iftin g his gaze betw een a battered tom e and the
od d alignm ent o f the stars overhead, a w ild-eyed tiefling
chants the m ystic ritual that w ill op en a d oorw a y to a
distant w orld.
W arlock s are seek ers o f the kn ow led ge that lies
h idden in the fabric o f the multiverse. T h rou gh pacts
m ade with m ysterious beings o f supernatural pow er,
w arlock s u n lock m agical effects both subtle and
spectacular. D raw ing on the ancient k n ow led ge o f
beings such as fey n obles, dem ons, devils, hags, and
alien entities o f the Far R ealm , w a rlock s piece together
arcan e secrets to bolster their ow n power.

Sw o r n a n d B e h o l d e n
A w a rlock is defined by a pact w ith an otherw orldly
being. S om etim es the relationship b etw een w arlock
and patron is like that o f a cleric and a deity, though
the beings that serve as patrons for w arlock s are not
gods. A w arlock m ight lead a cult dedicated to a dem on
prince, an archdevil, or an utterly alien entity—beings
not typically served by clerics. M ore often, though, the
arrangem ent is sim ilar to that b etw een a m aster and
an apprentice. T h e w arlock learns and grow s in pow er,
at the co st o f occa sion a l serv ices perform ed on the
patron’s behalf.
T h e m agic b estow ed on a w arlock ranges from m inor
but lasting alterations to the w arlock's bein g (such as
the ability to see in dark n ess or to read any language)
to a c c e s s to p ow erfu l spells. Unlike book ish w izards,
w a rlock s supplem ent their m agic w ith som e facility
at hand-to-hand com bat. T h ey are com fortab le in light
arm or and k n ow h ow to use sim ple w eapon s.

D elvers in t o Secrets
W a rlock s are driven by an insatiable n eed for kn ow led ge
and pow er, w h ich com p els them into their pacts and
sh apes their lives. T h is thirst drives w arlock s into their
pacts and sh ap es their later careers as w ell.
S tories o f w arlock s binding them selves to fiends are
w idely know n. But m any w arlock s serve patrons that
are not fiendish. S om etim es a traveler in the w ilds
co m e s to a strangely beautiful tower, m eets its fey lord
or lady, and stum bles into a pact w ithout being fully
aw are o f it. A n d som etim es, w hile p orin g over tom es o f
T h e W a rlo c k

Proficiency Cantrips Spells Spell Slot Invocations


Level Bonus Features Known Known Slots Level Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st —

2nd +2 Eldritch Invocations 2 3 2 1st 2


3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 — 3 6 2 3rd 3
6th +3 Otherworldly Patron feature 3 7 2 3rd 3
7th +3 — 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 — 3 10 2 5th 5
10th +4 Otherworldly Patron feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Otherworldly Patron feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 — 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8

Your patron’s dem an ds might drive you into adventures,


or they might con sist entirely o f sm all favors you ca n do
b etw een adventures.
W hat kind o f relationship d o you have w ith your
patron? Is it friendly, antagonistic, uneasy, or rom antic?
H ow im portant d oes your patron con sid er you to be?
W hat part do you play in your patron’s plans? D o you
k n ow oth er servants o f your patron?
H ow d o e s your patron com m u n icate w ith you? If
forbidden lore, a brilliant but cra zed student’s m ind is you have a familiar, it might occa sion a lly sp eak with
op en ed to realities beyond the m aterial w orld and to the your patron’s voice. S o m e w arlock s find m essa ges
alien beings that dw ell in the outer void. from their patrons etched on trees, m ingled am ong tea
O nce a pact is made, a w arlock ’s thirst for know ledge leaves, or adrift in the clou d s—m essa g es that only the
and pow er can ’t be slaked with m ere study and research. w arlock can see. Other w arlock s con verse with their
N o one m akes a pact with such a m ighty patron if he or patrons in dream s or w akin g visions, or deal only with
she d oesn ’t intend to u se the pow er thus gained. Rather, interm ediaries.
the vast majority o f w arlocks spend their days in active
Q u ic k B u il d
pursuit o f their goals, w hich typically m eans som e kind
You can m ake a w arlock quickly by follow in g these
o f adventuring. Furtherm ore, the dem ands o f their
suggestion s. First, C harism a should be your highest
patrons drive w arlock s tow ard adventure.
ability score, follow ed by Constitution. S econ d , ch o o s e
C rea tin g a W a r l o c k the charlatan background. Third, c h o o s e the eldritch
blast and chill touch cantrips, along with the 1st-level
A s you m ake your w a rlock character, spend som e tim e sp ells ray o f sickness and witch bolt.
thinking about your patron and the obligations that
your pact im p oses upon you. W hat led you to m ake the
pact, and h ow did you m ake contact w ith your patron?
C lass Fe atu r es
W ere you sed u ced into su m m on in g a devil, or did you A s a w arlock, you gain the follow in g class features.
se e k out the ritual that w ould allow you to m ake contact
H it P o in t s
w ith an alien elder god ? Did you sea rch for your patron,
or did your patron find and c h o o s e you? D o you chafe Hit Dice: 1d8 per w a rlock level
under the obligations o f your pact or serve joyfu lly in Hit Points at 1st Level: 8 + your Constitution m odifier
anticipation o f the rew ards p rom ised to you? Hit Points at Higher Levels: 1d8 (or 5) + your
W ork w ith your DM to determ ine h ow big a part your Constitution m odifier per w arlock level after 1st
pact w ill play in your character’s adventuring career.
P r o f ic ie n c ie s Additionally, w hen you gain a level in this class,
A rm or: Light arm or you can c h o o s e on e o f the w arlock spells you kn ow
W eapons: Sim ple w eap on s and replace it with another spell from the w arlock
Tools: N one spell list, w h ich also m ust be o f a level for w h ich you
have spell slots.
Saving Throws: W isd om , C harism a
Skills: C h oose tw o skills from Arcana, Sp e l l c a s t in g A b il it y
D eception , History, Intim idation, Investigation, C harism a is your spellcastin g ability for your w arlock
Nature, and R eligion spells, so you u se your C harism a w henever a spell refers
to your spellcastin g ability. In addition, you u se your
E q u ip m ent
C harism a m odifier w h en setting the saving th row D C
You start w ith the follow in g equipm ent, in addition to
for a w a rlock spell you cast and w h en m akin g an attack
the equipm ent granted by your background:
roll w ith one.
• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple
Spell save D C = 8 + your proficiency bonus +
w eap on
your Charisma modifier
• (a) a com p on en t pou ch or (b) an arcane focu s
• (a) a sch ola r’s pack o r (b) a du ng eon eer’s pack Spell attack modifier = your proficiency bonus +
• Leather arm or, any sim ple w eapon , and tw o daggers your Charisma modifier

O t h e r w o r l d l y Pa t r o n Sp e l l c a s t in g Fo c u s
At 1st level, you have struck a bargain with an You can u se an arcane focu s (found in chapter 5) as a
oth erw orldly being o f your choice: the Archfey, the sp ellcastin g focu s for your w arlock spells.
Fiend, or the Great Old O ne, each o f w h ich is detailed
at the end o f the class description. Your ch oice E l d r it c h In v o c a t i o n s
grants you features at 1st level and again at 6th, 10th, In your study o f occu lt lore, you have u nearthed eldritch
and 14th level. invocations, fragm ents o f forbidden k n ow led ge that
im bue you w ith an abiding m agical ability.
Pa c t M a g i c At 2nd level, you gain tw o eldritch invocations o f your
Your arcan e research and the m agic b estow ed on you ch oice. Your invocation options are detailed at the end
by your patron have given you facility w ith spells. S e e o f the class description. W h en you gain certain w arlock
chapter 10 for the general rules o f spellcastin g and levels, you gain additional invocations o f your choice,
chapter 11 for the w a rlock spell list. as sh ow n in the Invocations K n ow n colu m n o f the
W a rlock table.
C a n t r ip s Additionally, w hen you gain a level in this class,
You k n ow tw o cantrips o f your ch oice from the w arlock you can c h o o s e one o f the invocations you k n ow and
spell list. You learn additional w a rlock cantrips o f your replace it w ith another invocation that you cou ld learn
c h oice at higher levels, as sh ow n in the Cantrips K now n at that level.
colu m n o f the W arlock table.
Pa c t B o o n
Sp e l l Sl o t s
At 3rd level, your otherw orldly patron bestow s a gift
T he W arlock table sh ow s h ow m any spell slots you have.
u pon you for your loyal service. You gain on e o f the
T h e table also sh ow s w hat the level o f those slots is; all
follow in g features o f your choice.
o f your spell slots are the sam e level. To cast one o f your
w arlock spells o f 1st level or higher, you must expend a
Pa c t of th e Ch a in
spell slot. You regain all expended spell slots w hen you
You learn the find familiar spell and can cast it as a
finish a short or long rest.
ritual. T h e spell d oesn ’t count against your num ber o f
F or exam ple, w hen you are 5th level, you have
sp ells know n.
tw o 3rd-level sp ell slots. To cast the 1st-level spell
W h en you cast the spell, you can c h o o s e on e o f the
thunderwave, you must spend on e o f th ose slots, and
n orm al form s for your fam iliar or on e o f the follow in g
you cast it as a 3rd-level spell.
sp ecia l form s: imp, pseu dodragon , quasit, or sprite.
Spe lls K now n of 1s t L evel an d H ig h e r
Additionally, w hen you take the Attack action, you can
forgo one o f your ow n attacks to allow your fam iliar to
At 1st level, you k n ow tw o 1st-level spells o f your ch oice
m ake on e attack o f its own.
from the w a rlock spell list.
The S p ells K n ow n colu m n o f the W a rlock table sh ow s
Pa c t of th e Blade
w hen you learn m ore w a rlock spells o f your ch oice o f 1st
Y ou can u se your action to create a pact w ea p on in your
level and higher. A spell you c h o o s e m ust be o f a level
em pty hand. You can c h o o s e the form that this m elee
n o higher than w hat’s sh ow n in the table's S lot Level
w ea p on takes each tim e you create it (see chapter 5 for
colu m n for your level. W h en you reach 6th level, for
w ea p on options). Y ou are proficient with it w hile you
exam ple, you learn a n ew w a rlock spell, w h ich can be
w ield it. T h is w ea p on coun ts as m agical for the p u rp ose
1st, 2nd, or 3rd level.
o f overcom in g resistan ce and im m unity to n onm agical
attacks and dam age.
Y our pact w ea p on disappears if it is m ore than 5 feet Y o u r Pa c t B o on
away from you for 1 m inute or m ore. It also disappears Each Pact Boon option produces a special creature or an
if you use this feature again, if you d ism iss the w eap on object that reflects your patron’s nature.
(no action required), or if you die. Pact o f the Chain. Your familiar is more cunning than a
You can transform one m agic w eap on into your pact typical familiar. Its default form can be a reflection o f your
w eap on by perform in g a sp ecial ritual w hile you hold patron, with sprites and pseudodragons tied to the Archfey
the w eapon . You p erform the ritual over the cou rse and imps and quasits tied to the Fiend. Because the Great Old
One’s nature is inscrutable, any familiar form is suitable for it.
o f 1 hour, w hich can b e don e during a short rest.
Pact o f the Blade. If your patron is the Archfey, your
You can then d ism iss the w eapon , shunting it into an
weapon might be a slender blade wrapped in leafy vines.
extradim ensional space, and it appears w henever you If you serve the Fiend, your weapon could be an axe made
create your pact w eap on thereafter. You ca n ’t affect an o f black metal and adorned with decorative flames. If your
artifact or a sentient w ea p on in this way. T h e w eapon patron is the Great Old One, your weapon might be an
ce a se s bein g your pact w eapon if you die, if you perform ancient-looking spear, with a gemstone embedded in its
the 1-hour ritual on a different w eapon , or if you use head, carved to look like a terrible unblinking eye.
a 1-hour ritual to break your bon d to it. The w eapon Pact o f the Tome. Your Book o f Shadows might be a fine,
appears at your feet if it is in the extradim ensional sp ace gilt-edged tome with spells o f enchantment and illusion,
w hen the bon d breaks. gifted to you by the lordly Archfey. It could be a weighty tome
bound in demon hide studded with iron, holding spells of
Pa c t of th e T ome conjuration and a wealth of forbidden lore about the sinister
regions of the cosmos, a gift of the Fiend. Or it could be the
Your patron gives you a grim oire called a B o o k of
tattered diary o f a lunatic driven mad by contact with the
Sh a dow s. W h en you gain this feature, c h o o s e three
Great Old One, holding scraps o f spells that only your own
cantrips from any cla ss’s spell list. W h ile the b o o k is on burgeoning insanity allows you to understand and cast.
your person , you can cast th ose cantrips at w ill. They
d on ’t count against your num ber o f cantrips known.
If you lose your B o o k o f S h a dow s, you can perform O t h e r w o r ld ly P a tro n s
a 1-hour cerem on y to receive a replacem ent from your T h e beings that serve as patrons for w arlock s are
patron. T his cerem on y can be perform ed during a short m ighty inhabitants o f other planes o f ex isten ce—not
or long rest, and it destroys the previous book . The b o o k gods, but alm ost godlike in their pow er. V arious patrons
turns to ash w hen you die. give their w arlock s a c c e s s to different p ow ers and
invocations, and ex p ect significant favors in return.
A b ility Score Im pro vem en t
S om e patrons collect w arlocks, doling out m ystic
W h en you reach 4th level, and again at 8th, 12th, 16th, kn ow led ge relatively freely o r boastin g o f their ability
and 19th level, you can in crease on e ability sco re o f your to bind m ortals to their will. Other patrons bestow their
c h oice by 2, or you can in crease tw o ability s c o r e s o f p ow er only grudgingly, and might m ake a pact with
your ch oice by 1. A s norm al, you can't in crease an ability only one w arlock. W arlocks w h o serve the sam e patron
sco re above 20 using this feature. m ight view each other as allies, siblings, or rivals.

M y s tic A r c a n u m T he A r ch fey
At 11th level, your patron bestow s upon you a m agical Your patron is a lord or lady o f the fey, a creature o f
secret called an arcanum . C h oose on e 6th-level spell legend w h o holds secrets that w ere forgotten before
from the w a rlock spell list as this arcanum . the m ortal races w ere born. T h is b ein g ’s m otivations
You can cast your arcanum sp ell on ce w ithout are often inscrutable, and som etim es w him sical, and
expending a spell slot. You m ust finish a long rest before m ight involve a striving for greater m agical p ow er or the
you can do s o again. settling o f age-old grudges. B eings o f this sort include
At higher levels, you gain m ore w arlock sp ells o f your the P rin ce o f Frost; the Q ueen o f A ir and D arkness,
ch oice that can b e cast in this way: one 7th-level spell ruler o f the G loam in g Court; Titania o f the S u m m er
at 13th level, one 8th-level spell at 15th level, and one Court; her con sort O beron, the G reen L ord; Hyrsam ,
9th-level spell at 17th level. You regain all u ses o f your the P rin ce o f F ools; and ancient hags.
M ystic A rca n u m w hen you finish a long rest.
E x p a n d e d Sp e l l L is t
E ld r itch M a ster T h e A rch fey lets you c h o o s e from an expan ded list o f
sp ells w hen you learn a w arlock spell. The follow in g
At 20th level, you can draw on your inner reserve o f
sp ells are added to the w arlock spell list for you.
m ystical pow er w hile entreating your patron to regain
expended spell slots. You can spend 1 m inute entreating
A rc h fey Ex p a n d e d S pells
your patron for aid to regain all your expended spell slots
from your Pact M agic feature. O nce you regain spell slots Spell Level Spells
w ith this feature, you m ust finish a long rest before you 1st faerie fire, sleep
can do s o again. 2nd calm em otions, p h a n ta sm a l force
3rd blink, plant grow th
4th dom inate beast, greater invisibility
5th dom inate person, seem ing
Fey P resence E x p a n d e d Sp e l l L is t
Starting at 1st level, your patron bestow s u pon you the The Fiend lets you c h o o s e from an expanded list of
ability to project the begu ilin g and fearsom e presen ce spells w hen you learn a w arlock spell. T h e follow in g
o f the fey. A s an action, you can cau se each creature in spells are added to the w arlock sp ell list for you.
a 10-foot cu b e originating from you to m ake a W isd om
saving th row against your w a rlock spell save DC. The Fie n d Ex p a n d e d S pells
creatu res that fail their saving th row s are all charm ed
Spell Level Spells
or frightened by you (your ch oice) until the end of
1st b u rn ing hands, c o m m a n d
your next turn.
2nd blindness/deafness, scorch ing ray
O nce you u se this feature, you ca n ’t use it again until
you finish a short or lon g rest. 3rd fireball, stinking cloud
4th fire shield, wall o f fire
M is t y E scape 5th fla m e strike, hallow
Starting at 6th level, you can vanish in a puff o f mist in
respon se to harm. W h en you take dam age, you can use D a r k O n e ’s B l e s s in g
your reaction to turn invisible and teleport up to 60 feet Starting at 1st level, w hen you reduce a hostile creature
to an u noccu pied sp ace you can see. You rem ain invisible to 0 hit points, you gain tem porary hit points equal to your
until the start o f your next turn or until you attack or Charism a m odifier + your w arlock level (m inim um o f 1).
cast a spell.
O nce you u se this feature, you can't use it again until Dark O n e ’s O w n Luck
you finish a short or lon g rest. Starting at 6th level, you can call on your patron to alter
fate in your favor. W h en you m ake an ability ch eck or a
B e g u il in g D efenses saving throw, you can u se this feature to add a d 10 to
B egin ning at 10th level, your patron teaches you h ow to your roll. You can do s o after seein g the initial roll but
turn the m ind-affecting m agic o f your en em ies against before any o f the roll’s effects occur.
them. You are im m une to bein g charm ed, and w hen O nce you u se this feature, you c a n ’t use it again until
another creature attem pts to ch a rm you, you can use you finish a short or long rest.
your reaction to attempt to turn the charm b a ck on
that creature. The creature m ust su cceed on a W isdom F ie n d is h R e s il ie n c e

saving throw against your w arlock spell save D C or Starting at 10th level, you can c h o o s e one dam age type
b e charm ed by you for 1 minute or until the creature w hen you finish a sh ort or long rest. You gain resistan ce
takes any dam age. to that dam age type until you c h o o s e a different one
w ith this feature. D am age from m agical w ea p on s or
Dark D e l ir iu m silver w ea p on s ig n ores this resistance.
Starting at 14th level, you can plunge a creature into
an illusory realm . A s an action, c h o o s e a creature H url T hrough H ell

that you can see w ithin 60 feet o f you. It must m ake a Starting at 14th level, w hen you hit a creature w ith an
W isd om saving th row against y ou r w arlock spell save attack, you can use this feature to instantly transport
DC. O n a failed save, it is charm ed or frightened by you the target through the low er planes. The creature
(your ch oice) for 1 m inute or until your concentration disappears and hurtles through a nightm are landscape.
is broken (as if you are concentratin g on a spell). This At the end o f your next turn, the target returns to the
effect ends early if the creature takes any dam age. sp a ce it previously o ccu pied, or the nearest u n occu pied
Until this illusion ends, the creature thinks it is lost space. If the target is not a fiend, it takes 10d 10 psychic
in a m isty realm , the appearan ce o f w hich you ch oose. dam age as it reels from its h orrific experience.
The creature can s e e and hear only itself, you, and O nce you u se this feature, you ca n ’t u se it again until
the illusion. you finish a long rest.
Y ou m ust finish a sh ort or long rest before you can
u se this feature again. T he G r eat O ld O n e

Your patron is a m ysterious entity w h ose nature is


T h e F ie n d utterly foreign to the fabric o f reality. It might co m e from
You have m ade a pact w ith a fiend from the low er the Far Realm , the sp a ce beyon d reality, or it cou ld be
planes o f existence, a being w h o s e aim s are evil, one o f the elder g od s know n only in legends. Its m otives
even if you strive against th ose aim s. S u ch beings are in com prehen sible to m ortals, and its kn ow led ge so
desire the corruption or destruction o f all things, im m en se and ancient that even the greatest libraries
ultim ately including you. Fiends pow erfu l en ough to pale in com p a rison to the vast secrets it holds. The
forge a pact include dem on lords su ch as D em ogorgon , Great Old O ne might b e unaw are o f your existence
O rcus, F raz’Urb-luu, and Baphom et; archdevils such or entirely indifferent to you, but the secrets you have
as A sm od eu s, Dispater, M ephistopheles, and Belial; learn ed allow you to draw your m agic from it.
pit fiends and balors that are esp ecia lly m ighty; and Entities o f this type include Ghaunadar, called That
ultroloths and other lords o f the yugoloths. W h ich Lurks; Tharizdun, the C hained G od; D endar, the
Night Serpent; Zargon, the Returner; Great Cthulhu;
and other unfathom able beings.
E x p a n d e d Sp e l l L ist A rm or of Sh a d o w s
The Great Old One lets you ch o o s e from an expanded list You can cast mage armor on y ou rself at will, w ithout
o f spells w hen you learn a w arlock spell. The follow in g expen din g a spell slot or m aterial com pon ents.
spells are added to the w arlock spell list for you.
A scendant St e p
G reat O ld O ne Ex p a n d e d S pells Prerequisite: 9th level
Spell Level Spells You can cast levitate on y ou rself at will, w ithout
1st dissonant whispers, T ash a's hideous laughter expending a spell slot or material com pon ents.
2nd detect thoughts, p h a n ta sm a l force
B e ast Speech
3rd clairvoyance, sending
You can cast speak with animals at will, without
4th dom inate beast, E va rd ’s black tentacles
expending a spell slot.
5th do m in ate person, telekinesis
B e g u il in g In flu en ce
A w a k e n e d M in d You gain proficiency in the D eception and
Starting at 1st level, your alien kn ow led ge gives you P ersu asion skills.
the ability to touch the m inds o f other creatures. You
can com m u n icate telepathically with any creature you Bew it c h in g W h ispe r s

can see w ithin 30 feet o f you. You don ’t need to share Prerequisite: 7th level
a language with the creature for it to understand your You can cast compulsion on ce using a w arlock spell slot.
telepathic utterances, but the creature m ust be able to You c a n ’t d o s o again until you finish a long rest.
understand at least on e language.
Book of A n c ie n t Se c r e t s
E n t r o p ic W a r d Prerequisite: Pact o f the Tome feature
At 6th level, you learn to m agically w ard y ou rself against
You can n ow in scribe m agical rituals in your B o o k o f
attack and to turn an en em y’s failed strike into g ood
Sh a dow s. C h oose tw o 1st-level sp ells that have the
luck for yourself. W h en a creature m akes an attack
ritual tag from any cla ss’s spell list. The sp ells appear
roll against you, you can use your reaction to im p ose
in the b o o k and d on ’t count against the num ber o f spells
disadvantage on that roll. If the attack m isses you, your
you know. W ith your B o o k o f S h a d ow s in hand, you
next attack roll against the creature has advantage if you
can cast the ch osen spells as rituals. You ca n ’t cast the
m ake it b efore the end o f your next turn.
spells except as rituals, u nless y ou ’ve learned them by
O nce you use this feature, you ca n ’t use it again until
som e other m eans. You can also cast a w arlock spell
you finish a short or lon g rest.
you kn ow as a ritual if it has the ritual tag.
T hought Sh iel d On your adventures, you can add other ritual sp ells to
your B o o k o f S h adow s. W h en you find such a spell, you
Starting at 10th level, your thoughts ca n ’t b e read by
can add it to the b o o k if the sp ell’s level is equal to or
telepathy or other m ea n s unless you allow it. You also
less than h alf your w a rlock level (rounded up) and if you
have resistan ce to psychic dam age, and w henever a
can spare the tim e to tran scribe the spell. For each level
creature deals psychic dam age to you, that creature
o f the spell, the transcription p r o ce s s takes 2 hours and
takes the sam e am ount o f dam age that you do.
c o sts 50 gp for the rare inks n eeded to in scribe it.
C reate T hrall
C h a in s of C arceri
At 14th level, you gain the ability to infect a h um an oid’s
m ind w ith the alien m a gic o f your patron. You can use
Prerequisite: 15th level, Pact o f the Chain feature
your action to touch an incapacitated hum anoid. That You can cast hold monster at w ill—targeting a celestial,
creature is then ch a rm ed by you until a remove curse fiend, or elem ental—w ithout expending a spell slot or
spell is cast on it, the ch arm ed condition is rem oved m aterial com pon ents. You m ust finish a long rest before
from it, or you u se this feature again. you can use this invocation on the sam e creature again.
You can com m u n ica te telepathically w ith the charm ed
creature as long as the tw o o f you are on the sam e plane D e v i l ’s Sig h t
o f existence. Y ou can see n orm ally in darkness, both m agical and
n onm agical, to a distance o f 120 feet.

E l d r it c h In v o c a t io n s D readful W ord
If an eldritch invocation has prerequisites, you must Prerequisite: 7th level
m eet them to learn it. You can learn the invocation at the
You can cast confusion on ce using a w a rlock spell slot.
sam e tim e that you m eet its prerequisites.
You ca n ’t do so again until you finish a long rest.
A g o n iz in g Blast
E l d r it c h Sig h t
Prerequisite: eldritch blast cantrip
You can cast detect magic at w ill, w ithout expending
W h en you cast eldritch blast, add your Charism a a spell slot.
m odifier to the dam age it deals on a hit.
E l d r it c h Sp e a r O therw orldly L eap
Prerequisite: eldritch blast cantrip Prerequisite: 9th level
W h en you cast eldritch blast, its range is 3 0 0 feet. You can cast jump on y ou rself at w ill, w ithout expending
a spell slot or m aterial com pon ents.
Eyes of th e Rune K eeper
You can read all w riting. R e p e l l in g Blast
Prerequisite: eldritch blast cantrip
F ie n d is h V ig o r
W h en you hit a creature with eldritch blast, you can push
You ca n cast false life on y ou rself at w ill as a
the creature up to 10 feet away from you in a straight line.
1st-level spell, w ithout expen din g a spell slot or
m aterial com pon ents. Sc u lpto r of F lesh
Prerequisite: 7th level
G aze of T wo M in d s
You can u se your action to touch a w illing hum anoid Y ou can cast polymorph on ce usin g a w arlock spell slot.
and perceive through its sen ses until the end o f your Y ou ca n ’t do s o again until you finish a lon g rest.
next turn. A s long as the creature is on the sam e
Sig n of Ill O men
plane o f existence as you, you can use your action
on subsequent turns to m aintain this conn ection , Prerequisite: 5th level
extending the duration until the end o f your next turn. Y ou can cast bestow curse on ce using a w a rlock spell
W h ile perceivin g through the other creatu re’s sen ses, slot. You ca n ’t do so again until you finish a long rest.
you benefit from any sp ecia l se n se s p o s s e s s e d by that
creature, and you are blinded and deafened to your ow n T h ie f o f F i v e Fa t e s
surroundings. You can cast bane o n ce usin g a w a rlock spell slot. You
c a n ’t do so again until you finish a lon g rest.
L if e d r in k e r

Prerequisite: 12th level, Pact o f the Blade feature T h ir s t in g Blade


Prerequisite: 5th level, Pact o f the Blade feature
W h en you hit a creature with your pact w eapon , the
creature takes extra n ecrotic dam age equal to your You can attack with your pact w ea p on tw ice, instead o f
C harism a m odifier (m inim um 1). on ce, w henever you take the A ttack action on your turn.

M a sk of M an y Fa c e s V is io n s o f D is t a n t R ealm s

You can cast disguise self at will, without expending Prerequisite: 15th level
a spell slot. You can cast arcane eye at will, without expending
a spell slot.
M aster of M y r ia d Fo r m s
Prerequisite: 15th level V o ic e o f t h e C h a in M aster

You can cast alter self at will, w ithout expending Prerequisite: Pact o f the Chain feature
a spell slot. You can com m u n icate telepathically w ith your fam iliar
and perceive through your fam iliar’s sen ses as lon g as
M in io n s o f C haos
you are on the sam e plane o f existence. Additionally,
Prerequisite: 9th level w hile perceivin g through your fam iliar’s sen ses, you can
You can cast conjure elemental on ce using a also sp eak through your fam iliar in your ow n voice, even
w a rlock spell slot. You ca n ’t do s o again until you if your fam iliar is n orm ally incapable o f sp eech .
finish a long rest.
W h is p e r s o f t h e G rave
M ir e t h e M in d Prerequisite: 9th level
Prerequisite: 5th level You can cast speak with dead at w ill, w ithout expending
You can cast slow on ce using a w arlock spell slot. You a spell slot.
c a n ’t do so again until you finish a lon g rest.
W it c h Sig h t
M is t y V is io n s Prerequisite: 15th level
You can cast silent image at will, w ithout expending a You can see the true form o f any sh ap ech an ger or
spell slot or material com pon ents. creature con cea led by illusion or transm utation m agic
w hile the creature is w ithin 30 feet o f you and w ithin
O ne w it h Sh a d o w s
line o f sight.
Prerequisite: 5th level
W h en you are in an area o f dim light or darkness, you
can u se your action to b e c o m e invisible until you m ove
or take an action or a reaction.
W iz a r d
Clad in the silver rob es that denote her station, an
elf c lo se s her eyes to shut out the distractions o f the
battlefield and beg in s her quiet chant. Fin gers w eaving
in front o f her, she com pletes her spell and launches a
tiny bead o f fire tow ard the en em y ranks, w here it erupts
into a conflagration that engulfs the soldiers.
C h ecking and rech eck in g his w ork, a hum an scrib e s
an intricate m agic circle in chalk on the bare stone
floor, then sprin kles p ow dered iron along every line and
graceful curve. W h en the circle is com plete, he dron es a
long incantation. A hole op en s in sp ace inside the circle,
bringing a w h iff o f brim ston e from the otherw orldly
plane beyond.
Crou ch in g on the floor in a du ngeon intersection, a
gnom e tosses a handful o f sm all b on es in scribed with
m ystic sym bols, muttering a few w ord s o f p ow er over
them. C losin g his eyes to see the vision s m ore clearly,
he n ods slowly, then op en s his eyes and points dow n the
pa ssa ge to his left.
W izards are suprem e m agic-users, defined and united
as a class by the spells they cast. D raw ing on the subtle
w eave o f m agic that perm eates the cosm os, w izards cast
spells o f explosive fire, arcing lightning, subtle deception,
and brute-force m ind control. T heir m agic conjures
m onsters from other p lanes o f existence, glim p ses the
future, or turns slain foes into zom bies. Their mightiest
spells change one substance into another, call m eteors
dow n from the sky, or open portals to other w orlds.

Scholars of the A rcane


W ild and enigm atic, varied in form and function, the
pow er o f m a gic draw s students w h o seek to m aster
its m ysteries. S om e aspire to b e c o m e like the gods,
shaping reality itself. T h ou gh the casting o f a typical
spell requ ires m erely the utterance o f a few strange
w ords, fleeting gestures, and som etim es a pinch or
clum p o f exotic m aterials, th ese su rface com pon en ts
barely hint at the expertise attained after years o f
apprenticeship and cou n tless h ours o f study.
W izards live and die by their spells. Everything else
is secon dary. Th ey learn n ew sp ells as they experim ent
and g row in experience. They can also learn them from
other w izards, from ancient tom es or inscriptions,
and from ancient creatu res (such as the fey) that are
steeped in m agic.
Th e W iz a r d

— Spells Slots per Spell Level —


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — —
— —

2nd +2 Arcane Tradition 3 3 — — — — — — — —


3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —

6th +3 Arcane Tradition feature 4 4 3 3 — — — — — —


7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —

10th +4 Arcane Tradition feature 5 4 3 3 3 2 — — — —


11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —

16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —

17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

T he L ure of K now ledge Q u ic k Bu il d


You can m ake a w izard quickly by follow in g these
W iz a rd s’ lives are seld om m undane. T h e closest a
suggestion s. First, Intelligence should be your highest
w izard is likely to c om e to an ordinary life is w orkin g
ability score, follow ed by Constitution or Dexterity.
as a sage or lectu rer in a library or university, teaching
If you plan to join the S c h o o l o f Enchantm ent, m ake
others the secrets o f the multiverse. Other w izard s sell
C harism a your next-best score. S econ d , c h o o s e the sage
their serv ices as diviners, serve in m ilitary forces, or
background. Third, c h o o s e the mage hand, light, and
pursue lives o f crim e or dom ination.
ray o f frost cantrips, along with the follow in g 1st-level
But the lure o f kn ow led ge and p ow er calls even the
sp ells for your sp ellbook : burning hands, charm person,
m ost unadventurous w iza rd s out o f the safety o f their
feather fall, mage armor, magic missile, and sleep.
libraries and laboratories and into cru m blin g ruins and
lost cities. M ost w izards believe that their counterparts
in ancient civilizations k n ew secrets o f m agic that have C lass Features
been lost to the ages, and d iscov erin g th ose secrets A s a w izard, you gain the follow in g class features.
cou ld u n lock the path to a pow er greater than any m agic
available in the present age. H it Po in t s
Hit Dice: 1d6 per w izard level
C r e a t in g a W iz a r d __________ Hit Points at 1st Level: 6 + your Constitution m odifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Creating a w izard character dem ands a backstory
Constitution m odifier per w izard level after 1st
dom inated by at least on e extraordinary event. H ow
did your character first co m e into contact with m agic?
P r o fic ie n c ie s
H ow did you d iscover you had an aptitude for it? D o
Arm or: N one
you have a natural talent, or did you sim ply study
Weapons: D aggers, darts, slings, quarterstaffs,
hard and practice incessantly? Did you encounter a
light c ro s sb o w s
m agical creature or an ancient tom e that taught you the
Tools: N one
ba sics o f m agic?
W hat drew you forth from your life o f study? D id your Saving Throws: Intelligence, W isd om
first taste o f m agical k n ow led ge leave you hungry for Skills: C h oose tw o from A rcana, History, Insight,
m ore? Have you received w ord o f a secret repository Investigation, M edicine, and R eligion
o f kn ow led ge not yet plundered by any other w izard?
Perhaps y ou ’re sim ply eager to put your new found
m agical skills to the test in the face o f danger.
E q u ip m ent Sp e l l b o o k
You start with the follow in g equipm ent, in addition to At 1st level, you have a sp ellb ook contain in g six 1st-level
the equipm ent granted by your background: w izard spells o f your choice.

• (a) a quarterstaff or (b) a dagger


P r e p a r in g and C a s t in g Spells
• (a) a com pon en t pou ch or (b) an arcane focu s
T h e W izard table sh ow s h ow m any spell slots you have
• (a) a sch ola r’s pack o r (b) an explorer’s pack
to cast your spells o f 1st level and higher. To cast on e o f
• A sp ellb ook
these spells, you m ust expend a slot o f the sp ell’s level
or higher. You regain all expen ded spell slots w hen you
Spellcastin g
finish a lon g rest.
A s a student o f arcan e m agic, you have a sp ellb ook You prepare the list o f w izard spells that are available
contain in g spells that sh ow the first glim m erings of for you to cast. To do so. c h o o s e a num ber o f w izard
your true pow er. S e e chapter 10 for the general rules of spells from your sp ellb ook equal to your Intelligence
sp ellcastin g and chapter 11 for the w izard spell list. m odifier + your w izard level (m inim um o f on e spell). The
spells must be o f a level for w hich you have spell slots.
C a n t r ip s
For exam ple, if you're a 3rd-level w izard, you have
At 1st level, you k n ow three cantrips o f your ch oice four 1st-level and tw o 2nd-level spell slots. W ith an
from the w izard spell list. You learn additional w izard Intelligence o f 16, your list o f prepared sp ells can
cantrips o f your ch oice at higher levels, as sh ow n in the include six spells o f 1st or 2nd level, in any com bination,
Cantrips K n ow n colum n o f the W izard table. ch osen from your sp ellbook . If you prepare the 1st-level
spell magic missile, you can cast it using a 1st-level or a
Yo u r S pellb o o k 2nd-level slot. Casting the spell d oesn ’t rem ove it from
The spells that you add to your spellbook as you gain levels your list o f prepared spells.
reflect the arcane research you conduct on your own, as well You can change your list o f prepared spells w hen
as intellectual breakthroughs you have had about the nature you finish a long rest. P reparin g a n ew list o f w izard
o f the multiverse. You might find other spells during your spells requires tim e spent studying your sp ellb ook and
adventures. You could discover a spell recorded on a scroll in
m em orizin g the incantations and gestures you m ust
an evil wizard's chest, for example, or in a dusty tome in an
m ake to cast the spell: at least 1 m inute per spell level
ancient library.
for each spell on your list.
Copying a Spell into the Book. When you find a wizard spell
o f 1st level or higher, you can add it to your spellbook if it is
Sp e l l c a s t in g A b il it y
of a level for which you have spell slots and if you can spare
the time to decipher and copy it. Intelligence is your sp ellcastin g ability for your w izard
Copying a spell into your spellbook involves reproducing spells, sin ce you learn your sp ells through dedicated
the basic form o f the spell, then deciphering the unique study and m em orization. You use your Intelligence
system o f notation used by the wizard who wrote it. You w hen ever a spell refers to your sp ellcastin g ability.
must practice the spell until you understand the sounds In addition, you u se your Intelligence m odifier w hen
or gestures required, then transcribe it into your spellbook setting the saving th row D C for a w izard spell you cast
using your own notation. and w hen m akin g an attack roll w ith one.
For each level o f the spell, the process takes 2 hours and
costs 50 gp. The cost represents material components you Spell save D C = 8 + your proficiency bonus +
expend as you experiment with the spell to master it, as well your Intelligence modifier
as the fine inks you need to record it. Once you have spent
this time and money, you can prepare the spell just like your Spell attack modifier = your proficiency bonus +
other spells. your intelligence modifier
Replacing the Book. You can copy a spell from your own
spellbook into another book— for example, if you want R it u a l C a s t in g
to make a backup copy o f your spellbook. This is just like You ca n cast a w izard spell as a ritual if that spell has
copying a new spell into your spellbook, but faster and easier, the ritual tag and you have the spell in your sp ellbook .
since you understand your own notation and already know You don't n eed to have the sp ell prepared.
how to cast the spell. You need spend only 1 hour and 10 gp
for each level o f the copied spell. Sp e l l c a s t in g Fo c u s
If you lose your spellbook, you can use the same procedure You can use an arcane focu s (found in chapter 5) as a
to transcribe the spells that you have prepared into a new
spellcastin g focu s for your w izard spells.
spellbook. Filling out the remainder o f your spellbook
requires you to find new spells to do so, as normal. For this
L e a r n in g Spe lls of 1s t L evel an d H ig h e r
reason, many wizards keep backup spellbooks in a safe place.
E ach tim e you gain a w izard level, you can add tw o
The Book’s Appearance. Your spellbook is a unique
compilation o f spells, with its own decorative flourishes and w izard spells o f your ch oice to your sp ellbook . Each
margin notes. It might be a plain, functional leather volume o f these spells must b e o f a level for w hich you have
that you received as a gift from your master, a finely bound spell slots, as sh ow n on the W izard table. O n your
gilt-edged tome you found in an ancient library, or even a adventures, you m ight find other spells that you can add
loose collection o f notes scrounged together after you lost to your sp ellb ook (see the “Your S p e llb o o k ” sidebar).
your previous spellbook in a mishap.
A rcane R ecovery the ages have cataloged thousands o f spells, grouping
them into eight categories called sch ools, as d escrib ed
You have learn ed to regain som e o f your m agical energy
in chapter 10. In som e places, these traditions are
by studying your sp ellbook . O n ce p er day w hen you
literally sch ools; a w izard m ight study at the S c h o o l o f
finish a short rest, you ca n c h o o s e expen ded spell slots
Illusion w hile another studies a cross tow n at the S ch o o l
to recover. The spell slots can have a com b in ed level that
o f Enchantm ent. In other institutions, the sch ools are
is equal to or less than h alf your w izard level (rounded
m ore like acad em ic departm ents, w ith rival faculties
up), and n one o f the slots can be 6th level or higher. com petin g for students and funding. Even w iza rd s w ho
For example, if you’re a 4th-level wizard, you can recover
train apprentices in the solitude o f their ow n tow ers use
up to tw o levels w orth o f spell slots. You can recover either
the division o f m agic into sch o o ls as a learning device,
a 2nd-level spell slot or tw o 1st-level spell slots.
sin ce the spells o f each sch o o l require m astery o f
different techniques.
A rcan e T ra d itio n
W h en you reach 2nd level, you c h o o s e an arcane S c h o o l of A bju r atio n
tradition, shaping your practice o f m agic through one
T h e S c h o o l o f Abjuration em p h a sizes m agic that block s,
o f eight sch ools: Abjuration, Conjuration, Divination,
banishes, or protects. D etractors o f this sc h o o l say
Enchantm ent, Evocation, Illusion, N ecrom ancy,
that its tradition is about denial, negation rather than
or Transmutation, all detailed at the end o f the
positive assertion. You understand, however, that ending
class description.
harm ful effects, protecting the w eak, and banishing evil
Your ch oice grants you features at 2nd level and again
influences is anything but a p h ilosoph ica l void. It is a
at 6th, 10th, and 14th level.
proud and resp ected vocation.
C alled abjurers, m em bers o f this sch o o l are sought
A b il it y S co r e Im pr o v e m e n t
w hen baleful spirits require exorcism , w hen im portant
W h e n you reach 4th level, and again at 8th, 12th, 16th, location s m ust be guarded against m agical spying, and
and 19th level, you can in crease on e ability sc o r e o f your w hen portals to other planes o f existence must be closed.
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you ca n ’t in crease an ability A b j u r a t io n Sa v a n t
sco re above 20 using this feature. B egin ning w hen you select this sch ool at 2nd level, the
gold and tim e you m ust spend to cop y an abjuration
Spell M a st e ry spell into your sp ellb ook is halved.

At 18th level, you have achieved such m astery over A rcane Ward
certain sp ells that you can cast them at w ill. C h oose a
Starting at 2nd level, you can w eave m agic around
1st-level w izard spell and a 2nd-level w izard spell that
you rself for protection. W h en you cast an abjuration
are in your sp ellbook . You can cast th ose spells at their
spell o f 1st level or higher, you can sim ultaneously use a
low est level without expending a spell slot w hen you
strand o f the spell’s m agic to create a m agical w ard on
have them prepared. If you w ant to cast either spell at a
you rself that lasts until you finish a long rest. T h e w ard
higher level, you must expend a spell slot as norm al.
has hit points equal to tw ice your w izard level + your
By spen din g 8 hours in study, you can exchange one
Intelligence modifier. W h enever you take dam age, the
or both o f the spells you c h ose for different spells o f
w ard takes the dam age instead. If this dam age reduces
the sa m e levels.
the w ard to 0 hit points, you take any rem aining dam age.
W h ile the w ard has 0 hit points, it ca n ’t absorb
Sig n a tu r e Spells
dam age, but its m agic rem ains. W h enever you cast an
W h en you reach 20th level, you gain m astery over tw o abjuration spell o f 1st level or higher, the w ard regains a
pow erful spells and can cast them with little effort. num ber o f hit points equal to tw ice the level o f the spell.
C h oose tw o 3rd-level w izard spells in your sp ellbook O n ce you create the w ard, you can't create it again
as your signature spells. You always have th ese spells until you finish a long rest.
prepared, they don ’t count against the num ber o f spells
you have prepared, and you can cast each o f them on ce at P r o jected W a r d
3rd level without expending a spell slot. W h en you do so, Starting at 6th level, w h en a creature that you can see
you can ’t do s o again until you finish a short or long rest. w ithin 30 feet o f you takes dam age, you can u se your
If you w ant to cast either spell at a higher level, you reaction to cau se your A rca n e W ard to absorb that
m ust expend a spell slot as norm al. dam age. If this dam age red u ces the w ard to 0 hit points,
the w arded creature takes any rem aining dam age.

A r c a n e T r a d it io n s Im pr o v e d A b j u r a t io n
T h e study o f w izardry is ancient, stretching ba ck to B egin ning at 10th level, w hen you cast an abjuration
the earliest m ortal discov eries o f m agic. It is firmly spell that requ ires you to m ake an ability ch eck as
established in the w orlds o f D&D, with various a part o f casting that spell (as in counterspell and
traditions dedicated to its com p lex study. dispel magic), you add your proficiency bon u s to that
Th e m ost co m m o n arcan e traditions in the m ultiverse ability check.
revolve around the sch o o ls o f m agic. W izard s through
object that you have seen. The object is visibly m agical,
radiating dim light out to 5 feet.
The ob ject disappears after 1 hour, w hen you use this
feature again, or if it takes any dam age.

B e n ig n T r a n s p o s it io n
Starting at 6th level, you can u se your action to teleport
up to 30 feet to an u n occu p ied sp ace that you can see.
Alternatively, you can c h o o s e a sp ace w ithin range
that is occu p ied by a Sm all or M edium creature. If that
creature is w illing, you both teleport, sw appin g p laces.
O nce you u se this feature, you c a n ’t u se it again until
you finish a long rest or you cast a conjuration spell o f
1st level or higher.

Focu sed C o n j u r a t io n
B egin ning at 10th level, w hile you are concentrating on
a conjuration spell, your concentration ca n ’t be broken
as a result o f taking dam age.

D urable Su m m o n s
Starting at 14th level, any creature that you
su m m on or create w ith a conjuration spell has 30
tem porary hit points.

Sch o o l of D iv in a tio n
Th e cou n sel o f a diviner is sought by royalty and
com m on ers alike, for all seek a clearer understanding
o f the past, present, and future. A s a diviner, you strive
to part the veils o f space, time, and co n scio u sn e ss so
that you can see clearly. You w ork to m aster spells o f
discernm ent, rem ote view ing, supernatural know ledge,
and foresight.

D iv in a t io n Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
Spell R e s is t a n c e
gold and tim e you must sp en d to co p y a divination spell
Starting at 14th level, you have advantage on saving
into your sp ellb ook is halved.
th row s against spells.
Furtherm ore, you have resistan ce against the Portent
dam age o f spells. Starting at 2nd level w hen you c h o o s e this sch ool,
g lim p ses o f the future begin to p ress in on your
Sc h o o l of C o n ju r a tio n aw areness. W h en you finish a lon g rest, roll tw o d 2 0 s
A s a conjurer, you favor spells that p rod u ce objects and record the num bers rolled. You can replace any
and creatures out o f thin air. You can conjure billow ing attack roll, saving throw, or ability ch eck m ade by you or
clou d s o f killing fog or su m m on creatures from a creature that you can see with one o f th ese foretelling
elsew h ere to fight on your behalf. A s your m astery rolls. You must c h o o s e to do so b efore the roll, and you
grow s, you learn sp ells o f transportation and can can replace a roll in this w ay only on ce per turn.
teleport y ou rself a cross vast distances, even to other Each foretelling roll can be u sed only on ce. W h en you
planes o f existence, in an instant. finish a lon g rest, you lose any u nu sed foretelling rolls.

C o n j u r a t io n Sa v a n t Expert D iv in a t io n

B egin ning w hen you select this sc h o o l at 2nd level, the B egin ning at 6th level, casting divination sp ells co m e s
gold and tim e you m ust spend to cop y a conjuration spell s o easily to you that it expends only a fraction o f your
into your sp ellb ook is halved. sp ellcastin g efforts. W h en you cast a divination spell
o f 2nd level or higher using a spell slot, you regain one
M in o r C o n j u r a t io n expen ded spell slot. The slot you regain must be o f a
Starting at 2nd level w hen you select this sch ool, you level low er than the spell you cast and ca n ’t be higher
can use your action to conjure up an inanim ate object than 5th level.
in your hand or on the ground in an u n occu p ied sp ace
that you can see w ithin 10 feet o f you. This object can be T he T h ir d Ey e
no larger than 3 feet on a side and w eigh no m ore than Starting at 10th level, you can use your action to
10 pou nds, and its form m ust be that o f a nonm agical in crease your p ow ers o f perception . W h en you do so,
c h o o s e on e o f the follow in g benefits, w h ich lasts until On a su ccessfu l save, you ca n ’t u se this feature on the
you are incapacitated or you take a short or long rest. attacker again until you finish a lon g rest.
You ca n ’t use the feature again until you finish a rest. You m ust c h o o s e to u se this feature before kn ow in g
Darkvision. You gain darkvision out to a range o f 60 w hether the attack hits or m isses. Creatures that can ’t
feet, as d escrib ed in chapter 8. be charm ed are im m u ne to this effect.
Ethereal Sight. You can see into the Ethereal Plane
w ithin 60 feet o f you. Sp l it E n c h antm ent

Greater Comprehension. You can read any language. Starting at 10th level, w hen you cast an enchantm ent
S ee Invisibility. You can see invisible creatu res and spell o f 1st level or higher that targets only on e creature,
ob jects w ithin 10 feet o f you that are within line o f sight. you can have it target a se co n d creature.

G reater Portent A lter M e m o r ie s

Starting at 14th level, the vision s in your dream s At 14th level, you gain the ability to m ake a creature
intensify and paint a m ore accurate picture in your m ind unaw are o f your m agical influence on it. W h en you cast
o f w hat is to com e. You roll three d 2 0 s for your Portent an enchantm ent spell to charm one or m ore creatures,
feature, rather than two. you can alter on e creatu re’s understanding s o that it
rem ains unaw are o f being charm ed.
Sch ool of En ch an tm en t Additionally, on ce before the spell expires, you can
use your action to try to m ake the ch osen creature
A s a m em ber o f the S c h o o l o f Enchantm ent, you have
forget som e o f the tim e it spent charm ed. The creature
h oned your ability to m agically entrance and beguile
must su cceed on an Intelligence saving th row against
other p eop le and m onsters. S o m e enchanters are
your w izard spell save D C or lose a num ber o f hours
p ea cem ak ers w h o bew itch the violent to lay dow n their
o f its m em ories equal to 1 + your C harism a m odifier
arm s and charm the cruel into sh ow in g m ercy. O thers
(m inim um 1). You can m ake the creature forget less
are tyrants w h o m agically bind the unw illing into their
time, and the am ount o f tim e can ’t ex ceed the duration
service. M ost enchanters fall som ew h ere in betw een.
o f your enchantm ent spell.
En chantm ent Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
Sch o o l of Ev o c a tio n
gold and tim e you m ust sp en d to co p y an enchantm ent You focu s your study on m agic that creates pow erfu l
spell into your sp ellb ook is halved. elem ental effects such as bitter cold, searing flame,
rolling thunder, crackling lightning, and burning acid.
H y p n o t ic G aze S om e evokers find em ploym ent in m ilitary forces,
Starting at 2nd level w hen you c h o o s e this sch ool, your serving as artillery to blast enem y arm ies from afar.
soft w ord s and enchanting gaze can m agically enthrall O thers use their spectacular pow er to protect the w eak,
another creature. A s an action, c h o o s e one creature that w hile som e seek their ow n gain as bandits, adventurers,
you can see w ithin 5 feet o f you. If the target can see or or aspiring tyrants.
hear you, it must su cce e d on a W isd om saving throw
against your w izard spell save D C or b e charm ed by you E v o c a t i o n Sa v a n t
until the end o f your next turn. The charm ed creature’s B egin ning w hen you select this sch o o l at 2nd level, the
sp eed drops to 0, and the creature is incapacitated and gold and tim e you m ust sp end to cop y an evocation spell
visibly dazed. into your sp ellb ook is halved.
On subsequent turns, you can u se your action to
m aintain this effect, extending its duration until the S c u l p t Spe lls
end o f your next turn. However, the effect ends if you B egin ning at 2nd level, you can create pock ets o f
m ove m ore than 5 feet away from the creature, if the relative safety w ithin the effects o f your evocation spells.
creature can neither see n or hear you, or if the creature W h en you cast an evocation spell that affects other
takes dam age. creatures that you can see, you can c h o o s e a num ber
O nce the effect ends, or if the creature su cceed s on its o f them equal to 1 + the sp ell’s level. T h e ch osen
initial saving throw against this effect, you can ’t use this creatu res autom atically s u cce e d on their saving throw s
feature on that creature again until you finish a long rest. against the spell, and they take no dam age if they w ould
n orm ally take h alf dam age on a su ccessfu l save.
In s t in c t iv e C harm

B egin ning at 6th level, w hen a creature you can see Po te n t C a n t r ip


w ithin 30 feet o f you m akes an attack roll against Starting at 6th level, your dam aging cantrips affect
you, you can u se your reaction to divert the attack, even creatures that avoid the brunt o f the effect. W h en
provided that another creature is w ithin the attack’s a creature su cce e d s on a saving th row against your
range. T h e attacker m ust m ake a W isd om saving throw cantrip, the creature takes h alf the cantrip’s dam age (if
against your w izard spell save DC. O n a failed save, any) but suffers no additional effect from the cantrip.
the attacker must target the creature that is closest
E m p o w e r e d Ev o c a t io n
to it, not including you or itself. If multiple creatures
are closest, the attacker c h o o s e s w h ich one to target. B egin ning at 10th level, you can add your Intelligence
m odifier to the dam age roll o f any w izard evocation
spell you cast.
O verchannel ch oice. T h e cantrip d oesn ’t coun t against your n um ber
Starting at 14th level, you can in crease the pow er o f o f cantrips know n.
your sim pler spells. W h en you cast a w izard spell o f W h en you cast minor illusion, you can create both a
5th level or low er that deals dam age, you can deal sou n d and an im age with a single casting o f the spell.
m axim u m dam age w ith that spell.
M alleable I l l u s io n s
The first tim e you do so, you suffer n o adverse effect.
If you u se this feature again b efore you finish a long Starting at 6th level, w hen you cast an illusion spell that
rest, you take 2 d 12 n ecrotic dam age for each level o f has a duration o f 1 m inute or longer, you can u se your
the spell, im m ediately after you cast it. E ach tim e you action to change the nature o f that illusion (using the
use this feature again before finishing a long rest, the sp ell’s n orm al param eters for the illusion), provided that
n ecrotic dam age per spell level in creases by 1d 12. This you can see the illusion.
dam age ig n ores resistan ce and immunity.
Il l u so r y Self
B egin ning at 10th level, you can create an illusory
S c h o o l of Illu sio n
duplicate o f y ou rself as an instant, alm ost instinctual
You focu s your studies on m agic that dazzles the reaction to danger. W h en a creature m akes an attack
sen ses, befu ddles the mind, and tricks even the w isest roll against you, you can use your reaction to in terpose
folk. Your m agic is subtle, but the illusions crafted by the illusory duplicate b etw een the attacker and
your keen m ind m ake the im possible seem real. S om e yourself. T h e attack autom atically m isses you, then the
illusionists—including m any gnom e w iza rd s—are illusion dissipates.
benign tricksters w h o use their spells to entertain. O nce you u se this feature, you ca n ’t u se it again until
O thers are m ore sinister m asters o f deception , using you finish a sh ort or lon g rest.
their illusions to frighten and fool others for their
person al gain. Il l u s o r y R e a l it y

By 14th level, you have learned the secret o f w eaving


I l l u s io n Sa v a n t sh ad ow m agic into your illusions to give them a sem i-
B egin ning w hen you select this sch o o l at 2nd level, the reality. W h en you cast an illusion spell o f 1st level or
gold and tim e you m ust spend to cop y an illusion spell higher, you can c h o o s e one inanim ate, n onm agical
into your sp ellb ook is halved. object that is part o f the illusion and m ake that object
real. You ca n do this on your turn as a bon u s action
Im proved M in o r I l l u s io n
w hile the spell is on goin g. T h e object rem ains real for
W h en you c h o o s e this sch ool at 2nd level, you learn
1 minute. For exam ple, you can create an illusion o f a
the minor illusion cantrip. If you already k n ow this
bridge over a chasm and then m ake it real long en ough
cantrip, you learn a different w izard cantrip o f your
for your allies to cross.
The object ca n ’t deal dam age or oth erw ise
directly harm anyone.

Sch ool of N ecrom ancy


The S ch o o l o f N ecrom an cy explores the co sm ic forces
o f life, death, and undeath. A s you focu s your studies in
this tradition, you learn to m anipulate the energy that
anim ates all living things. A s you p rogress, you learn to
sap the life force from a creature as your m agic destroys
its body, transform ing that vital en ergy into m agical
p ow er you can m anipulate.
M ost p eop le see n ecrom a n cers as m enacing, or even
villainous, due to the clo s e a ssocia tion w ith death.
Not all n ecrom a n cers are evil, but the forces they
m anipulate are con sid ered ta boo by m any societies.

N ecrom ancy Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you must sp en d to cop y a n ecrom a n cy
spell into your sp ellb ook is halved.

G r im H arvest
At 2nd level, you gain the ability to reap life en ergy from
creatu res you kill w ith your spells. O nce p er turn w hen
you kill on e or m ore creatu res w ith a spell o f 1st level
or higher, you regain hit poin ts equal to tw ice the sp ell’s
level, or three tim es its level if the spell b elon gs to the
S ch o o l o f N ecrom ancy. You d on ’t gain this benefit for
killing con stru cts or undead.
U ndead T hralls you sp end perform in g the procedu re, you can transform
At 6th level, you add the animate dead spell to your up to 1 cu b ic foot o f material. A fter 1 hour, or until you
sp ellb ook if it is not there already. W h en you cast lose your concentration (as if you w ere concentratin g on
animate dead, you can target one additional c orp se a spell), the material reverts to its original substance.
or pile o f b on es, creating another zom bie or skeleton,
Transm u t e r ’s St o n e
as appropriate.
Starting at 6th level, you can spend 8 hours creating a
W h en ever you create an undead using a n ecrom an cy
transm uter’s stone that stores transm utation m agic. You
spell, it has additional benefits:
can benefit from the stone y ou rself or give it to another
• T h e creatu re’s hit point m axim u m is in creased by an creature. A creature gains a benefit o f your ch oice
am ount equal to your w izard level. as lon g as the stone is in the creatu re’s p ossession .
• T h e creature adds your proficiency bon u s to its W h en you create the stone, c h o o s e the benefit from the
w eap on dam age rolls. follow in g options:

Inured to U ndeath • D arkvision out to a range o f 60 feet, as d escrib ed in


B egin n in g at 10th level, you have resistan ce to n ecrotic chapter 8
dam age, and your hit point m axim u m can't be reduced. • A n in crease to sp eed o f 10 feet w hile the creature is
You have spent s o m uch tim e dealing w ith undead and u n en cu m bered
the forces that anim ate them that you have b e c o m e • P roficien cy in Constitution saving throw s
inured to so m e o f their w orst effects. • R esistan ce to acid, cold, fire, lightning, or thunder
dam age (your ch oice w henever you c h o o s e this
C om m and U ndead benefit)
Starting at 14th level, you can use m a gic to bring
E ach tim e you cast a transm utation spell o f 1st level
undead under your control, even th ose created by other
or higher, you can change the effect o f your stone if the
w izards. A s an action, you can c h o o s e one undead that
stone is on your person.
you ca n see w ithin 60 feet o f you. That creature must
If you create a n ew transm uter’s stone, the previous
m ake a C harism a saving th row against your w izard
on e c e a se s to function.
spell save DC. If it su cceed s, you ca n ’t u se this feature
on it again. If it fails, it b e c o m e s friendly to you and Sh a p e c h a n g e r
ob ey s your com m a n d s until you use this feature again. At 10th level, you add the polymorph spell to your
Intelligent undead are harder to con trol in this way. sp ellbook , if it is not there already. You can cast
If the target has an Intelligence o f 8 or higher, it has polymorph w ithout expending a spell slot. W h en you
advantage on the saving throw. If it fails the saving do so, you can target only y ou rself and transform into a
th row and h as an Intelligence o f 12 or higher, it can beast w h o s e challenge rating is 1 or lower.
repeat the saving th row at the end o f every h our until it O nce you cast polymorph in this way, you ca n ’t do so
s u c ce e d s and break s free. again until you finish a short or lon g rest, though you
can still cast it n orm ally using an available spell slot.
Sch o o l of T r a n sm u ta tio n
You are a student o f spells that m odify energy and matter. M aster T ransm uter

To you, the w orld is not a fixed thing, but em inently Starting at 14th level, you can u se your action to
mutable, and you delight in being an agent o f change. con su m e the reserve o f transm utation m agic stored
You w ield the raw stuff o f creation and learn to alter both w ithin your transm uter’s stone in a single burst. W h en
physical form s and mental qualities. Your m agic gives you do so, c h o o s e one o f the follow in g effects. Your
you the tools to b e co m e a smith on reality’s forge. transm uter’s stone is destroyed and ca n ’t be rem ade
S o m e transm uters are tinkerers and pranksters, until you finish a lon g rest.
turning p eople into toads and transform ing cop p er into Major Transformation. You can transm ute one
silver for fun and o cca sion a l profit. O thers pu rsue their n on m agica l ob ject—no larger than a 5-foot cu b e —into
m agical studies w ith deadly seriou sn ess, seek in g the another nonm agical object o f sim ilar size and m a ss and
p ow er o f the g od s to m ake and destroy w orlds. o f equal or lesser value. You m ust spend 10 minutes
h andling the ob ject to transform it.
T r a n s m u t a t io n Sa v a n t Panacea. You rem ove all curses, diseases, and p oisons
B egin ning w hen you select this sc h o o l at 2nd level, the affecting a creature that you touch with the transm uter’s
gold and tim e you must spend to cop y a transm utation stone. The creature also regains all its hit points.
spell into your sp ellb ook is halved. Restore Life. You cast the raise dead spell on a
creature you touch with the transm uter’s stone, w ithout
M in o r A lch em y expending a spell slot or n eedin g to have the spell in
Starting at 2nd level w hen you select this sch ool, you your spellbook.
can tem porarily alter the physical properties o f one Restore Youth. You touch the transm uter’s stone to
n onm agical object, changin g it from on e su bstance into a w illing creature, and that creatu re’s apparent age is
another. You perform a sp ecia l alch em ical p rocedu re red u ced by 3 d 10 years, to a m inim um o f 13 years. This
on on e object co m p o s e d entirely o f w ood , stone (but not effect d oesn ’t extend the creatu re’s lifespan.
a gem stone), iron, copper, or silver, transform ing it into
a different on e o f th ose m aterials. F or each 10 m inutes

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