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Rage 1 Mindless Rage 2 Relentless Rage 3

As a bonus ac on, you can spend 1 AP to


enter a rage. While raging, you gain the You cant be charmed or fright- Your rage can keep you gh ng de-
following benets: ened while raging. spite grievous wounds.
You have advantage on Strength checks If you drop to 0 hit points while
and saving throws. If you are charmed or fright- youre raging and dont die outright,
When you make a melee a ack using ened when you enter your rage, you can make a DC 10 Cons tu on
Strength, you add your PD to the dam- saving throw. If you succeed, you
the eect is suspended for the
age roll
dura on of the rage. drop to 1 hit point instead.
You have resistance to bludgeoning,
piercing, and slashing damage. Each me you use this feature a er
Major / Rage /
You cant cast spells or concentrate on the rst, the DC increases by 5.
them while raging.
Rage lasts for 1 minute. It ends early if When you nish a short or long
you are knocked unconscious, or if You rest, the DC resets to 10.
choose to end it on your turn as a bonus
ac on. You can spend an addi onal 1 AP Major / Rage / Short
to maintain your rage a er each minute.
Elite / / 1 AP

Persistent Rage 4 Frenzy 5 Feral Ins nct 6

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 /

Reckless A ack 7 Indomitable Might 8 In mida ng Presence 9


As an ac on you can a empt to frighten
You can throw aside all concern If your total for a Strength check someone with your menacing presence.
for defense to a ack with erce is less than your Strength score, Choose one creature that you can see
despera on. When you make you can use that score in place of within 30 feet of you.
If it can see or hear you, it must suc-
your rst a ack on your turn, you the total. ceed on a WIS saving throw (DC of 8 +
can decide to a ack recklessly. 1/2 your prof die + your CHA modier) or
Elite / /
be frightened of you un l the end of your
Doing so gives you advantage on next turn.
melee a ack rolls using Strength Each turn you can use your ac on to
extend the dura on of this eect un l
during this turn, but a ack rolls the end of that turn. This ends if the crea-
against you have advantage un l ture ends its turn out of line of sight or
your next turn. more than 60 feet away from you. You
cant use this feature on a creature that
Major / / succeeds its saving throw again for 24
hours.
Major / In midate (P) /
Retalia on 10 Figh ng Style - Defense 11 Figh ng Style - Protec on 12

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 / /

Savage A acks 16 Figh ng Style - Archery 17 Figh ng Style - Dueling 18


When you score a cri cal hit with You gain a +2 bonus to a ack rolls When you are wielding a melee
a melee a ack, you can roll one you make with ranged weapons. weapon in one hand and no other
of the damage dice one addi onal weapons, you gain a +2 bonus to
me and add it to the extra dam- You can only take each Figh ng damage rolls with that weapon.
Style op on once.
age of the cri cal hit.
Elite / /
You cant take a Figh ng Style
Elite / / op on more than once but you
can choose another later.
Elite / /
Figh ng Style - Two-Weapon Figh 19
ng Sneak A ack 20 Remarkable Athlete 21
You know how to strike subtly and
When you engage in two-weapon exploit a foes distrac on. Once per You can add half your prociency
gh ng, you can add your pro- turn, you can deal your PD mes die roll to any Strength, Dexterity,
ciency dice to hit and your ability your dexterity mod as extra damage or Cons tu on check you make
modier to the damage of the if you have advantage on the a ack that doesnt already use your pro-
second a ack. roll or the creature is surprised by ciency die.
your a ack. The a ack must use a
You cant take a Figh ng Style dexterity based a ack and be within In addi on, when you make a
op on more than once but you 30 . of the target. running long jump, the distance
can choose another later. You dont need advantage on the you can cover increases by a
a ack roll if an ally is within 5 feet of number of feet equal to your
Elite / /
the target, that ally isnt incapacitat- Strength modier.
ed, and you dont have disadvantage
on the a ack roll but the addi onal Elite / /
damage is only one PD.
Elite / Stealth (P) /

Danger Sense 22 Evasion 23 Mul a ack Volley 24


You gain an uncanny sense of Your ins nc ve agility lets you You can use your ac on to make
when things nearby arent as they dodge out of the way of certain a ranged a ack against any num-
should be, giving you an edge area eects, such as a blue drag- ber of creatures within 10 feet of
when you dodge away from dan- ons lightning breath or a reball a point you can see within your
ger. spell. weapons range. You must have
You have advantage on Dexterity ammuni on for each target, as
saving throws against eects that When you are subjected to an normal, and you make a separate
you can see, such as traps and eect that allows you to make a a ack roll for each target.
spells. Dexterity saving throw to take
Elite / Addi onal a ack /
only half damage, you instead
To gain this benet, you cant be
take no damage if you succeed on
blinded, deafened, or incapacitat-
the saving throw, and only half
ed
damage if you fail.
Major / /
Elite / /

Vanish 25 Uncanny Dodge 26 Cunning Ac on 27

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 / /

Second Wind 31 Survivor 32 Slow Fall 33

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.

Once you use this feature, you


cant use it again un l you nish a
long rest.
Elite / / LR

KI 40 S llness of Mind 41 Step of the Wind 42


Your training allows you to spend Ki level 1
your AP as mys c energy or ki. This You can use your ac on to end
fuels various ki features star ng with one eect on yourself that is You can spend 1 AP to take the
Flurry of Blows and Pa ent Defense. causing you to be charmed or Disengage or Dash ac on as a
Flurry of Blows frightened. bonus ac on on your turn, and
Immediately a er you take the your jump distance is doubled for
A ack ac on on your turn, you can Major / ki /
the turn.
spend 1 AP to make two unarmed
strikes as a bonus ac on. Major / Ki /

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

Stunning Strike 43 Ki-Empowered Strikes 44 Diamond Soul 45


Ki level 1 Ki level 2 Ki level 3
You can interfere with the ow of
Your unarmed strikes count as Your mastery of ki grants you pro-
ki in an opponents body. When
magical for the purpose of over- ciency in all saving throws.
you hit another creature with a
coming resistance and immunity
melee weapon a ack, you can
to non-magical a acks and dam- Addi onally, whenever you make
spend 1 AP point to a empt a
age. a saving throw and fail, you can
stunning strike. The target must
spend 1 AP to reroll it and take
succeed on a Cons tu on saving Major / Ki /
the second result.
throw or be stunned un l the end
of your next turn. Major / Ki level 2 skill /

Ki save DC = 8 + 1/2 your PD + your


Wisdom modier

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 /

Perfect Self Deect Missiles Way of the Open Hand


49 Ki level 1
50 51
Ki level 3 You are the ul mate master of Ki and
You can use your reac on to deect the mar al arts combat.
When you roll for ini a ve and missile when you are hit by a ranged Open Hand Technique
weapon a ack. The damage you take You can manipulate your enemys ki. If
have no AP remaining, you regain
from the a ack is reduced by your PD + you hit a creature with one of the a acks
4 AP. your Dexterity modier + your level. granted by your Flurry of Blows, you can
Major / Ki level 2 skill / If you reduce the damage to 0, you can spend 1 AP to impose one of the follow-
catch the missile if it is small enough for ing eects on it.
you to hold in one hand you have free. If It must succeed on a Dexterity saving
you catch a missile in this way, you can throw or be knocked prone.
spend 1 AP to make a ranged a ack with It must make a Strength saving throw
it, as part of the same reac on. You make or you can push it up to 15 feet away.
this a ack with prociency and the mis- It cant take reac ons un l the end of
sile counts as a monk weapon for the your next turn.
a ack, which has a range of 20/60 feet.
Or you can re the projec le out of a Ki save DC = 8 + 1/2 your PD + your Wis-
weapon you are wielding if compa ble. dom modier
Major / Ki / Elite / Mar al Arts & ki / 1 AP

Wholeness of Body Tranquility Quivering Palm


52 53 54
You gain the ability to set up lethal vibra-
You gain the ability to heal your- You can enter a special medita- ons in someone. When you hit a creature
with an unarmed strike, you can spend 3 AP
self. on that surrounds you with an to start these impercep ble vibra ons,
aura of peace. At the end of a which last for a number of days equal to
As an ac on, you can regain hit long rest, you gain the eect of a your level.
points equal to three mes your sanctuary spell that lasts un l the The vibra ons are harmless unless you use
your ac on to end them with you and the
level. You must nish a long rest start of your next long rest (the target on the same plane of existence.
before you can use this feature spell can end early as normal). When you use this ac on, the creature
again. must make a Cons tu on saving throw. If it
Ki save DC = 8 + 1/2 your PD + fails, it is reduced to 0 hit points. If it suc-
Major / Way of the Open Hand / LR ceeds, it takes 10d10 necro c damage.
your Wisdom modier You can have only one creature under the
eect of this feature at a me. You can
Major / Wholeness of Body / LR choose to end the vibra ons harmlessly
without using an ac on.
Ki save DC = 8 + 1/2 your PD + your Wisdom
modier
Major / Tranquility /
Bardic Inspira on 55 Cu ng Words 56 Peerless Skill 57
You can use your bonus ac on to inspire
others through s rring words or music.
You use your wit to distract, confuse,
and otherwise sap the condence and When you make an ability check,
Choose one creature other than yourself
within 60 feet of you who can hear you. competence of others. you can roll your PD and add the
That creature gains one Inspira on die When a creature that you can see with- number rolled to your ability
equal to your prociency die. in 60 feet of you makes an a ack, abil- check.
Once within the next 10 minutes, the ity check, or damage roll, you can use
creature can roll the die and add the your reac on to roll your PD and sub- You can choose to do so a er you
number rolled to one ability check, a ack trac ng that number from the crea- roll the die for the ability check,
roll, or saving throw it makes. The crea- tures roll.
ture can wait un l a er it rolls the d20
but before the GM tells you
You can choose to use this feature whether you succeed or fail.
before deciding to use the Bardic Inspira-
on die, but must decide before the GM a er the creature makes its roll, before
says whether the roll succeeds or fails. the GM determines whether it suc- Major /Bardic Inspira on / 1 AP
Once the Bardic Inspira on die is rolled, ceeds or fails, or before the damage is
it is lost. dealt. The creature is immune if it cant
A creature can have only one Bardic In- hear you or is immune to charm.
spira on die at a me.
Elite / Perform (P) /1 AP Major / Bardic Inspira on / 1 AP

Jack of All Trades 58 Song of Rest 59 Countercharm 60


You can use soothing music or As an ac on, you can start a perfor-
You can roll your Prociency die mance that lasts un l the end of your
ora on to help revitalize your
and add 1/2 of the roll to any skill next turn. You use musical notes or
wounded allies during a short
check you make that you are not words of power to disrupt mind-
rest.
already procient in. inuencing eects.
If you or any friendly creatures During that me, you and any friend-
Elite / /
who can hear your performance ly creatures within 30 feet of you
regain hit points or mana at the have advantage on saving throws
end of the short rest by spending against being frightened or charmed.
one or more Hit Die, each of A creature must be able to hear you
those creatures also roll a die to gain this benet.
equal to your PD. They add an The performance ends early if you
addi onal dice if you have mas- are incapacitated or silenced or if
tery in the perform skill. you voluntarily end it.
Major / Perform (M)/
Major / Perform (P) /

Channel Divinity Turn Undead Destroy Undead


61 62 63
You channel divine energy directly from your As an ac on, you present your holy
deity, using that energy to fuel magical eects. When you use your Turn Undead
You start with the ability to call to your deity
symbol and speak a prayer censuring
for divine interven on in addi on to Turn the undead. Each undead that can see ability they are destroyed instead
Undead or Divine Strike. or hear you within 30 feet of you must of turned if under or equal to the
Divine Interven on make a Wisdom saving throw. If the below CR based on your level.
As an ac on, you can call on your deity to creature fails its saving throw, it is
intervene on your behalf when your need is turned for 1 minute or un l it takes any
great.
Your lvl CR destroyed
damage or is destroyed.
Describe the assistance you seek, and roll 1st 1/4 & lower
percen le dice. If you roll a number equal to A turned creature must spend its turns 5th 1/2 & lower
or lower than your level, your deity inter- trying to move as far away from you as
venes. 8th 1 & lower
it can & cant take reac ons. It can use
The GM chooses the nature of the interven- only the Dash ac on or try to escape 11th 2 & lower
on; the eect of any cleric spell or cleric from an eect that prevents it from 14th 3 & lower
domain spell would be appropriate. If your moving. If theres nowhere to move, 17th 4 & lower
deity intervenes, you cant use this feature
again for 7 days. Otherwise, you can use it
the creature can use the Dodge ac on
Major / Turn Undead /
again a er you nish a long rest.
Major / Channel Divinity / 1 AP
Elite / Deity / LR
Sacred Weapon 64 Divine Strike 65 Improved Divine Strike 66
As an ac on, you can imbue one weap- As a bonus ac on you can infuse
on that you are holding with posi ve your strikes with divine energy. You are so suused with right-
energy. For 1 minute, you add your eous might that your a acks carry
Charisma, Wisdom, or spell a ack Once on each of your turns you divine power with them.
modier to a ack rolls made with that can charge your weapon with di-
weapon (minimum +1). vine energy, if you hit with this Whenever you hit a creature with
The weapon also emits bright light in a a ack it deals your prociency die a melee weapon, unarmed strike,
20-foot radius and dim light 20 feet as radiant damage to the target or ranged weapon within 30 .
beyond that. If the weapon is not al- the creature takes an extra 1 radi-
and the a ack is considered mag-
ready magical, it becomes magical for ant damage plus 1 for any addi-
the dura on. ical.
onal dice dealing radiant dam-
You can end this eect on your turn as If you miss your target the divine
age.
part of any other ac on. If you are no energy dissipates. You s ll ex-
longer holding or carrying this weapon, pend your ability to gain damage Major / Divine Strike /
or if you fall unconscious, this eect from prociency die for that
ends. round.
Major / Channel Divinity / LR Major / Channel Divinity / 1 AP

Divine Smite 67 Life Domain 68 Channel Divinity: Preserve Life 69


When you hit a creature with a weap- The Life domain focuses on the vi- As an ac on, you present your holy
on or unarmed strike you can expend brant posi ve Energy that sustains all symbol and evoke healing energy
AP to deal extra radiant damage. life. The gods of life promote vitality that can restore a number of hit
Ranged a acks must be within 30 . of and health through healing the sick points equal to ve mes the num-
your target for the radiant damage to and wounded, caring for those in ber of AP expended.
be eec ve. need, and driving away the forces of Choose any creatures within 30 feet
Roll your prociency dice for each AP death and undeath. Almost any non- of you, and divide those hit points
expended to add as radiant damage. evil deity can claim inuence over among them. This feature can re-
this domain. store a creature to no more than half
Your weapon is considered magical for
a acks that deal this damage. Spells gained per spell level of its hit point maximum.
1: bless, cure wounds You cant use this feature on an un-
You can stack this ability on top of Di-
3: lesser restora on, spiritual weapon dead or a construct.
vine Strike even though you have al-
5: beacon of hope, revivify
ready expended addi onal damage
from prociency dice in the round.
7: death ward, guardian of faith Major/ Life Domain & Channel Divinity / AP
9: mass cure wounds, raise dead
Major / Improved Divine Strike / AP Elite / Spell Cas ng /

Disciple of Life 70 Blessed Healer 71 Supreme Healing 72

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 /

Aura of Courage 76 Aura of Devo on 77 Aura of Protec on 78

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

Improved Aura 79 Aura Master 80 Channel Divinity: Holy Nimbus (Aura)


81
As an ac on, you can spend 1 AP
Each me you choose this ability, You can maintain two auras with to emanate an aura of sunlight.
the range of your auras is in- one concentra on. Your concen- For 1 minute, bright light shines
creased by 5 feet. tra on check diculty is in- from you in a 30-foot radius, and
creased by 2 while a second aura dim light shines 30 feet beyond
Major /Aura /
is ac ve. that. Whenever an enemy crea-
Major /Aura / ture starts its turn in the bright
light, the creature takes 10 radi-
ant damage.
In addi on, for the dura on, you
have advantage on saving throws
against spells cast by ends or
undead.
Major / Channel Divinity / 1AP
Favored Enemy Foe Slayer Natural Explorer
82 83 84
Choose one type of favored terrain: arc c,
You have signicant experience stud- coast, desert, forest, grassland, mountain,
ying, tracking, hun ng, and even talk- You become an unparalleled or swamp. When you make Intelligence or
ing to a certain type of enemy. hunter of your enemies. Once on Wisdom checks related to this terrain, your
Choose a type of favored enemy: each of your turns, you can add prociency die is doubled. While in your
favored terrain:
aberra ons, beasts, celes als, con- your Wisdom modier to the Dicult terrain doesnt slow your groups
structs, dragons, elementals, fey, a ack roll or the damage roll of travel & Your group cant become lost ex-
ends, giants, monstrosi es, oozes, an a ack you make against one of cept by magical means.
plants, or undead. Alterna vely, you your favored enemies. When you are engaged in another ac vity
can select two races of humanoid (such as foraging, naviga ng, or tracking),
you remain alert to danger.
(such as gnolls and orcs).
You can choose to use this fea- If you are traveling alone, you can move
You have advantage on Wisdom ture before or a er the roll, but stealthily at a normal pace.
(Survival) checks to track your fa- When you forage, you nd twice as much
before any eects of the roll are food as you normally would.
vored enemies, as well as on Intelli- applied. While tracking other creatures, you learn
gence checks to recall informa on their exact number, their sizes, and how
about them. Elite / Favored Enemy / long ago they passed through the area.
Elite / Survival (P) / Elite / /

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.

Elite / Percep on (M) /

Hide in Plain Sight Wild Shape Lands Stride


88 89 90
As an ac on, you can transform into a CR 1/4
You can spend 1 minute camouag- Moving through non-magical di-
beast you have seen before or studied. This AP
ing yourself. You must have access to equal to the CR of that creature (minimum 1). cult terrain costs you no extra
fresh mud, dirt, plants, and other While in this form you can only take ac ons movement. You can also pass
naturally occurring materials which and use skills of this creature. Your STR, DEX,
Con, HP, & hit die become that of the crea- through non-magical plants with-
to create your camouage.
ture. out being slowed by them and
Once you are camouaged in this You can maintain concentra on eects when
without taking damage from
you take this form and make required checks
way, you can try to hide by pressing them if they have thorns, spines,
as usual.
yourself up against a solid surface, or a similar hazard.
You can drop the form at will. If you drop to 0
such as a tree or wall, that is at least
HP the form drops on its own and any addi-
as tall and wide as you are. onal damage is transferred to you.
In addi on, you have advantage
You gain a +10 bonus to Stealth Transforma on last one hour mes your spell on saving throws against plants
cas ng ability modier. Worn items are ab- that are magically created or ma-
checks as long as you remain there sorbed into the form and have no eect or fall
without moving or taking ac ons. to the ground. nipulated to impede movement,
You lose this benet once you move Major skill to increase the CR to 1/3, 1/2, 1, 2,
such those created by the entan-
or take an ac on or a reac on. etc. up to 6 (or CR10 with Nature (M)). gle spell.
Major / Stealth (P) & Nature (P) / Elite / Nature (P) / AP Major / Nature (P) /
Natures Ward 91 Natures Sanctuary 92 Animal Companion 93
Creatures of the natural world sense You can gain a CR 1/4 beast companion.
You cant be charmed or fright- your connec on to nature and be- To gain this companion, make a handle
ened by elementals or fey, and come hesitant to a ack you. When a animal check of 10 + their CR. On a fail
you are immune to poison and the creature ees or a acks if it would
beast or plant creature a acks you,
normally be hos le to you.
disease. that creature must make a Wisdom
saving throw against your spell save You make a separate ini a ve roll for
Elite / Nature (M) / your companion. It can move on its own
DC or 10, whichever is higher.
but uses your bonus ac on to do more.
On a failed save, the creature must
It is a Major skill to increase the CR to
choose a dierent target or the
1/3, 1/2, 1, 2 etc. up to CR6 (or CR10 with
a ack automa cally misses. Handle Animal (M)). You can increase
On a successful save, the creature is the power of a companion with a CR
immune to this eect for 24 hours. below your maximum. Choose one of the
The creature is aware of this eect following per CR below your max (down
to CR1): Addi onal Hit Die, Extra A ack,
before it makes its a ack against
+1 Natural Armor, +1 Str & Dex.
you.
Elite / Nature (P) / Elite / Handle Animal (P) /

Circle Spells: Arc c 94 Circle Spells: Grassland 95 Circle Spells: Coast 96


Your mys cal connec on to the land Your mys cal connec on to the land Your mys cal connec on to the land
infuses you with the ability to cast infuses you with the ability to cast infuses you with the ability to cast
certain spells. You gain access to cir- certain spells. You gain access to cir- certain spells. You gain access to cir-
cle spells connected to that land as cle spells connected to that land as cle spells connected to that land as
your spell level increases your spell level increases your spell level increases
Once you gain access to a circle spell, Once you gain access to a circle spell, Once you gain access to a circle spell,
you always have it prepared, and it you always have it prepared, and it you always have it prepared, and it
doesnt count against the number of doesnt count against the number of doesnt count against the number of
spells you can prepare each day. spells you can prepare each day spells you can prepare each day.
Spells gained per spell level Spells gained per spell level Spells gained per spell level
2: hold person, spike growth 2: invisibility, pass without trace 2: mirror image, misty step
3: sleet storm, slow 3: daylight, haste 3: water breathing, water walk
4: freedom of movement, ice storm 4: divina on, freedom of movement 4: control water, freedom of move-
5: commune with nature, cone of 5: dream, insect plague ment
cold Elite / Spell Cas ng / 5: conjure elemental, scrying
Elite / Spell Cas ng / Elite / Spell Cas ng /

Circle Spells: Mountain 97 Circle Spells: Desert 98 Circle Spells: Swamp 99


Your mys cal connec on to the land Your mys cal connec on to the land Your mys cal connec on to the land
infuses you with the ability to cast infuses you with the ability to cast infuses you with the ability to cast
certain spells. You gain access to cir- certain spells. You gain access to cir- certain spells. You gain access to cir-
cle spells connected to that land as cle spells connected to that land as cle spells connected to that land as
your spell level increases your spell level increases your spell level increases
Once you gain access to a circle spell, Once you gain access to a circle spell, Once you gain access to a circle spell,
you always have it prepared, and it you always have it prepared, and it you always have it prepared, and it
doesnt count against the number of doesnt count against the number of doesnt count against the number of
spells you can prepare each day. spells you can prepare each day. spells you can prepare each day.
Spells gained per spell level Spells gained per spell level Spells gained per spell level
2: spider climb, spike growth 2: blur, silence 2: acid arrow, darkness
3: lightning bolt, meld into stone 3: create food and water, protec on 3: water walk, s nking cloud
4: stone shape, stoneskin from energy 4: freedom of movement, locate
5: passwall, wall of stone 4: blight, hallucinatory terrain creature
5: insect plague, wall of stone 5: insect plague, scrying
Elite / Spell Cas ng /
Elite / Spell Cas ng / Elite / Spell Cas ng /
Circle Spells: Forest 100 Spell Cas ng Ability 101 Spell book Cas ng 102
Your mys cal connec on to the land Choose one of school of magic to study and You have wri en your known spells
infuses you with the ability to cast one stat (Charisma, Wisdom, or Intelli- into a spell book. When you have
gence) to fuel your spells. Choose one spell
certain spells. You gain access to cir- your spell book in one hand you can
and one cantrip to learn from that school.
cle spells connected to that land as cast any of your spells recorded in
your spell level increases You must select and prepare your spells for this book without preparing them
the day before you cast them. You can pre-
Once you gain access to a circle spell, pare a number of spells equal to your spell
ahead of me.
you always have it prepared, and it cas ng level plus ability modier. It takes a bonus ac on to nd a spell
doesnt count against the number of You use mana to cast these spells. Your in the book. If you already have your
spells you can prepare each day. mana is equal to your spell cas ng ability book turned to a spell from the pre-
modier mes your spell cas ng level. vious round you do not need to
Spells gained per spell level The mana needed for each spell is equal to
2: barkskin, spider climb search your book to cast the same
the level at which you cast the spell.
3: call lightning, plant growth spell.
Spell a ack bonus is equal to your cas ng
4: divina on, freedom of movement ability modier + roll your prociency die. It takes one day of work (8 hours) x
5: commune with nature, tree stride Spell save DC equals 8 + your cas ng ability spell level to record the spell into
modier + your prociency die. your book.
Elite / Spell Cas ng /
Major / / Major / Spell Cas ng /

Blood Magic 103 Spontaneous cas ng 104 Cas ng Scholar 105


You can cast any spells you have You can copy spells from others
You are a uned to a school of learned without preparing them. into your spell book with their
magic through your family herit-
If you have previously chosen spell help. You must be able to use the
age or other means. book cas ng or addi onal prepared school of magic that spell belongs
spells, return those skill card and chose to.
You choose one school of magic from the following minor abili es in
that you can learn spells from. their place. Spells you copy from others that
You can cast spells from that If you are a cas ng scholar you must are added to your spell book do
school of magic using your hit keep spell book cas ng to use that not count toward your known
points in place of mana if you ability. spells.
choose. Choose from: addi onal school of mag- You cannot prepare these spells
ic, addi onal mana, or addi onal spell and can only cast them from your
Major / Spell cas ng /
known. (chose 1 for each extra pre- spell book.
pared spell slot or 2 for spell book It takes the normal me to copy
cas ng) these spells into your book.
Elite / Spell cas ng / Elite / Spell book cas ng /

Spell Mastery 106 Signature Spell 107 Potent Cantrip 108


You have achieved such mastery You gain mastery over a powerful Your damaging cantrips aect
over certain spells that you can cast spell and can cast it with li le eort.
even creatures that avoid the
them at will. Choose a 1st-level and Choose a 3rd-level spell you are able
a 2nd-level spell you are able to to cast as your signature spell. You
brunt of the eect. When a crea-
cast. always have this spells prepared, it ture succeeds on a saving throw
You can cast those spells at their doesnt count against the number of against your cantrip, the creature
lowest level without expending spells you have prepared, and you
takes half the cantrips damage (if
mana when you have them pre- can cast it once at 3rd level without
expending mana. any) but suers no addi onal
pared. If you want to cast either
spell at a higher level, you must When you do so, you cant do so eect from the cantrip
expend mana as normal. again un l you nish a short or long Elite / Spell cas ng & Arcana (P) /
rest.
By spending 8 hours in study, you
can exchange one or both for Cas ng the spell at a higher level,
dierent spells of the same levels. expends mana as normal.
Elite / Spell Mastery & Spell level 3 / SR
Elite / Spell level 2 & Arcana (P) /
Overchannel 109 Metamagic 110 Metamagic - Careful Spell 111
You can increase the power of your When you cast a spell that forces
You gain the ability to twist your other creatures to make a saving
simpler spells. When you cast a spell spells to suit your needs by ex- throw, you can protect some of
of 1st through 5th level that deals pending addi onal mana to cre- those creatures from the spells full
damage, you can deal maximum ate Metamagic. force.
damage with that spell. To do so, you spend 1 addi onal ma-

You choose two types of Meta- na per creature up to your Spell
If you use this feature a second me
magic of your choice when you cas ng modier.
before you nish a long rest, you
gain this ability.
take 2d12 necro c damage for each A chosen creature automa cally suc-
Elite / Spell cas ng & Arcana (P) / ceeds on its saving throw against the
level of the spell, immediately a er
spell. If you spend 1 addi onal mana
you cast it. Each me a er that, the per creature they take no damage if
necro c damage per spell level in- they would normally take half dam-
creases by 1d12. This damage ig- age on a successful save.
nores resistance and immunity. Major / Metamagic /
Elite / Spell cas ng & Arcana (M) / LR

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.

Major / Dragon racial trait or Draconic Blood-


Major / Dragon racial trait or Blood Magic /
line / LR

Draconic Resilience 121 Draconic Armor 122 Elemental Anity 123

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 /

Pact of the Tome 148 Chains of Carceri 149 Lifedrinker 150


Your spellbook becomes a supernatural Eldritch Invoca on level 2 Eldritch Invoca on level 2
item bound to you.
You can cast hold monster When you hit a creature with
Choose any three cantrips. If you
choose a cantrip you already know,
targe ng a celes al, end, or ele- your pact weapon, the creature
you can replace it with another one mentalwithout expending ma- takes extra necro c damage
you are able to learn per your spell na or material components. equal to your Spell cas ng modi-
cas ng abili es.
You do not need to have learned er (minimum 1).
While the book is on your person, you the spell through other means or Major / Eldritch Invoca ons level 1 & Pact of
can cast those cantrips as bonus ac- have it prepared. the Blade /
ons. They dont count against your
number of cantrips known. You must nish a long rest before
If you lose your Book, you can perform you can use this invoca on on the
a 1-hour ceremony to manifest a re- same creature again.
placement, which destroys the previ-
Major / Eldritch Invoca ons level 1,
ous. It turns to ash if you die.
Pact of the Chain & Spell level 5 / LR
Elite / Spellbook 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

Dragon's Anatomy 160 Fey Ancestry 161 Trance 162


Your teeth, claw, and tail are similar You have advantage on saving Elves dont need to sleep. Instead,
in nature to those of your ancestors. throws against being charmed, they meditate deeply, remaining
semiconscious, for 4 hours a day.
As a bonus ac on, you can make one and magic cant put you to sleep.
(The Common word for such medita-
bite, claw, or tail a ack on your turn. Race: Elf / 2 RP
on is trance.)
The damage is 1d6 + your strength or
While medita ng, you can dream
dexterity modier (your choice).
a er a fashion; such dreams are ac-
You are procient with these a acks tually mental exercises that have
and you can also use them in place of become reexive through years of
your normal a ack. prac ce. A er res ng in this way,
Race: Dragonborn / 3 RP you gain the same benet that a hu-
man does from 8 hours of sleep.
Race: Elf / 3 RP
Dwarven Resilience 163 Stonecunning 164 Stability 165
You have advantage on saving Whenever you make an Intelligence A Dwarfs stout stature gives them
throws against poison, and you have (History) check related to the origin advantage to resist being tripped or
resistance against poison damage. of stonework, you are considered pushed back when standing rmly on
Race: Dwarf / 2 RP procient in the History skill and add the ground.
double your prociency die for the Race: Dwarf / 2 RP
check.
Race: Dwarf / 1 RP

Gnome Cunning 166 Ar cers Lore 167 Brave 168


You have advantage on all Intelli- Whenever you make an Intelligence You have advantage on saving
gence, Wisdom, and Charisma saving (History) check related to magic throws against being frightened.
throws against magic. items, alchemical objects, or techno- Race: Gnome / 2 RP
Race: Gnome / 4 RP logical devices, you can double your
prociency die roll.
Race: Gnome / 1 RP

Lucky 169 Haling Nimbleness 170 Naturally Stealthy 171


When you roll a 1 on the d20 for an You can move through the space of You can a empt to hide even when
a ack roll, ability check, or saving any creature that is of a size larger you are obscured only by a creature
throw, you can reroll the die and than yours. that is at least one size larger than
must use the new roll. Race: Haling / 2 RP you.
Race: Haling / 4 RP Race: Haling / 2 RP
Orc Tusk 172 Relentless Endurance 173 Demons Anatomy 174
As a bonus ac on, you can make one When you are reduced to 0 hit points As a bonus ac on, you can make one
bite a ack on your turn. but not killed outright, you can drop bite a ack, one claw a ack or use
to 1 hit point instead. You cant use your long, exible tail to retrieve
The damage is 1d6 + your strength or
this feature again un l you nish a small, stowed objects carried on
dexterity modier (your choice).
long rest. yourself or an adjacent willing ally on
You are procient with these a acks your turn.
Race: Orc / 4 RP
and you can also use them in place of
your normal a ack. The damage for these a acks is 1d6
+ your strength or dexterity modier
Race: Orc / 3 RP
(your choice).

You are procient with these a acks


and you can also use them in place of
your normal a ack.
Race: Tieing / 3 RP

Deathless Spirit 175 Elemental Fire 176 Elemental Water 177


Par cularly strong-willed Nephilim As a bonus ac on, your hands You can use your reac on to make
possess celes al spirits capable of burst into magical ames adding your body uid giving an a acker
resis ng the powers of death. 1d4 re damage to all your disadvantage on their a ack roll.

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

Elemental Earth 178 Elemental Air 179 Cat's Luck 180


When you are hit with an a ach, you You can take an addi onal bonus When you make a Reex saving
can harden your body to reduce the ac on or reac on in combat. throw, you can roll the saving throw
damage by an amount equal to your twice and take the be er result.
level.
You must nish a long rest before You must decide to use this ability
You must nish a long rest before using this feature again. before the result is known.
using this feature again.
Race: Air Elemental / 4 RP You must nish a long rest before
Race: Earth Elemental / 4 RP you can use this ability again.
Race: Feline / 2 RP
Nimble Faller 181 Tigers claws 182 Gnoll Hide 183
You have an amazing sense of bal- As a bonus ac on, you can make one Gnolls have thick skin. When you
ance and keen knowledge of your claw a ack on your turn. arent wearing armor, your base AC
own center of gravity. equals 11 instead of 10. This does
The damage is 1d6 + your strength or
stack with unarmored defense but
With this trait land on your feet even dexterity modier (your choice).
not other natural armor racial traits.
when you take lethal damage from a You are procient with these a acks
fall. and you can also use them in place of If you are wearing armor you instead
Race: Feline / 2 RP your normal a ack. gain DR1 against non-magical pierc-
ing, slashing, and crushing damage.
Race: Feline / 4 RP
Race: Gnoll / 4 RP

Scent 184 Fangs 185 186


Some Gnolls favor a keen sense of As a bonus ac on, you can make one
smell over sensi ve sight. bite a ack on your turn.

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

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