Professional Documents
Culture Documents
Your rage is so erce that it ends You can go into a frenzy while you If you are surprised at the begin-
early only if you fall unconscious are raging as a bonus ac on. ning of combat and arent inca-
or if you choose to end it. pacitated, you can act normally
for the dura on of your rage
on your rst turn, but only if you
Major / Rage / you can make a single melee
enter your rage before doing any-
a ack as a bonus ac on on each
thing else on that turn.
of your turns a er this one.
Major / Rage /
When your rage ends, you suer
one level of exhaus on.
Major / Rage /
When you take damage from a While you are wearing armor, you When a creature you can see
creature that is within your melee gain a +1 bonus to AC. a acks a target other than you
range, you can use your reac on that is within 5 feet of you, you
You can only take each Figh ng can use your reac on to impose
to make a melee a ack against
Style op on once. disadvantage on the a ack roll if
that creature.
Elite / /
you are wielding a shield.
Elite / /
You can only take each Figh ng
Style op on once.
Elite / /
Figh ng Style - Great Weapon Figh13ng Ac on Surge 14 Mul a ack - Whirlwind A ack 15
When you roll a 1 or 2 on a dam- You can push yourself beyond You can use your ac on to make
age die for an a ack you make your normal limits for a moment. a melee a ack against any num-
with a melee weapon that you On your turn, you can spend 2 AP ber of creatures who are within 5
are wielding with two hands, you take one addi onal ac on on top feet of you when you make your
can reroll the die and must use of your regular ac on and a possi- rst a ack.
the new roll, even if the new roll ble bonus ac on.
is a 1 or a 2. Make a separate a ack roll for
Major / /
each target.
The weapon must have the two-
handed or versa le property for Elite / Addi onal a ack /
you to gain this benet.
You can only take each Figh ng
Style op on once.
Elite / /
You can use the Hide ac on as a When an a acker that you can Your quick thinking and agility
bonus ac on on your turn. see hits you with an a ack, you allow you to move and act quick-
can use your reac on to halve the ly.
Also, you cant be tracked by non- a acks damage against you.
magical means, unless you You can use your bonus ac on on
Elite / Acroba cs (P)/
choose to leave a trail. each of your turns in combat to
take the Dash, Disengage, or Hide
Major / Stealth (M) /
ac on.
Elite / Acroba cs (P) /
Elusive 28 Mar al Arts 29 Unarmored Defense of Cons tu on30
Your prac ce of mar al arts gives you
You are so evasive that a ackers mastery of combat styles that use un- While you are not wearing any
rarely gain the upper hand armed strikes and monk weapons, which armor, your Armor Class equals
against you. are short swords and any simple melee 10 + your Dexterity modier +
weapons that dont have the two handed
or heavy property.
your Cons tu on modier.
No a ack roll has advantage
You gain the following for unarmed You can use a shield and s ll gain
against you while you arent inca- strikes or monk weapons if you arent
pacitated. wearing armor, a shield, or wielding non
this benet.
monk weapons:
Elite / /
Your own skills that give an ene- You can use Dexterity for the a ack
my advantage against you such as and damage rolls.
You can roll your PD in place of the
Reckless A ack s ll apply. normal damage.
Elite /Acroba cs (M) /
When you use the A ack ac on you
can use your bonus ac on to make one
unarmed strike .
Elite / /
You have a limited well of stami- You a ain the pinnacle of resili- You can use your reac on when
na that you can draw on to pro- ence in ba le. At the start of each you fall to reduce any falling dam-
tect yourself from harm. of your turns, you regain hit age you take by an amount equal
points equal to your PD + your to ve mes your level.
On your turn, you can use a bo- Cons tu on modier if you have
Major / /
nus ac on and spend AP to regain no more than half of your max hit
hit points equal to 1D4+ your con- points le .
s tu on modier for each AP
spent. You dont gain this benet if you
have 0 hit points.
Elite / / AP
Elite / /
Defensive Tac cs - Escape the Horde Defensive Tac cs - Mul a ack Defense Defensive Tac cs - Steel Will
34 35 36
Opportunity a acks against you When a creature hits you with an You have advantage on saving
are made with disadvantage. a ack, you gain a +4 bonus to AC throws against being frightened.
against all subsequent a acks
Elite / / Elite / /
made by that creature for the rest
of the turn.
Elite / /
Defensive Tac cs - Stand Against the
37Tide Stroke of Luck 38 Unarmored Defense of the Wise39
When a hos le creature misses You have an uncanny knack for While you are not wearing any
you with a melee a ack, you can succeeding when you need to. If armor, your Armor Class equals
use your reac on to force that your a ack misses a target within 10 + your Dexterity modier +
creature to repeat the same range, you can turn the miss into your Wisdom modier.
a ack against another creature a hit.
(other than itself) of your choice. You can use a shield and s ll gain
Elite / / Alterna vely, if you fail an ability this benet.
check, you can treat the d20 roll
Elite / /
as a 20.
Pa ent Defense
You can take the Dodge ac on as a
bonus ac on on your turn.
Ki save DC for abili es that require
one is calculated as follows: 8 + 1/2
your PD + your Wisdom modier
Elite / / AP
Major / Ki /
Tongue of the Sun and Moon 46 Timeless Body 47 Empty Body 48
Ki level 2 Ki level 2 Ki level 3
You can use your ac on to spend
You learn to touch the ki of other Your ki sustains you so that you
4 AP to become invisible for 1
minds so that you understand all suer none of the frailty of old
minute.
spoken languages. age, and you cant be aged magi-
cally. During that me, you also have
Moreover, any creature that can resistance to all damage but force
understand a language can un- You can s ll die of old age, how- damage.
derstand what you say. ever. In addi on, you no longer Addi onally, you can spend 8 AP
need food or water. points to cast the astral projec-
Major / Ki level 1 skill /
Major / Ki / on spell, without needing mate-
rial components. When you do
so, you cant take any other crea-
tures with you.
Major / Ki level 2 skill /
Your healing spells are more The healing spells you cast on When you would normally roll
eec ve. others heal you as well. one or more dice to restore hit
points with a spell, you instead
Whenever you use a spell of 1st When you cast a spell of 1st level use the highest number possible
level or higher to restore hit or higher that restores hit points for each die. For example, instead
points to a creature, the creature to a creature other than you, you of restoring 2d6 hit points to a
regains addi onal hit points equal regain hit points equal to 2 + the creature, your restore 12.
to 2 + the spells level. spells level.
Major / Blessed Healer /
Major / Life Domain / Major / Disciple of Life /
Cleansing Touch 73 Lay on Hands 74 Oath of Devo on 75
As an ac on, you can touch a crea- This oath binds one to the lo iest ideals
You can use your ac on to end ture restore 5 hit points per AP ex- of jus ce, virtue, and order. They hold
one spell on yourself or on one pended to that creature. themselves to the highest standards of
willing creature that you touch. conduct, and some, for be er or worse,
Alterna vely, you can expend 1AP to hold the rest of the world to the same
Elite / Medicine (P) / 1 AP cure the target of one disease or standards. They hold angelsthe perfect
neutralize one poison aec ng it. servants of goodas their ideals, and
incorporate images of angelic wings into
You can cure mul ple diseases and
their helmets or armor.
neutralize mul ple poisons with a
single use of Lay on Hands, expend- Spells gained per spell level
1: protec on from evil & good, sanctuary
ing AP separately for each one. This
2: lesser restora on, zone of truth
feature has no eect on undead and
3: beacon of hope, dispel magic
constructs. 4: freedom of movement, guardian of
faith
Elite / good Deity or alignment / AP
5: commune, ame strike
Elite / Spell Cas ng /
As an ac on, you can spend 1 AP As an ac on, you can spend 1 AP As an ac on, you can spend 1 AP
to begin emi ng an aura that last to begin emi ng an aura that last to begin emi ng an aura that last
up to 10 minutes. This aura re- up to 10 minutes. This aura re- up to 10 minutes. This aura re-
quires concentra on to maintain. quires concentra on to maintain. quires concentra on to maintain.
You and friendly creatures within You and friendly creatures within Whenever you or a friendly crea-
10 feet of you cant be frightened 10 feet of you cant be charmed ture within 10 feet of you must
while you are conscious. while you are conscious. make a saving throw, the crea-
ture gains a bonus to the saving
Elite / / 1AP Elite / / 1AP throw equal to your Charisma
modier (with a minimum bonus
of +1). You must be conscious to
grant this bonus.
Elite / / 1AP
Hunters Prey - Colossus Slayer 85 Hunters Prey - Horde Breaker 86 Feral Senses 87
Your tenacity can wear down the Once on each of your turns when You gain preternatural senses that
most potent foes. When you hit a you make a weapon a ack, you help you ght creatures you cant
creature with a weapon a ack, can make another a ack with the see.
the creature takes your procien- same weapon against a dierent When you a ack a creature you cant
cy die extra damage if its below creature that is within 5 feet of see, your inability to see it doesnt
its hit point maximum. You can the original target and within impose disadvantage on your a ack
deal this extra damage only once range of your weapon. rolls against it.
per turn.
Elite / Nature (P) /
You are also aware of the loca on of
Elite / Nature (P) / any invisible creature within 30 feet
of you, provided that the creature
isnt hidden from you and you arent
blinded or deafened.
Metamagic - Distant Spell 112 Metamagic - Empowered Spell113 Metamagic - Extended Spell 114
When you cast a spell that has a
When you roll damage for a spell, When you cast a spell that has a
range of 5 feet or greater, you
you can spend 1 addi onal mana dura on of 1 minute or longer,
can spend 1 addi onal mana to
per dice to reroll a number of the you can spend 1 addi onal mana
double the range of the spell.
damage dice up to your Spell per spell level to double its dura-
When you cast a spell that has a
cas ng modier (minimum of on, to a maximum dura on of
range of touch, you can spend 1
one). 24 hours.
addi onal mana to make the
range of the spell 30 feet. You must use the new rolls. Major / Metamagic /
Major / Metamagic /
Major / Metamagic /
Metamagic - Heightened Spell115 Metamagic - Quickened Spell 116 Metamagic - Subtle Spell 117
When you cast a spell that forces When you cast a spell that has a When you cast a spell, you can
a creature to make a saving throw cas ng me of 1 ac on, you can spend 1 addi onal mana per spell
to resist its eects, you can spend spend 1 addi onal mana per spell level to cast it without any so-
1 addi onal mana per spell level level to change the cas ng me ma c or verbal components.
to give one target of the spell dis- to 1 bonus ac on for this cas ng.
Major / Metamagic /
advantage on its rst saving
Major / Metamagic /
throw made against the spell.
Major / Metamagic /
Metamagic - Twinned Spell 118 Draconic Bloodline 119 Breath Weapon 120
Draconic magic was mingled with your You can use your ac on to exhale de-
When you cast a spell that targets
blood or that of your ancestors. Choose struc ve energy. Your draconic ancestry
only one creature and doesnt have a
one type of dragon as your ancestor. determines the size, shape, save, & dam-
range of self, you can spend addi on-
The damage associated with each dragon age type of the exhala on.
al mana equal to the spells level to
is used by features you can gain later. When you use your breath weapon, each
target a second creature in range
with the same spell (1 mana if the Dragon / Damage Type / Size / Save creature in the area of the exhala on
Black & Copper / Acid / 30 line / Dex must make a saving throw.
spell is a cantrip).
Blue & Bronze / Lightning / 30 line / Dex The DC equals 8 + your Cons tu on mod-
To be eligible, a spell must be incapa- Brass / Fire / 30 line / Dex
ier + 1/2 your PD.
ble of targe ng more than one crea- Gold & Red / Fire / 15 cone / Dex
ture at the spells current level. Green / Poison / 15 cone / Con A creature takes 2d6 damage on a failed
Silver & White - Cold / 15 cone / Con save, and half as much damage on a suc-
For example, magic missile and
You can speak, read, and write Draconic. cessful one.
scorching ray arent eligible, but ray
Prociency dice are doubled when you You can add 1d6 damage as a minor skill
of frost is.
make a Charisma check to interact with up to 5d6 total
Major / Metamagic / dragons, if it applies to the check.
As magic ows through your Parts of your skin are covered by When you cast a spell that deals
body, it causes physical traits of a thin sheen of dragon-like scales. damage of the type associated
your dragon ancestors to emerge. When you arent wearing armor, with your draconic ancestry, you
Your hit point maximum increases your base AC equals 13 instead of can spend 1AP to add your Pro-
by 1 per level including new levels 10. This does stack with un- ciency die to one damage roll of
a er taking this ability. armored defense and natural ar- that spell.
mor racial traits.
Major / Draconic Bloodline /
Addi onally, you can spend 1AP
If you are wearing armor you to gain resistance to that damage
instead gain DR3 against non- type for 1 hour.
magical piercing, slashing, and
Major / Draconic Bloodline / 1AP
crushing damage.
Elite / Draconic Resilience /
Draconic Presence 124 Dragon Wings 125 Eldritch Invoca ons 126
As an ac on, you can spend 2 AP to In your study of occult lore, you have
draw on the power of your dragon As a bonus ac on, you can sprout a unearthed eldritch invoca ons, frag-
ancestor and exude an aura of awe or pair of dragon wings from your back, ments of forbidden knowledge that
fear (your choice) to a distance of 60 gaining a ying speed equal to your imbue you with an abiding magical
feet. current speed. ability. You gain the following abili-
For 1 minute or un l you lose your es.
They last un l you dismiss them as a
concentra on, each hos le creature Ascendant Step
bonus ac on on your turn.
that starts its turn in this aura must You can cast levitate on yourself
succeed on a Wisdom saving throw or
You cant manifest your wings while without expending mana or material
be charmed (for awe) or frightened
wearing armor unless the armor is components.
(for fear) un l the aura ends.
made to accommodate them, and Eldritch Sight
The DC equals 8 + your Cons tu on clothing not made to accommodate You can cast detect magic without
modier + 1/2 your PD. your wings might be destroyed when expending mana.
A creature that succeeds on this saving you manifest them.
throw is immune to it for 24 hours. Elite / Spell Cas ng & Arcana (P) /
Major / Draconic Bloodline /
Major / Draconic Bloodline /
Beast Speech 127 Devils Sight 128 Eldritch Spear 129
Eldritch Invoca on level 1 Eldritch Invoca on level 1 Eldritch Invoca on level 1
You can cast speak with animals You can see normally in darkness, When you cast eldritch blast, its
without expending mana or ma- both magical and nonmagical, to range is 300 feet.
terial components. You do not a distance of 120 feet.
Major / Eldritch Invoca ons /
need to have learned the spell
Major / Eldritch Invoca ons /
through other means or have it
prepared.
Major / Eldritch Invoca ons /
Eyes of the Rune Keeper 130 Fiendish Vigor 131 Gaze of Two Minds 132
Eldritch Invoca on level 1 Eldritch Invoca on level 1 Eldritch Invoca on level 1
You can use your ac on to touch a
You can read all wri ng. You can cast false life on yourself willing humanoid and perceive
as a 1st-level spell without ex- through its senses un l the end of
Major / Eldritch Invoca ons /
pending mana or material compo- your next turn. As long as the crea-
nents. ture is on the same plane of exist-
ence as you, you can use your ac on
You do not need to have learned on subsequent turns to maintain this
the spell through other means or connec on, extending the dura on
un l the end of your next turn.
have it prepared.
While perceiving through the other
Major / Eldritch Invoca ons / creatures senses, you benet from
any special senses possessed by that
creature, and you are blinded and
deafened to your own surroundings.
Major / Eldritch Invoca ons /
One with Shadows 133 Agonizing Blast 134 Armor of Shadows 135
Eldritch Invoca on level 1 Eldritch Invoca on level 2 Eldritch Invoca on level 2
You can use your ac on to be- When you cast eldritch blast, add You can cast mage armor on
come invisible un l you move or your spell cas ng ability modier yourself without expending ma-
take an ac on or a reac on if you to the damage it deals on a hit. na or material components.
are in an area of dim light or dark-
Major / Eldritch Invoca ons level 1 /
ness, You do not need to have learned
the spell through other means or
Major / Eldritch Invoca ons /
have it prepared.
Major / Eldritch Invoca ons level 1 /
Mask of Many Faces 136 Misty Visions 137 Otherworldly Leap 138
Eldritch Invoca on level 2 Eldritch Invoca on level 2 Eldritch Invoca on level 2
You can cast disguise self without You can cast silent image a with- You can cast jump on yourself
expending mana or material com- out expending mana or material without expending mana or ma-
ponents. components. terial components.
You do not need to have learned You do not need to have learned You do not need to have learned
the spell through other means or the spell through other means or the spell through other means or
have it prepared. have it prepared. have it prepared.
Major / Eldritch Invoca ons level 1 / Major / Eldritch Invoca ons level 1 / Major / Eldritch Invoca ons level 1 /
Repelling Blast 139 Visions of Distant Realms 140 Whispers of the Grave 141
Eldritch Invoca on level 2 Eldritch Invoca on level 2 Eldritch Invoca on level 2
When you hit a creature with el- You can cast arcane eye without You can cast speak with dead
dritch blast, you can push the expending mana or material com- without expending mana or ma-
creature up to 10 feet away from ponents. terial components.
you in a straight line.
You do not need to have learned You do not need to have learned
Major / Eldritch Invoca ons level 1/
the spell through other means or the spell through other means or
have it prepared. have it prepared.
Major / Eldritch Invoca ons level 1 & Major / Eldritch Invoca ons level 1 /
Spell level 4 /
Witch Sight 142 Master of Myriad Forms 143 Pact of the Blade 144
Eldritch Invoca on level 2 Eldritch Invoca on level 3 As an ac on, you create a magical weap-
on in your empty hand. You choose the
You can see the true form of any You can cast alter self without form that this weapon takes each me
shapechanger or creature con- expending mana or material com- and you are procient with it. It disap-
cealed by illusion or transmuta- ponents. pears if it is away from you for 1 minute,
you dismiss it (at will), or if you die.
on magic while the creature is
within 30 feet of you and within You do not need to have learned You can turn one magic weapon into
your pact weapon by performing a 1 hour
line of sight. the spell through other means or ritual. You can then dismiss the weapon
have it prepared. into an extradimensional space, and it
Major / Eldritch Invoca ons level 1/
appears whenever you create your pact
Major / Eldritch Invoca ons level 2/ weapon. You cant aect an ar fact or a
sen ent weapon in this way. The weapon
ceases being your pact weapon and ap-
pears at your feet if you die, if you per-
form the ritual on a dierent weapon, or
if you use the ritual to break the bone.
Elite / / 1AP
Improved Pact of the Blade 145 Pact of the Armory 146 Pact of the Chain 147
You expand the extradimensional You learn the nd familiar spell and
You can create a second pack can cast it as a ritual. The spell
space in which you keep your
weapon or shield. You can also doesnt count against your number
pack weapon.
turn another magical weapon or of spells known and is always pre-
shield into your second weapon You can create a pack bond with pared.
without breaking your bond to up to 10 magical items in this
When you cast the spell, you can
the rst. If you try to form a bond space. choose one of the normal forms for
with a third weapon or shield you You can use your ac on summon your familiar or one of the following
must choose which of the rst two items item or one suit of ar- special forms: imp, pseudodragon,
two are released. mor at a me. quasit, or sprite.
Your hands must be free to call Addi onally, when you take the
You can summon this item along A ack ac on, you can forgo one of
upon a weapon or shield and your
with your primary Pact Blade as your own a acks to allow your famil-
body must be free to move in or- iar to make one a ack of its own
long as both hands are free.
der to summon a worn item. with its reac on.
Elite / Pact of the Blade / Legendary / Improved Pact of the Blade / Elite / Spell Cas ng /
Voice of the Chain Master Thirs ng Blade Pact with The Fiend
151 152 153
Eldritch Invoca on level 2 Eldritch Invoca on level 3 You have made a pact with a end from
the lower planes of existence, a being
You can communicate telepathi- whose aims are evil, even if you strive
Whenever you take the A ack
cally with your familiar and per- against those aims. Such beings desire
ac on on your turn, you can
ceive through your familiars the corrup on or destruc on of all
make an extra a ack with your things, ul mately including you. Fiends
senses as long as you are on the
Pack weapon. powerful enough to forge a pact include
same plane of existence.
demon lords such as Demogorgon; arch-
Major / Eldritch Invoca ons level 2 &
Addi onally, while perceiving devils such as Asmodeus; pit ends and
Pact of the Blade / balors that are especially mighty; and
through your familiars senses,
ultroloths & other lords of the yugoloths.
you can also speak through your
Spells gaind per spell level
familiar in your own voice, even if
your familiar is normally incapa- 1: burning hands, command
ble of speech. 2: blindness/deafness, scorching ray
3: reball, s nking cloud
Major / Eldritch Invoca ons level 1 & 4: re shield, wall of re
Pact of the Chain / 5: ame strike, hallow
Elite / Spell cas ng /
Dark Ones Blessing 154 Dark Ones Own Luck 155 Fiendish Resilience 156
You can call on your patron to
When you reduce a hos le crea- You can choose one damage type
alter fate in your favor.
ture to 0 hit points, you gain tem- when you nish a short or long
porary hit points equal to your When you make an ability check rest.
Charisma modier + your level. or a saving throw, you can use
this feature to add an addi onal You gain resistance to that dam-
Major/ Pact with The Fiend /
prociency die to your roll. You age type un l you choose a dier-
can do so a er seeing the ini al ent one with this feature.
roll but before any of the rolls
eects occur. Damage from magical weapons or
Once you use this feature, you silver weapons ignores this re-
cant use it again un l you nish a sistance.
long rest. Major / Pact with The Fiend / SR
Major/ Pact with The Fiend / LR
Hurl Through Hell 157 Dragon Hide 158 Damage Resistance 159
When you hit a creature with an Your skin is tough like the hide of You have resistance to the damage
a ack, you can use this feature to type associated with your draconic
a dragon.
instantly transport the target ancestry.
through the lower planes. The When you arent wearing armor,
creature disappears and hurtles your base AC equals 11 instead of Black & Copper: Acid
through a nightmare landscape. Blue & Bronze: Lightning
10. This does stack with un-
Brass, Gold & Red: Fire
At the end of your next turn, the armored defense but not other Green: Poison
target returns to the space it pre-
natural armor racial traits. Silver & White: Cold
viously occupied, or the nearest
unoccupied space. If you are wearing armor you Race: Dragonborn / 3 RP
If the target is not a end, it takes instead gain DR1 against non-
psychic damage equal to your magical piercing, slashing, and
level (up to 10) mes your PD. crushing damage.
Major / Pact with The Fiend / LR
Race: Dragonborn / 4 RP
When you are reduced to 0 hit points a acks this round. You must nish a long rest before
but not killed outright, you can drop using this feature again.
You must nish a long rest before
to 1 hit point instead. You cant use Race: Water Elemental / 4 RP
using this feature again.
this feature again un l you nish a
long rest. Race: Fire Elemental / 4 RP
Race: Nephilim / 3 RP
With this racial trait you gain ad- The damage is 1d6 + your strength or
vantage on percep on, inves ga on,
or tracking checks related to scent.
Race: Gnoll / 2 RP
dexterity modier (your choice).
You are procient with these a acks
and you can also use them in place of
Chosen
your normal a ack.
Race: Gnoll / 3 RP
Way