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Tell me your fable

A fable
A fable
A fable that will never end
And now, I dream
----Fable, Robert Miles
The great Egyptian age is but a “Don’t be.” Gene said in a calm voice. He
turned to them and both saw the necklace he
remnant of The Atlantian culture was wearing “Soon I will ascend.”
The antediluvian kings colonized Zoso noticed right away that the necklace
the world looked exactly like the one Gene had drawn
up for their game, called the Pearl of Infinite
All the gods who play in the Dreams.
mythological dramas In all Gene grabbed the Pearl and said “Yes! I
legends from all lands were from have it, thanks to the Shadow Lord, I can
now enact my dream.”
fair Atlantis “Gene” Paula thought carefully at what she
-----Atlantis, Donovan was to say. Her friend was obviously
unhinged. “The Shadow Lord and the
necklace are just things you made up for our
About the Rule Set game. They’re not real. Please. Get away
This books is a standalone player’s book to from the cleft and come back home with
be used with the 5e Dungeon Masters Guide us.”
and Monster Manual. “Gene, does this have something to do with
your brother going missing? Zoso and Paula
Thank You walked closer, now being in arms reach.
“He’s no longer here. He’s become the
While I came up with the idea for OS5E
Shadow Lord.” A single tear ran down
almost as soon as 5th edition came out, and
Gene’s face. “He’s lost to the Shadow, but
my setting- The Last Days of Atlantis
with this (he grabbed
started out further back than that. It was the
year + long OSE LDOA game that built the
setting with the help of the players
themselves. I want to thank Gary Allgeier,
Guts, Kroob, Savagecornholio, Cerebral
Helix,

Cincinnati, Ohio October 26th,


1979, 11:55 pm
Paula and Zoso started franticly to climb the
small but difficult rocky cliff. They reached
the top, where they found their friend, they
were searching for.
He stood, with back turned, wearing the
wizard robe his mother sewed for him for
their Saturday night game.
“Gene!” Paula belted out while catching her
breath. She held up a letter half crumpled
from her mad dash “This letter Gene. What
is this about? We’re worried for you.”
the pearl) with this I’m going to create
Evermore.”
The two stood there not knowing what to do.
It was obvious to that the game had made
his mind snap.
Gene closed his eyes and appeared to be
concentrating on the pearl in his hand. It was
then that the Pearl started to glow with a
bright light. Both of Gene’s friends were
shocked, but Gene opened his eyes and was
filled with joy.
“Look! It’s working!” Gene exclaimed.
The air about them started to stir and the
three looked around.
What happened next was the proof of what
he was saying. Behind Gene a hole ripped
open in the very fabric of reality showing a
vast, starry expanse.
“I told you! I told you! Gene yelled out.
His friends were frozen in disbelief, but
Paula found the strength to talk.
“Gene, if this is true and he’s now the
Shadow Lord then Jeremy has been
consumed by the Shadow and can’t be
trusted.” She grabbed his arm in a gentle
way to reassure him. “If he gave you the
Pearl then you know there are strings
attached to it. Strings that will devour your
very soul.”
Gene looked at them both and then to Paula
and said, “The Shadow Lord didn’t give me
the Pearl; I stole it from him.”
The revelation shook both of his friends.
Paula released his arm, a fear for her friend
started to overtake her.
“I must do this” Gene said, his sanity
seeming to come back to him. I’ve wanted
this for so long.” He looked at them both “I
love you both so much. Remember me” and
with that he entered the portal before either
of his friends could stop him.
Zoso and Paula looked into each other’s
eyes looking for an indication of what to do
next.
They had both known Gene for all their
lives. Both had loved and been in love with
Gene at one time or other. The look in their
eyes answered what they were to do. They
walked through the portal, hand in hand, to
find their friend.
As they finished walking through, the portal
closed behind them, on the ground a photo
Gene had dropped. It was of him, Zoso,
Paula and Jeremy, sitting around the table
playing their Saturday night game. The
picture betrayed the makeup of the group
and was an indicator of what was to come.
When a roll has either advantage or
disadvantage, the player rolls two 20 sided
dice.
If the roll has advantage than you use the
higher roll.
If the roll has disadvantage you use the
lower.
If you have both on a roll, they cancel each
other out.
If you have multiple advantage or
disadvantage on a roll you only get one.

Strength
Strength measures bodily power, athletic
training, and the extent to which you can
exert raw physical force.
Attack Rolls and Damage
You add your Strength modifier to your
attack roll and your damage roll when
attacking with a melee weapon.

Athletics Skill
Athletics Skill checks covers difficult
situations you encounter while climbing,
jumping, swimming or other such things.

Dexterity
ABILITIES Dexterity measures agility, reflexes, and
balance.

& SKILLS Attack Rolls and Damage


You add your Dexterity modifier to your
attack roll and your damage roll when
Each ability covers a broad range of attacking with a ranged weapon or a melee
capabilities, including skills that a character weapon with the Finesse property.
can be proficient in. A skill represents a
specific aspect of an ability score, and an
Armor Class
individual’s proficiency in a skill Depending on the armor you wear, you
demonstrates a focus on that aspect. might add some or all of your Dexterity
modifier to your Armor Class.
Determining Ability Scores Initiative
Either roll 4d6, dropping the lowest or take At the beginning of every combat, you roll
the array of 15, 14, 13, 12, 10, 8 initiative by making a Dexterity check.
Advantage / Disadvantage Initiative determines the order of creatures’
turns in combat.
Acrobatics Skill
Acrobatics Skill checks covers your attempt If your Constitution modifier changes, your
to stay on your feet in a tricky situation or hit point maximum changes as well, as
perform acrobatic stunts, including dives, though you had the new modifier from 1st
rolls, somersaults, and flips. level. For example, if you raise your
Sleight of Hand Skill Constitution score when you reach 4th level
Whenever you attempt an act of legerdemain and your Constitution modifier increases
or manual trickery, such as planting from +1 to +2, you adjust your hit point
something on someone else or concealing an maximum as though the modifier had
object on your person, make a Sleight of always been +2. So you add 3 hit points for
Hand check. your first three levels, and then roll your hit
The GM might also call for a Sleight of points for 4th level using your new modifier.
Hand check to determine whether you can Or if you’re 7th level and some effect lowers
lift a coin purse off another person or slip your Constitution score so as to reduce your
something out of another person’s pocket. Constitution modifier by 1, your hit point
Stealth Skill maximum is reduced by 7.
Make a Stealth check when you attempt to
conceal yourself from enemies, slink past Intelligence
guards, slip away without being noticed, or
sneak up on someone without being seen or Intelligence measures mental acuity,
heard. accuracy of recall, and the ability to reason.
An Intelligence check comes into play when
you need to draw on logic, education,
Constitution memory, or deductive reasoning.
Constitution measures health, stamina, and Arcana Skill
vital force. Arcana Skill checks measures your ability to
Constitution checks are uncommon, and no recall lore about powers, Psionics, magic &
skills apply to Constitution checks, because Psionic items, eldritch symbols, magical
the endurance this ability represents is traditions, the planes of existence, and the
largely passive rather than involving a inhabitants of those planes.
specific effort on the part of a character or History Skill
monster. History Skill checks measures your ability to
A Constitution check can model your recall lore about historical events, legendary
attempt to push beyond normal limits, people, ancient kingdoms, past disputes,
however. recent wars and lost civilizations.
The GM might call for a Constitution check Investigation Skill
when you try to accomplish tasks like the When you look around for clues and make
following: deductions based on those clues, you make
1. Hold your breath an Investigation check.
2. March or labor for hours without rest
3. Go without sleep
4. Survive without food or water
5. Quaff an entire stein of ale in one go Nature Skill
Nature skill checks measures your ability to
Hit Points
recall lore about terrain, plants and animals,
Add your Constitution modifier to each Hit
the weather and natural cycles.
Die you roll for your hit points.
Religion Skill
The Religion Skill measures your ability to GM will secretly roll your perception rolls
recall lore about deities, rites and prayers, depending on the situation.
religious hierarchies, holy symbols and the Survival Skill
practices of secret cults. The DM might ask you to make a Survival
skill check to follow tracks, hunt wild game,
Wisdom guide your group through frozen wastelands,
identify signs that owlbears live nearby,
Wisdom reflects how attuned you are to the predict the weather, or avoid quicksand and
world around you and represents other natural hazard
perceptiveness and intuition. A Wisdom
check might reflect an effort to read body
language, understand someone’s feelings, Charisma
notice things about the environment, or care Charisma measures your ability to interact
for an injured person. effectively with others. It includes such
Animal Handling Skill factors as confidence and eloquence, and it
When there is any question whether you can can represent a charming or commanding
calm down a domesticated animal, keep a personality.
mount from getting spooked, or intuit an A Charisma check might arise when you try
animal’s intentions, the GM might call for to influence or entertain others, when you
an Animal Handling check. You also make try to make an impression or tell a
an Animal Handling check to control your convincing lie, or when you are navigating a
mount when you attempt a risky maneuver. tricky social situation.
Insight Skill
Insight checks decides whether you can
determine the true intentions of a creature, Deception Skill
such as when searching out a lie or Your Deception Skill check determines
predicting someone’s next move. Doing so whether you can convincingly hide the truth,
involves gleaning clues from body language, either verbally or through your actions. This
speech habits, and changes in mannerisms. deception can encompass everything from
In most cases the GM rolls your insight misleading others through ambiguity to
rolls. telling outright lies. Typical situations
Lucid Dreaming Skill include trying to fast-talk a guard, con a
Lucid Dreaming rolls are made to know if merchant, earn money through gambling,
you are in a dream and to what extent you pass yourself off in a disguise, dull
can change the dream. someone's suspicions with false assurances,
Medicine Skill or maintain a straight face while telling a
Medicine Skill checks lets you try to blatant lie.
stabilize a dying companion or diagnose an Intimidation Skill
illness. When you attempt to influence someone
Perception Skill through overt threats, hostile actions, and
Perception Skill checks lets you spot, hear, physical violence, the GM might ask you to
or otherwise detect the presence of make a Charisma (Intimidation) check.
something. It measures your general Examples include trying to pry information
awareness of your surroundings and the out of a prisoner, convincing street thugs to
keenness of your senses. In many cases the back down from a confrontation, or using
the edge of a broken bottle to convince a either succeeds at the action or prevents the
sneering vizier to reconsider a decision. other one from succeeding. If the contest
Performance Skill results in a tie, the situation remains the
Performance checks determines how well same as it was before the contest. Thus, one
you can delight an audience with music, contestant might win the contest by default.
dance, acting, storytelling, or some other
form of entertainment. Difficulty Challenge
Persuasion Skill
When you attempt to influence someone or a This is the number a player has to roll
group of people with tact, social graces, or against to succeed on Saving Throws and
good nature, the GM might ask you to make Skills Check. It is up to the GM to determine
a Charisma (Persuasion) check. Typically, what the DC is for any particular thing. DCs
you use persuasion when acting in good are not standardized. For example climbing
faith, to foster friendships, make cordial a certain mountain might only be a DC 17
requests, or exhibit proper etiquette. while another one a DC25.
Examples of persuading others include
convincing a chamberlain to let your party Task Difficulty DC
see the king, negotiating peace between Very easy 5
warring tribes, or inspiring a crowd of Easy 10
townsfolk. Medium 15
Hard 20
Very hard 25
Saving Throws Nearly impossible 30
and Skill Checks
Both Saving Throws and Skill Checks are
done in a similar way.
Saving Throws
Roll d20 +Ability Modifier vs. Difficulty
Challenge. The result must be higher than
the Difficulty Challenge.
Skill Checks
Roll d20+Ability Modifier+ Proficiency
Bonus vs. Difficulty Challenge. The result
must be higher than the Difficulty
Challenge.

Contests
Both participants in a contest make ability
checks appropriate to their efforts. They
apply all appropriate bonuses and penalties,
but instead of comparing the total to a DC,
they compare the totals of their two checks.
The participant with the higher check total
wins the contest. That character or monster
THE
EXPERT
1 Helpful, 1st Path feature
2 Cunning Action
3 Expertise
4 Boon
5 2nd Path Feature
6 Coordinated Strike
7 Evasion
8 Boon
9 3rd Path Feature
10 Boon
11 Inspiring Help
12 Boon
13 4th Path Feature
14 Reliable Talent
15 Expertise (two extra skill
proficiencies)
16 Boon
17 5th Path Feature
18 Sharp Mind
19 Boon
20 Stroke of luck

The Expert is a master of certain tasks or


knowledge, favoring cunning over brawn. It
might be a scout, a musician, a librarian, a
clever street kid, a wily merchant, or a
burglar.

Class Features
Armor: Leather, no shields
Hit Dice: 1d8 + your Constitution modifier
per rogue level
Weapons: Choose any three
Tools: Choose any two
Skills: Choose any five skills.
6th-level Expert feature
The sidekick is adept at fighting in concert
Equipment with a companion. When the sidekick uses
You start with the following equipment, in its Helpful feature to aid an ally in attacking
addition to the equipment granted by your a creature, that target can be up to 30 feet
background: away from the sidekick, and the sidekick can
(a) a rapier or (b) a shortsword deal an extra 2d6 damage to it the next time
(a) a shortbow and quiver of 20 arrows or the sidekick hits it with an attack roll before
(b) a shortsword the end of the current turn. The extra
(a) a burglar's pack, (b) a dungeoneer's pack, damage is the same type of damage dealt by
or (c) an explorer's pack the attack.
(a) Leather armor, two daggers, and thieves'
tools Evasion
7th-level Expert feature
Helpful Because of extraordinary good luck, the
1st-level Expert feature sidekick is skilled at avoiding danger. When
The sidekick is adept at giving well-timed the expert is subjected to an effect that
assistance; the sidekick can take the Help allows it to make a Dexterity saving throw
action as a bonus action. to take only half damage, it instead takes no
damage if it succeeds on the saving throw,
Cunning Action and only half damage if it failed. The expert
doesn't benefit from this feature while
2nd-level Expert feature incapacitated.
The sidekick's agility or quick thinking
allows it to act speedily. On its turn in Inspiring Help
combat, it can take the Dash or Hide action
as a bonus action. 11th-level Expert feature
When the expert takes the Help action, the
creature who receives the help also gains a
Expertise ld6 bonus to the d20 roll. If that roll is an
3rd-level Expert feature attack roll, the creature can forgo adding the
Choose two of the expert’s skill bonus to it, and then if the attack hits, the
proficiencies. The expert's proficiency bonus creature can add the bonus to the attack's
is doubled for any ability check they makes damage roll against one target.
that uses any of the chosen proficiencies. At 20th level, the bonus increases to 2d6.
At 15th level, choose two more of the
sidekick's skill proficiencies to gain this Use Magic Device
benefit 13th -level Expert feature
You have learned enough about the
Boon workings of magic that you can improvise
4th-level Expert feature the use of items even when they are not
At 4th level and again at 8th, 10th, 12th, intended for you. You ignore all class, race,
16th, and 19th level, the expert gains a boon. and level requirements on the use of magic
items.
Coordinated Strike
Reliable Talent
14th-level Expert feature
The sidekick has refined its skills to an
exceptional degree. Whenever the sidekick
makes an ability check that includes its
whole proficiency bonus, it can treat a d20
roll of 9 or lower as a 10.

Sharp Mind
18th-level Expert feature
The sidekick gains proficiency in one of the
following saving throws of your choice:
Intelligence, Wisdom, or Charisma.

Stroke of Luck
20th-level Expert feature
If your attack misses a target within range,
you can turn the miss into a hit.
Alternatively, if you fail an ability check,
you can treat the d20 roll as a 20.
Once you use this feature, you can't use it
again until you finish a short or long rest.
Hit Dice: 1d6 + your Constitution modifier
per rogue level
Weapons: Any two
Tools: None
Skills: Choose four from : Arcana, History,
Insight, Investigation, Medicine,
Performance, Persuasion, and Religion.

Equipment
You start with the following equipment, in
addition to the equipment granted by your

THE background:
(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) an arcane
SPELLCASTER focus
(a) a scholar's pack or (b) an explorer's pack
A spellbook
1 Bonus Proficiencies,
Spellcasting Bonus Proficiencies
2 1st-level Spellcaster feature
3 The Spellcaster gains proficiency in one
4 1st Boon saving throw of your choice: Wisdom,
5 Intelligence, or Charisma.
6 Potent Cantrips
7 Spellcasting
8 2nd Boon
9 1st-level Spellcaster feature
10 The spellcaster gains the ability to cast
11 spells.
12 3rd Boon Choose the Spellcaster's role: Mage,
13 Healer, or Prodigy.
14 Empowered Spells This choice determines the spell list and
15 spellcasting ability used by the sidekick, as
16 4th Boon shown on the Spellcasting table.
17
18 5th Boon Spellcastin Spell List Ability
g Role
19
Mage Wizard Intelligence
20 Focused Casting Healer Cleric/Druid Wisdom
Prodigy Bard and Warlock Charisma

The Spellcaster table shows how many spell


Class Features slots the sidekick has to cast its Spell
caster spells of 1st level and higher. To cast
Armor: None, no shields
one of these spells, the sidekick must expend
a slot of the spell's level or higher. The
sidekick regains all ex Boon
pended spell slots when it finishes a long
rest.
4th-level Spellcaster feature
Spells Known. The sidekick knows two At 4th level and again at 8th, 10th, 12th,
cantrips and one 1st-level spell of your 16th, and 18th level, the spellcaster gains a
choice from its spell list. boon.
The Cantrips Known and Spells Known
columns of the Spellcaster table shows when Potent Cantrips
the sidekick learns more spells of your 6th-level Spellcaster feature
choice. Each of the spells in the Spells The spellcaster can add its spellcasting
Known column must be of a level for which ability modifier to the damage it deals with
the sidekick has spell slots, as shown on the any cantrip.
table. For instance, when the sidekick
reaches 5th Empowered Spells
level in this class, it can learn one new spell
of 1st or 2nd level. 14th-level Spellcaster feature
Additionally, when the sidekick gains a Choose one school of magic. Whenever the
level in this class, you can choose one of the sidekick casts a spell of that school by
spells it knows from this class and replace it expending a spell slot, the sidekick can add
with another spell from its spell list. The its spellcasting ability modifier to the spell's
new spell must be a cantrip or of a level for damage roll or healing roll, if any.
which the sidekick has spell slots.
Focused Casting
Spellcasting Ability. The spellcaster’s 20th-level Spellcaster feature
spellcasting ability for these spells depends Taking damage can't break the spellcaster’s
on the choice you made on the Spellcasting concentration on a spell.
table.
The spellcaster uses its spellcasting ability
whenever a spell refers to that ability. In
addition, it uses its spellcasting ability
modifier when setting the saving
throw DC for a spell it casts and when Spellcaster Spell table
making an attack roll with one. 0 1 2 3 4 5 6 7 8 9
Spell save DC = 8 + sidekick's proficiency 1
bonus + spellcasting ability modifier 2
Spell attack modifier = sidekick's 3
proficiency bonus + spellcasting ability 4
modifier 5
Spellcasting Focus. The sidekick can 6
use a focus for its spells depending on the 7
choice you made on the Spellcasting table. 8
A Mage can use an arcane 9
focus, a Priest can use a holy symbol, and a 10
Prodigy can use an arcane focus or a musical 11
instrument. 12
13
14
15
16
17
18
19
20

THE
WARRIOR
1 Bonus Proficiencies, Martial Role
2 Second Wind(1 use)
3 Improved Critical
4 Boon
5
6 Extra Attack (1 extra)
7
8 Boon
9
10 Boon
11 Indomitable (1 use)
12 Boon
13
14
15 Extra Attack (2 extra)
16 Boon Each warrior focuses on offense or defense
17 in their training. Choose one of the
18 Indomitable (2 use) following options:
19 Boon Attacker. The sidekick gains a +2 bonus to
20 all attack rolls.
Defender. The sidekick can use its reaction
The Expert is a master of certain tasks or to impose disadvantage on the attack roll of
knowledge, favoring cunning over brawn. It a creature within 5 feet of it whose target
might be a scout, a musician, a librarian, a isn't the sidekick,
clever street kid, a provided the sidekick can see the attacker.
wily merchant, or a burglar.

Class Features Second Wind


Armor: Any armor and shields 2nd-level Warrior feature
Hit Dice: 1d12 + your Constitution modifier The sidekick can use a bonus action on its
per rogue level turn to regain hit points equal to 1d10 + its
Weapons: Any level in this class. Once it uses this feature,
Tools: None it must finish a short or long rest before it
Skills: Choose four from : Acrobatics, can use it again.
Animal Handling, Athletics, Intimidation, The sidekick can use this feature twice
Nature, Perception, and Survival. between rests starting at 20th level.

Equipment Improved Critical


You start with the following equipment, in 3rd-level Warrior feature
addition to the equipment granted by your The sidekick's attack rolls score a critical hit
background: on a roll of 19 or 20 on the d20.
(a) chain mail or (b) leather armor, longbow,
and 20 arrows Boon
(a) a martial weapon and a shield or (b) two
martial weapons
4th-level Warrior feature
(a) a light crossbow and 20 bolts or (b) two At 4th level and again at 8th, 10th, 12th,
handaxes 14th, 16th, and 19th level, the warrior gains
(a) a dungeoneer's pack or (b) and explorer's a boon.
pack
Extra Attack
Bonus Proficiencies 6th-level Warrior feature
1st-level Warrior feature The warrior can attack twice, instead of
once, whenever it takes the Attack action on
The sidekick gains proficiency in one saving
its turn.
throw of your choice: Strength, Dexterity, or
The number of attacks increases to three
Constitution.
when the warrior reaches 15th level.
If the warrior has the Multiattack action, it
Martial Role can use Extra Attack or Multiattack on a
1st-level Warrior feature turn, not both
.
Battle Readiness
7th-level Warrior feature
The warrior has advantage on initiative rolls.
THE BARBARIAN
Barbarians can be found all throughout the
world of Evermore, but the vast majority of
Improved Defense them are found east of the Spine of Tiamat
10th-level Warrior feature in the lands of Hyperboria.
The warrior’s Armor Class increases by 1.
Unarmored Defense
Indomitable 1st level Barbarian Feature
11th-level Warrior feature While you are not wearing any armor, your
The warrior can reroll a saving throw that it Armor Class equals 10 + your Dexterity
fails, but it must use the new roll. When it modifier + your Constitution modifier. You
uses this feature, it can't use the feature can use a shield and still gain this benefit if
again until it finishes a you are not a spellcaster.
long rest. The warrior can use this feature
twice between long rests starting at 18th Danger Sense
level
1st level Barbarian Feature
You gain an uncanny sense of when things
nearby aren't as they should be, giving you
an edge when you dodge away from danger.
You have advantage on Dexterity saving
throws against effects that you can see, such
as traps and spells. To gain this benefit, you
can’t be blinded, deafened, or incapacitated.

Reckless Attack
5th level Barbarian Feature
You can throw aside all concern for defense
to attack with fierce desperation. When you
make your first attack on your turn, you can
decide to attack recklessly. Doing so gives
you advantage on melee weapon attack rolls
using Strength during this turn, but attack
rolls against you have advantage until your
next turn.

Tough
9th level Barbarian Feature
Your hit point maximum increases to 10.
Whenever you gain a level thereafter, your

PATHS hit point maximum increases by 2 points.


Intimidating Presence decide before the GM says whether the roll
succeeds or fails. Once the Bardic
13th level Barbarian feature Inspiration die is rolled, it is lost. A creature
You can use your action to frighten someone can have only one Bardic Inspiration die at a
with your menacing presence. When you do time.
so, choose one creature that you can see You can use this feature a number of times
within 30 feet of you. If the creature can see equal to your Charisma modifier (a
or hear you; it must succeed on a Wisdom minimum of once). You regain any
saving throw (DC equal to 8 +your expended uses when you finish a long rest.
proficiency bonus +your Charisma modifier) Your Bardic Inspiration die changes when
or be frightened of you until the end of your you reach certain levels in this class. The die
next turn. On subsequent turns, you can use becomes a d8 at 5th level, a d10 at 10th
your action to extend the duration of this level, and a d12 at 15th level.
effect on the frightened creature until the
end of your next turn. This effect ends if the
creature ends its turn out of line of sight or
more than 60 feet away from you. If the
creature succeeds on its saving throw, you
cannot use this feature on that creature again
for 24 hours.
Jack of All Trades
5th level Bard Feature
Retaliation Add half your proficiency bonus, rounded
down, to any ability check you make that
17th level Barbarian Feature doesn’t already include your proficiency
When you take damage from a creature that bonus.
is within 5 feet of you, you gain an
immediate action to make a melee weapon
attack against that creature THE CLERIC
THE BARD Keeper of the Doctrine
1st level Cleric Feature
Bardic Inspiration The Cleric gains the Religion Skill for free.
It does not count against the skills it begins
1ST level Bard Feature with at character creation.
You can inspire others through stirring Also, the Cleric is considered to have
words or music. To do so, you use a bonus Expertise in the skill. At 13th level they are
action on your turn to choose one creature considered to have Reliable Talant in the
other than yourself within 60 feet of you skill.
who can hear you. That creature gains one
Bardic Inspiration die, a d6.
Once within the next 10 minutes, the
Turn Undead
creature can roll the die and add the number 5th level Cleric Feature
rolled to one ability check, attack roll, or As an action, you present your holy symbol
saving throw it makes. The creature can wait and speak a prayer censuring the undead.
until after it rolls the d20 before deciding to Each undead that can see or hear you within
use the Bardic Inspiration die, but must 30 feet of you must make a Wisdom saving
throw. If the creature fails its saving throw, your call for intervention succeeds
it is turned for 1 minute or until it takes any automatically, no roll required.
damage. A turned creature must spend its
turns trying to move as far away from you as THE
it can, and it can't willingly move to a space
within 30 feet of you. It also can't take
DREAM
reactions. For its action, it can use only the
Dash action or try to escape from an effect
SOVEREIGN
Dream Sovereigns are those that have
that prevents it from moving. If there's
transcended and live in both the Realm of
nowhere to move, the creature can use the
Dreams and the Realm of Flesh.
Dodge action.

Destroy Undead Lucid Reality


1st level
9th level Cleric Feature
When an undead fails its saving throw Dream Sovereign Feature
against your Turn Undead feature, the The Sovereign gains the Lucid Dreaming
creature is instantly destroyed if its Skill for free. It does not count against the
challenge rating is at or below a certain four skills it begins with at character
threshold, as shown in the Destroy Undead creation.
table.
Cleric Level Destroys Undead of Dream Companion
CR... 5th level
5th 1/2 or lower
Dream Sovereign Feature
8th 1 or lower
The Sovereign gains a Dream Folk as a
11th 2 or lower
companion. If the Companion “dies” the
14th 3 or lower
Sovereign can decide to bring the
17th 4 or lover
companion back or to replace it with
another. The Sovereign must wait one 24
Divine Intervention hour period before the new companion
13th level Cleric Feature appears.
The Cleric can call on its deity to intervene For every level of the Sovereign beyond 5th,
on their behalf when the need is great. the Dream Companion gains three hit points.
Imploring the deity's aid requires you to use Also starting at 5th level the Companion has
your action. Describe the assistance you a score of 10 in all ability scores but gain
seek and roll percentile dice. If you roll a three points the Sovereign can distribute as
number equal to or lower than your they see fit.
character level, your deity intervenes. The
GM chooses the nature of the intervention.
If your deity intervenes, you can't use this
feature again for 7 days. Otherwise, you can
use it again after you finish a long rest.

Greater Divine Intervention Dream Companion


Armor Class 12
At 17th level Cleric Feature Hit Points 10
Speed 30 ft Dream Travel
Damage Vulnerabilities
Radiant 9th level
Damage(Only in Dream realm)By weapon Dream Sovereign Feature
or 1d6 You gain the Spell Dream Travel for free. It
Damage Resistance does not count against your total number of
acid, cold, fire, lightning, thunder; spells known.
bludgeoning, piercing, and slashing from Once you use this feature you must wait till
nonmagical attacks you finish a Long Rest before you can use it
Damage Immunities again.
necrotic, poison, psionic
Condition Immunities Dreamscape
exhaustion, frightened, grappled, paralyzed,
petrified, poisoned, prone, restrained 13th level
Senses Dream Sovereign Feature
Darkvision The Sovereign creates a permanent
Dream Sight Dreamscape in the Realm of Dream. The
The Companion can see 60 feet into Dream size of the Dreamscape is one “mile”
when it is on the Material Plane, and vice starting at level 13 +1 mile per level after
versa. that. While in its Dreamscape the Sovereign
Dream Quality gains advantage on all rolls while anyone
The Companion enters the Dream Realm non friendly gains disadvantage. This
from the Material Plane, or vice versa. It is disadvantage is void for members of the
visible on the Material Plane while it is in Parliaments of Dreams and Nightmares. The
the Border of Dream and vice versa, yet it Dreamscape reflects the Sovereign’s inner
can't affect or be affected by anything on the aesthetics, feelings and desires.
other plane.
Incorporeal Movement
The companion can move through other Dream Fortress
creatures and objects as if they were difficult
terrain. It takes 1d10 force damage if it ends
17th level
its turn inside an object. Dream Sovereign Feature
The Sovereign establishes a Fortress inside
Languages its Dreamscape. This Fortress can take the
Common and one other that fits concept. form of other things including mansions,
dungeons etc. This Fortress operates as the
spell Magnificent Mansion, though the
Retrieve Dream Token duration is permanent.
5th level
Dream Sovereign Feature
The Sovereign can take items out of the
realm of dream and make them real for a THE
time. This work as the Creation spell. The
Sovereign must complete a short or long rest HORIZON
before creating another Dream Token.
WALKER
Horizon Walkers guard the world against make one additional attack with it against a
threats that originate from other planes or third creature.
that seek to ravage the mortal realm with
otherworldly magic. They seek out planar
portals and keep watch over them, venturing
to the Inner Planes and the Outer Planes as
needed to pursue their foes. They are also
friends to any forces in the multiverse-
especially benevolent dragons fey, and
elementals-that work to preserve life and the
order of the planes. Spectral Defense
17th level Horizon Walker Feature
Detect Portal Your ability to move between planes enables
1st level Horizon Walker Feature you to slip through the planar boundaries to
You gain the ability to magically sense the lessen the harm done to you during battle.
presence of a planar portal. As an action, When you take damage from an attack, you
you detect the distance and direction to the can use your bonus action to give yourself
closest planar portal within 1 mile of you. resistance to all of that attack's damage on
Once you use this feature, you can't use it this turn.
again until you finish a short or long rest.

Ethereal Step THE INQUISITIVE


You excel at rooting out secrets and
5th level Horizon Walker Feature unraveling mysteries. You rely on your
You learn to step through the Ethereal Plane. sharp eye for detail, but also on your finely
As a bonus action, you can become ethereal honed ability to read the words and deeds of
as if using the etherealness spell, but the other creatures to determine their true intent.
spell ends at the end of the current turn. You excel at defeating creatures that hide
Once you use this feature, you can't use it among and prey upon ordinary folk, and
again until you finish a short or long rest. your mastery of lore and your sharp eye
make you well equipped to expose and end
Planar Adaption hidden evils.
9th level Horizon Walker Feature Eye for Detail
As an action, the moment you enter a hostile 1st level Inquisitive Feature
environment on another plane of existence, You can use a bonus action to make a
you adapt enough to survive the plane. Wisdom (Perception) check to spot a hidden
creature or object or to make an
Distant Strike Investigation check to uncover or decipher
clues
13th level Horizon Walker Feature
You gain the ability to pass between the
planes in the blink of an eye. When you take Ear for Deceit
the Attack action, you can teleport up to 10 5th level Inquisitive Feature
feet before each attack to an unoccupied You develop a keen ear for picking out lies.
space you can see. If you attack at least two Whenever you make an Insight check to
different creatures with the action, you can
determine whether a creature is lying, treat a you gain no insight into what is hidden or
roll of 7 or lower on the d20 as an 8. into its true nature.
Once you have used this ability you must
Steady Eye finish a short or long rest.
9th level Inquisitive Feature
You gain advantage on any Wisdom THE ARCH-MAGE
(Perception) or Intelligence (Investigation) Sorcerers channel unknowable powers, and
check if you move no more than half your wizards are expert in ancient lore, but few
speed on the same turn. individuals have as thorough an
understanding and mastery of arcane magic
Insightful Fighting as the Mage.
Note
13th level Inquisitive Feature
You gain the ability to decipher an This Path is only for the Spellcaster class.
opponent’s tactics and develop a counter to
them. As a bonus action, you make an Tome of Knowledge
Insight check against a creature you can see 1st level Mage Feature
that isn’t incapacitated, contested by the You have a spellbook within which you
target’s Deception check. If you succeed, inscribe deep arcane knowledge. The book
you can use your Coordinated Strike against begins inscribed with two 1st-level spells of
that target without having to use a Help your choice that have the ritual tag. Spells
action. If you don’t have the Coordinated copied into this spellbook don’t count
Strike Feature, you now gain it, but must use against the number of spells you know.
both an attack and Help action to gain it. With your spellbook in hand, you can cast
This benefit lasts for 1 minute or until you the chosen spells as rituals. You can’t cast
successfully use this feature against a the spells except as rituals unless you’ve
different target. learned them by some other means. You can
also cast any spell you know as a ritual if it
Steady Eye has the ritual tag.
9th level Inquisitive Feature On your adventures, you can add other ritual
You gain advantage on any Perception or spells to your spellbook. When you find
Investigation check if you move no more such a spell, you can add it to the book if the
than half your speed on the same turn. spell’s level is equal to or less than half your
sorcerer level (rounded up), if it is on the
wizard spell list, and if you can spare the
time to transcribe the spell. For each level of
the spell, the transcription process takes 2
Unerring Eye hours and costs 50 gp for the rare inks
17th level Inquisitive Feature needed to inscribe it.
Your senses are almost impossible to foil. Metamagic
As an action, you sense the presence of
illusions, shapechangers not in their original 5th level Mage Feature
form, and other magic designed to deceive
the senses within 30 feet of you, provided
you aren't blinded or deafened. You sense
that an effect is attempting to trick you, but
speaker of a particular land, provided that
you know the language.

Arcane Recovery
Master of Tactics
9th level Mage Feature
Once per day when you finish a short rest, 5th level Mastermind Feature
you can regain one expended spell slot of 1st When you use the Help action to aid an ally
level. in attacking a creature, the target of that
attack can be within 30 feet of you, rather
than 5 feet of you, if the target can see or
Extra Metamagic Option hear you.
13th level Mage Feature
You gain two more Metamagic options for a Insightful Manipulator
total of four.
9th level Mastermind Feature
If you spend at least 1 minute observing or
Arcane Spell Power interacting with another creature outside
14th level combat, you can learn certain information
You have become expert in the wizardly about its capabilities compared to your own.
arts. When you roll damage for a spell you The DM tells you if the creature is your
cast, you can treat any 1 on a damage die as equal, superior, or inferior in regard to two
a 2. of the following characteristics of your
choice:
THE • Intelligence score
• Wisdom score
MASTER MIND • Charisma score
• Class levels (if any)
Your focus is on people and on the influence • At the DM's option, you might also realize
and secrets they have. Many spies, courtiers, you know a piece of the creature's history or
and schemers follow this path, leading lives one of its personality traits, if it has any.
of intrigue. Words are your weapons as
often as knives or poison, and secrets and
favors are some of your favorite treasures Misdirection
13th level Mastermind Feature
Master of Intrigue You can sometimes cause another creature
to suffer an attack meant for you. When you
1st level Mastermind Feature are targeted by an attack while a creature
You gain proficiency with: within 5 feet of you is granting you cover
• The disguise kit. against that attack, you can use your bonus
• The forgery kit action to have the attack target that creature
• One gaming set of your choice. instead of you.
• You also learn two languages of your
choice.
Additionally, you can unerringly mimic the Soul of Deceit
speech patterns and accent of a creature that 17th level Mastermind Feature
you hear speak for at least 1 minute, Your thoughts can't be read by telepathy or
allowing you to pass yourself off as a native other means unless you allow it. You can
present false thoughts by making a damage rolls. Its hit point maximum equals
Deception check contested by the mind half its normal maximum or four times your
reader's Insight) check. sorcerer level, whichever is higher.
Additionally, no matter what you say, magic On each of your turns, you can use a bonus
that would determine if you were telling the action to mentally command your cohort and
truth indicates you are being truthful, if you any other undead creatures under your
so choose, and you can't be compelled to tell control, as per the spell animate dead.
the truth by magic You can surgically repair your cohort when
you take a long rest, reanimating the remains
if it has died, and restoring it to maximum

THE PALE hit points.

MASTER Undead Fortitude


NOTE: Can be taken only with Game 5th level Pale Master Feature
Master’s permission. If damage reduces the pale master to 0 hit
Pale Masters are terrible to behold. Their points, they must make a Constitution
powers are necromantic in origin, their flesh saving throw with a DC of 5+the damage
is petrified and corrupted. Regardless of taken, unless the damage is radiant or from a
how you became a pale master, you are now critical hit. On a success, the pale master
caught in a horrific limbo; you are a living, drops to 1 hit point instead. Once this
sentient mind, trapped inside a rotting feature is used, the Pale Master must
corpse. complete a Short or Long Rest.
Because you are like the dead, they heed
your beck and call. Your Might grows as the Spellstitched Cohort
dark curse rises within you, and an undead
9th level Pale Master Feature
horde gathers at your side.
You have improved your cohort using a
technique called spellstitching. Your cohort
Deathsign learns one necromancy cantrip that it can
1st level Pale Master Feature cast on its turn using your character level.
You are marked with death. When you Additionally, your Deathsign extends to
would normally take necrotic damage from a your cohort: when your cohort would
spell of 1st level or higher cast by a hostile normally take necrotic damage from a
creature, you instead regain hit points equal source other than a cantrip, it instead regains
to half the necrotic damage dealt (rounded hit points equal to the amount of necrotic
down.) damage.

Undead Cohort Undead Minions


1st level Pale Master Feature 13th level Pale Master Feature
You have an Undead Cohort. You can You gain additional Undead Cohorts equal
choose a Skeleton Cohort or a Zombie to your Charisma modifier. These Cohorts
Cohort. follow the rules of the 1st level Feature.
Your cohort rolls its own initiative and acts
on its own turn. Add your proficiency bonus Deathless Nature
to your cohort's AC, attack rolls, and
17thlevel Pale Master Adapt You gain the power of the spell Legend
Feature Lore. Once you use this ability you must
You are one foot in the grave, giving you the take a Short or Long rest before using it
following features again.
• You have advantage on saving throws
against disease and being poisoned, and you Mental Manipulation
have resistance to poison damage. 9th level Psion Feature
• You have advantage on death saving The psion is able to cloud the minds of
throws. others, gaining the ability of the Confusion
• You don’t need to eat, drink, or breathe. spell. Once Mental Manipulation is used, the
• You don’t need to sleep, and magic can’t psion must take a short or long rest before
put you to sleep. You can finish a long rest using it again.
in 4 hours if you spend those hours in an
inactive, motionless state, during which you
retain consciousness. Telekinesis
13h level Psion Feature
THE PSION As the spell. Once used you must take a
short or long rest before using it again.
Those that have developed the ability of
psionics have done so in several ways. The Astral Projection
True Atlanteans were highly psionic and
those that have their blood flowing through 17th level Psion Feature
their veins often exhibit those traits. Others You can astrally project as the spell. Once
have come across devices of the True you use this feature you must take a short or
Atlanteans that have changed them on a long rest.
deep levels. Others have been to the Way
Outs and when they return the powers are
there.
THE SHADOW
Awaken Mind ADAPT
1st level Psion Feature NOTE: Can be taken only with Game
You have the ability to touch the minds of Master’s permission.
other creatures. You can communicate The minions of the Shadow Lord are
telepathically with any creature you can see everywhere, hiding and lurking in the
within 30 feet of you. You don't need to shadow. At one point you made a bargain
share a language with the creature for it to with the Shadow Lord and became his
understand your telepathic utterances, but Acolyte. If you broke away from the
the creature must be able to understand at Shadow Lord you found that you still have
least one language. the shadow with you. You have become
tainted by the Shadow and the Shadow Lord
Akashic Records and his minions will be on the lookout for
you.
5th level Psion Feature
Your mind is able to access the fabled
Akashic Records. Eyes of the Dark
1st level Shadow Adapt Feature
You have darkvision with a range of 120 The hound appears in an unoccupied space
feet. When you reach 3rd level, you can use of your choice within 30 feet of the target.
Darkness as the spell. You can see through Roll initiative for the hound. On its turn, it
the darkness created by this feature. Once can move only toward its target by the most
you use this feature you must take a short or direct route, and it can use its action only to
long rest before using it again. attack its target. The hound can make
opportunity attacks, but only against its
Strength of the Grave target. Additionally, while the hound is
within 5 feet of the target, the target has
5th level Shadow Adapt Feature disadvantage on saving throws against any
Your existence in a twilight state between spell you cast. The hound disappears if it is
life and death makes you difficult to defeat. reduced to 0 hit points, if its target is
When damage reduces you to 0 hit points, reduced to 0 hit points, or after 5 minutes.
you can make a Charisma saving throw (DC After using this feature you must finish a
5 + the damage taken). On a success, you Short or Long Rest.
instead drop to 1 hit point. You can't use this
feature if you are reduced to 0 hit points by
radiant damage or by a critical hit. After the
Shadow Walk
saving throw succeeds, you can't use this 13th level Shadow Adapt Feature
feature again until you finish a short or long At 14th level, you gain the ability to step
rest. from one shadow into another. When you
are in dim light or darkness, as a bonus
Hound of Ill Omen action, you can magically teleport up to 120
feet to an unoccupied space you can see that
9th level Shadow Adapt Feature is also in dim light or darkness.
You gain the ability to call forth a howling You must complete a short or long rest
creature of darkness to harass your foes. As before using this feature again.
a bonus action, you can magically summon a
hound of ill omen to target one creature you
can see within 120 feet of you. The hound
Umbral Form
uses the dire wolf's statistics (see the 17th level Shadow Adapt Feature
Monster Manual or appendix C in the Using a bonus action, you are able to
Player's Handbook), with the following magically transform yourself into a shadowy
changes: form. In this form, you have resistance to all
• The hound is size Medium, not Large, and damage except force and radiant damage,
it counts as a monstrosity, not a beast. and you can move through other creatures
• It appears with a number of temporary hit and objects as if they were difficL1.lt
points equal to half your sorcerer level. terrain. You take 5 force damage if you end
• It can move through other creatures and your turn inside an object.
objects as if they were difficult terrain. The You remain in this form for 1 minute. It
hound takes 5 force damage if it ends its ends early if you are incapacitated, if you
turn inside an object. die, or if you dismiss it as a bonus action.
• At the start of its turn, the hound Once you have used this feature you must
automatically knows its target's location. If complete a Long Rest before using it again.
the target was hidden, it is no longer hidden
from the hound.
THE and can't make opportunity attacks against
targets other than you. This effect lasts for 1

SWASHBUCKLER minute, until one of your companions


attacks the target or affects it with a spell, or
You focus your training on the art of the until you and the target are more than 60
blade, relying on speed, elegance, and charm feet apart.
in equal parts. While some warriors are If you succeed on the check and the creature
brutes clad in heavy armor, your method of isn't hostile to you, it is charmed by you for
fighting looks almost like a performance. 1 minute. While charmed, it regards you as a
Duelists and pirates typically belong to this friendly acquaintance. This effect ends
archetype. immediately if you or your companions do
A Swashbuckler excels in single combat and anything harmful to it.
can fight with two weapons while safely
darting away from an opponent.
Elegant Maneuver
Two weapon fighting 13th level Swashbuckler Feature
1st level Swashbuckler Feature You can use a bonus action on your turn to
gain advantage on the next Acrobatics or
When you engage in two-weapon fighting,
Athletics check you make during the same
you can add your ability modifier to the
turn.
damage of the second attack.

Master Duelist
Rakish Audacity 17th level Swashbuckler Feature
5th level Swashbuckler Feature Your mastery of the blade lets you turn
You can add your Charisma modifier to failure into success in combat. If you miss
your initiative rolls. with an attack roll, you can roll it again with
In addition, you don't need advantage on advantage. Once you do so, you can't use
your attack roll to use your Coordinated this feature again until you finish a short or
Strike if no creature other than your target is long rest
within 5 feet of you. All the other rules for
the Sneak Attack class feature still apply to
you
.
THIEF
Burglars, bandits, cutpurses, and other
Panache criminals typically follow this path, but so
9th level Swashbuckler Feature do those who prefer to think of themselves
Your charm becomes extraordinarily as professional treasure seekers, explorers,
beguiling. As an action, you can make a delvers, and investigators.
Persuasion check contested by a creature's
Insight check. The creature must be able to Fast Hands
hear you, and the two of you must share a
language.
1st level Thief Feature
You can use a bonus action to make a
If you succeed on the check and the creature
Sleight of Hand check, use thieves' tools to
is hostile to you, it has disadvantage on
disarm a trap or open a lock, or take the Use
attack rolls against targets other than you
an Object action.
You gain the ability to climb faster than
Second-Story Work normal; climbing no longer costs you extra
movement.
5th level Thief Feature In
addition, when you make a running jump,
the distance you cover increases by a
number of feet equal to your Dexterity
modifier.

Supreme Sneak
9th level Thief Feature
You have advantage on Stealth checks if
you move no more than half your speed on
the same turn.

Use Magic Device


13th level Thief Feature
You have learned enough about the
workings of magic that you can improvise
the use of items even when they are not
intended for you. You ignore all class, race,
and level requirements on the use of magic
items.

Thief's Reflexes
17th level
You can take two turns during the first
round of any combat. You take your first
turn at your normal initiative and your
second turn at your initiative minus 10. You
can't use this feature when you are surprised.
MAGIC
Casting Time
Concentration
Line of Sight

Mage Acid Splash


Chill Touch
Cantrips (0 level) Dancing Lights
Fire Bolt Continual Flame
Light Darkness
Mage Hand Darkvision
Mending Detect Thoughts
Message Enlarge/Reduce
Minor Illusion Flaming Sphere
Poison Spray Gentle Repose
Prestidigitation Gust of Wind
Ray of Frost Hold Person
Shocking Grasp Invisibility
True Strike Knock
1st Level Levitate
Alarm Locate Object
Burning Hands Magic Mouth
Charm Person Magic Weapon
Color Spray Mirror Image
Comprehend Languages Misty Step
Detect Magic Ray of Enfeeblement
Disguise Self Rope Trick
Expeditious Retreat Scorching Ray
False Life See Invisibility
Feather Fall Shatter
Find Familiar Spider Climb
Floating Disk Suggestion
Fog Cloud Web
Grease 3rd level
Hideous Laughter Animate Dead
Identify Bestow Curse
Illusory Script Blink
Jump Clairvoyance
Longstrider Counterspell
Mage Armor Dispel Magic
Magic Missile Fear
Protection from Evil and Good Fireball
Shield Fly
Silent Image Gaseous Form
Sleep Glyph of Warding
Thunderwave Haste
Unseen Servant Hypnotic Pattern
2nd level Lightning Bolt
Acid Arrow Magic Circle
Alter Self Major Image
Arcane Lock Nondetection
Arcanist's Magic Aura Phantom Steed
Blindness/Deafness Protection from Energy
Blur Remove Curse
Sending Modify Memory
Sleet Storm Passwall
Slow Planar Binding
Stinking Cloud Scrying
Tiny Hut Seeming
Tongues Telekinesis
Vampiric Touch Telepathic Bond
Water Breathing Teleportation Circle
4th level Wall of Force
Arcane Eye Wall of Stone
Banishment 6th level
Black Tentacles Chain Lightning
Blight Circle of Death
Confusion Contingency
Conjure Minor Elementals Create Undead
Control Water Disintegrate
Dimension Door Eyebite
Fabricate Flesh to Stone
Faithful Hound Freezing Sphere
Fire Shield Globe of Invulnerability
Greater Invisibility Guards and Wards
Hallucinatory Terrain Instant Summons
Ice Storm Irresistible Dance
Locate Creature Magic Jar
Phantasmal Killer Mass Suggestion
Polymorph Move Earth
Private Sanctum Programmed Illusion
Resilient Sphere Sunbeam
Secret Chest True Seeing
Stone Shape Wall of Ice
Stoneskin 7th level
Wall of Fire Arcane Sword
5th level Delayed Blast Fireball
Animate Objects Etherealness
Arcane Hand Finger of Death
Cloudkill Forcecage
Cone of Cold Magnificent Mansion
Conjure Elemental Mirage Arcane
Contact Other Plane Plane Shift
Creation Prismatic Spray
Dominate Person Project Image
Dream Reverse Gravity
Geas Sequester
Hold Monster Simulacrum
Legend Lore Symbol
Mislead Teleport
8th level Command
Antimagic Field Create or Destroy Water
Antipathy/Sympathy Cure Wounds
Clone Detect Evil and Good
Control Weather Detect Magic
Demiplane Detect Poison and Disease
Dominate Monster Entangle
Feeblemind Faerie Fire
Incendiary Cloud Fog Cloud
Maze Goodberry
Mind Blank Guiding Bolt
Power Word Stun Healing Word
Sunburst Inflict Wounds
Jump
9th level Longstrider
Astral Projection Protection from Evil and Good
Foresight Purify Food and Drink
Gate Sanctuary
Imprisonment Shield of Faith
Meteor Swarm Speak with Animals
Power Word Kill Thunderwave
Prismatic Wall
Shapechange
Time Stop
True Polymorph 2nd level
Weird Aid
Wish Animal Messenger
Healer Augury
Barkskin
Cantrips (0 level) Blindness/Deafness
Druidcraft Calm Emotions
Guidance Continual Flame
Light Darkvision
Mending Enhance Ability
Poison Spray Find Traps
Produce Flame Flame Blade
Resistance Flaming Sphere
Sacred Flame Gentle Repose
Shillelagh Gust of Wind
Spare the Dying Heat Metal
Thaumaturgy Hold Person
1st Level Lesser Restoration
Animal Friendship Locate Animals or Plants
Bane Locate Object
Bless Moonbeam
Charm Person Pass without Trace
Prayer of Healing Giant Insect
Protection from Poison Guardian of Faith
Silence Hallucinatory Terrain
Spike Growth Ice Storm
Spiritual Weapon Locate Creature
Warding Bond Polymorph
Zone of Truth Stone Shape
3rd level Stoneskin
Animate Dead Wall of Fire
Beacon of Hope 5th level
Bestow Curse Antilife Shell
Call Lightning Awaken
Clairvoyance Commune
Conjure Animals Commune with Nature
Create Food and Water Conjure Elemental
Daylight Contagion
Dispel Magic Dispel Evil and Good
Glyph of Warding Flame Strike
Magic Circle Geas
Mass Healing Word Geas
Meld into Stone Greater Restoration
Meld into Stone Hallow
Plant Growth Insect Plague
Protection from Energy Insect Plague
Remove Curse Legend Lore
Revivify Mass Cure Wounds
Sending Planar Binding
Sleet Storm Raise Dead
Speak with Dead Reincarnate
Speak with Plants Scrying
Spirit Guardians Tree Stride
Tongues Wall of Stone
Water Breathing 6th level
Water Walk Blade Barrier
Wind Wall Conjure Fey
4th level Create Undead
Banishment Find the Path
Blight Forbiddance
Confusion Harm
Conjure Minor Elementals Heal
Conjure Woodland Beings Heroes' Feast
Control Water Heroes' Feast
Death Ward Move Earth
Divination Planar Ally
Dominate Beast Sunbeam
Freedom of Movement Transport via Plants
True Seeing True Strike
Wall of Thorns Vicious Mockery
Wind Walk 1st Level
Word of Recall Animal Friendship
7th level Bane
Conjure Celestial Charm Person
Divine Word Comprehend Languages
Etherealness Cure Wounds
Fire Storm Detect Magic
Mirage Arcane Disguise Self
Plane Shift Expeditious Retreat
Regenerate Faerie Fire
Resurrection Feather Fall
Reverse Gravity Healing Word
Symbol Hellish Rebuke
8th level Heroism
Hideous Laughter
Animal Shapes
Identify
Antimagic Field
Illusory Script
Antipathy/Sympathy
Longstrider
Control Weather
Protection from Evil and Good
Earthquake
Silent Image
Feeblemind
Sleep
Holy Aura
Speak with Animals
Sunburst
Thunderwave
9th level Unseen Servant
Astral Projection
Foresight
2nd level
Animal Messenger
Gate
Blindness/Deafness
Mass Heal
Calm Emotions
Shapechange
Darkness
Storm of Vengeance
Detect Thoughts
True Resurrection
Enhance Ability
Prodigy Spell List Enthrall
Heat Metal
Cantrips (0 level) Hold Person
Chill Touch
Invisibility
Dancing Lights
Knock
Eldritch Blast
Lesser Restoration
Light
Locate Animals or Plants
Mage Hand
Locate Object
Mending
Magic Mouth
Message
Mirror Image
Minor Illusion
Misty Step
Poison Spray
Ray of Enfeeblement
Prestidigitation
See Invisibility
Shatter Fear
Shatter Fear
Silence Fly
Spider Climb Gaseous Form
Suggestion Glyph of Warding
Zone of Truth Hypnotic Pattern
3rd level Magic Circle
Bestow Curse Major Image
Clairvoyance Nondetection
Counterspell Plant Growth
Dispel Magic Remove Curse
Sending Seeming
Speak with Dead Teleportation Circle
Speak with Plants 6th level
Stinking Cloud Circle of Death
Tiny Hut Conjure Fey
Tongues Create Undead
Vampiric Touch Eyebite
4th level Find the Path
Banishment Flesh to Stone
Blight Guards and Wards
Compulsion Irresistible Dance
Confusion Mass Suggestion
Dimension Door Programmed Illusion
Freedom of Movement True Seeing
Greater Invisibility 7th level
Hallucinatory Terrain Arcane Sword
Locate Creature Etherealness
Polymorph Finger of Death
5th level Forcecage
Animate Objects Magnificent Mansion
Awaken Mirage Arcane
Contact Other Plane Plane Shift
Dominate Person Project Image
Dream Regenerate
Geas Resurrection
Greater Restoration Symbol
Hold Monster Teleport
Legend Lore 8th level
Mass Cure Wounds Demiplane
Mislead Dominate Monster
Modify Memory Feeblemind
Planar Binding Glibness
Raise Dead Mind Blank
Scrying Power Word Stun
RULES
9th level
Astral Projection
Foresight
Foresight
Imprisonment
Power Word Kill Advantage / Disadvantage
True Polymorph For both types of rolls two 20 sided dice are
rolled. A roll with advantage takes the best
of the two while disadvantage takes the
worst.
You cannot get “double”
advantage/disadvantage. You either have it
or you don’t. If you have one and gain the
other, the two cancel each other out.

Your Turn
On your turn, you can move a distance up to
your speed and take one action and one free
action. You can break up your movement
and attacks as is described in the Movement
section. Your speed--sometimes called your
walking speed--is noted on your character
sheet.

Combat
The Order of Combat
The game organizes the chaos of combat
into a cycle of rounds and turns.
 A round represents about 6 seconds in the
game world.
 During a round, each participant in a battle
takes a turn.
 The order of turns is determined at the
beginning of a combat encounter when
everyone rolls initiative.
 Once everyone has taken a turn, the fight
continues to the next round if neither side
has defeated the other.
Combat Step by Step
1. Determine surprise. The GM
determines whether anyone involved in the
combat encounter is surprised.
2. Establish positions. The GM decides of identical creatures, so each member of the
where all the characters and monsters are group acts at the same time.
located. Given the adventurers' marching The GM ranks the combatants in order from
order or their stated positions in the room or the one with the highest Dexterity check
other location, the GM figures out where the total to the one with the lowest. This is the
adversaries are--how far away and in what order (called the initiative order) in which
direction. they act during each round. The initiative
3. Roll initiative. Everyone involved in order remains the same from round to round.
the combat encounter rolls initiative, If a tie occurs, the GM decides the order
determining the order of combatants' turns. among tied GM-controlled creatures, and the
players decide the order among their tied
4. Take turns. Each participant in the
characters. The GM can decide the order if
battle takes a turn in initiative order.
the tie is between a monster and a player
5. Begin the next round. When character. Optionally, the GM can have the
everyone involved in the combat has had a tied characters and monsters each roll a d20
turn, the round ends. Repeat step 4 until the to determine the order, highest roll going
fighting stops. first.

Surprise
 The GM determines who might be
surprised.
Attacking
The attacker rolls a d20 and must overcome
 If neither side tries to be stealthy, they
the armor class of the target.
automatically notice each other.
The Attack is 1d20 + proficiency bonus (if
 Otherwise, the GM compares the Stealth
any) + Strength modifier (melee weapons)
checks of anyone hiding with the passive
or +Dexterity (range weapon) + any magical
Perception score of each creature on the
bonuses from things like magical weapons.
opposing side.
 Any character or monster that doesn't
notice a threat is surprised at the start of the Grappling
encounter. When you want to grab a creature or wrestle
 If you're surprised, you can't move or take with it, you can use the Attack action to
an action on your first turn of the combat, make a special melee attack, a grapple. If
and you can't take a reaction until that turn you're able to make multiple attacks with the
ends. Attack action, this attack replaces one of
 A member of a group can be surprised them.
even if the other members aren't. The target of your grapple must be no more
than one size larger than you and must be
within your reach. Using at least one free
Initiative hand, you try to seize the target by making a
Initiative determines the order of turns grapple check instead of an attack roll: a
during combat. When combat starts, every Strength (Athletics) check contested by the
participant makes a Dexterity check to target's Athletics or Acrobatics check (the
determine their place in the initiative order. target chooses the ability to use). If you
The GM makes one roll for an entire group succeed, you subject the target to the
grappled condition. The condition specifies
the things that end it, and you can release the
target whenever you like (no action
Actions in Combat
required). When you take your action on your turn,
Escaping a Grapple. A grappled creature you can take one of the actions presented
can use its action to escape. To do so, it here, an action you gained from your class
must succeed on a Strength (Athletics) or or a special feature, or an action that you
Dexterity (Acrobatics) check contested by improvise. Many monsters have action
your Strength (Athletics) check. options of their own in their stat blocks.
Moving a Grappled Creature. When you When you describe an action not detailed
move, you can drag or carry the grappled elsewhere in the rules, the GM tells you
creature with you, but your speed is halved, whether that action is possible and what
unless the creature is two or more sizes kind of roll you need to make, if any, to
smaller than you. determine success or failure.

Shoving a Creature Attack


Using the Attack action, you can make a The most common action to take in combat
special melee attack to shove a creature, is the Attack action, whether you are
either to knock it prone or push it away from swinging a sword, firing an arrow from a
you. If you're able to make multiple attacks bow, or brawling with your fists.
with the Attack action, this attack replaces The attacker rolls a d20 and must overcome
one of them. the armor class of the target.
The target must be no more than one size  The Attack is 1d20 + proficiency bonus (if
larger than you and must be within your any) + Strength modifier (melee weapons)
reach. Instead of making an attack roll, you or +Dexterity (range weapon) + any magical
make a Athletics check contested by the bonuses from things like magical weapons.
target's Athletics or Acrobatics check (the  Certain features, such as the Extra Attack
target chooses the ability to use). If you win feature of the fighter, allow you to make
the contest, you either knock the target more than one attack with this action.
prone or push it 5 feet away from you. Cast a Spell
Casting a spell, depending on the spell, can
Two-Weapon Fighting be an action or free action. Most spells have
When you take the Attack action and attack a casting time of 1 action, so a spellcaster
with a light melee weapon that you're often uses his or her action in combat to cast
holding in one hand, you can use a free such a spell.
action to attack with a different light melee Dash
weapon that you're holding in the other When you take the Dash action, you gain
hand. You don't add your ability modifier to extra movement for the current turn. The
the damage of the bonus attack unless that increase equals your speed, after applying
modifier is negative. any modifiers. With a speed of 30 feet, for
If either weapon has the thrown property, example, you can move up to 60 feet on
you can throw the weapon, instead of your turn if you dash.
making a melee attack with it. Any increase or decrease to your speed
changes this additional movement by the
same amount. If your speed of 30 feet is
reduced to 15 feet, for instance, you can response to that trigger, or you choose to
move up to 30 feet this turn if you dash. move up to your speed in response to it.
Dodge Examples include "If the cultist steps on the
When you take the Dodge action, you focus trapdoor, I'll pull the lever that opens it," and
entirely on avoiding attacks. Until the start "If the goblin steps next to me, I move
of your next turn, any attack roll made away."
against you has disadvantage if you can see
the attacker, and you make Dexterity saving Search
throws with advantage. You lose this benefit When you take the Search action, you
if you are incapacitated or if your speed devote your attention to finding something.
drops to 0. Depending on the nature of your search, the
Help GM might have you make a Wisdom
You can lend your aid to another creature in (Perception) check or an Intelligence
the completion of a task. When you take the (Investigation) check.
Help action, the creature you aid gains
advantage on the next ability check it makes
to perform the task you are helping with, Use an Object
provided that it makes the check before the You normally interact with an object while
start of your next turn. doing something else, such as when you
Alternatively, you can aid a friendly creature draw a sword as part of an attack. When an
in attacking a creature within 5 feet of you. object requires your action for its use, you
You feint, distract the target, or in some take the Use an Object action. This action is
other way team up to make your ally's attack also useful when you want to interact with
more effective. If your ally attacks the target more than one object on your turn.
before your next turn, the first attack roll is
made with advantage.
Movement and Position
Hide
When you take the Hide action, you make a
Dexterity (Stealth) check in an attempt to  On your turn, you can move a distance up
hide, following the rules for hiding. If you to your speed.
succeed, you gain certain benefits, as  You can use as much or as little of your
described in the "Unseen Attackers and speed as you like on your turn, following the
Targets" section later in this chapter. rules here.
 Your movement can include jumping,
Ready climbing, and swimming.
Sometimes you want to get the jump on a
 These different modes of movement can
foe or wait for a particular circumstance
be combined with walking, or they can
before you act. In essence you are holding
constitute your entire move.
your action until a specific event occurs. To
 However you're moving, you deduct the
do so, you can take the Ready action on your
distance of each part of your move from
turn, which lets you act using your reaction
your speed until it is used up or until you are
before the start of your next turn.
done moving.
First, you decide what perceivable Breaking Up Your Move
circumstance will trigger your reaction.
Then, you choose the action you will take in
You can break up your movement on your Combatants often find themselves lying on
turn, using some of your speed before and the ground, either because they are knocked
after your action. down or because they throw themselves
For example, if you have a speed of 30 feet, down. In the game, they are prone, a
you can move 10 feet, take your action, and condition described in appendix A.
then move 20 feet. You can drop prone without using any of
Moving between Attacks your speed.
If you take an action that includes more than Standing up takes more effort; doing so
one weapon attack, you can break up your costs an amount of movement equal to half
movement even further by moving between your speed. For example, if your speed is 30
those attacks. For example, a fighter who feet, you must spend 15 feet of movement to
can make two attacks with the Extra Attack stand up.
feature and who has a speed of 25 feet could You can't stand up if you don't have enough
move 10 feet, make an attack, move 15 feet, movement left or if your speed is 0.
and then attack again. To move while prone, you must crawl or use
magic such as teleportation. Every foot of
Using Different Speeds movement while crawling costs 1 extra foot.
If you have more than one speed, such as Crawling 1 foot in difficult terrain,
your walking speed and a flying speed, you therefore, costs 3 feet of movement.
can switch back and forth between your
speeds during your move. Whenever you
switch, subtract the distance you've already Moving Around Other
moved from the new speed. The result Creatures
determines how much farther you can move.  You can move through a nonhostile
If the result is 0 or less, you can't use the creature's space. In contrast, you can move
new speed during the current move. through a hostile creature's space only if the
creature is at least two sizes larger or smaller
For example, if you have a speed of 30 and a than you. Remember that another creature's
flying speed of 60 because a wizard cast the space is difficult terrain for you.
fly spell on you, you could fly 20 feet, then  Whether a creature is a friend or an
walk 10 feet, and then leap into the air to fly enemy, you can't willingly end your move in
30 feet more. its space.

Difficult Terrain Flying Movement


.Every foot of movement in difficult terrain Flying creatures enjoy many benefits of
costs 1 extra foot. This rule is true even if mobility, but they must also deal with the
multiple things in a space count as difficult danger of falling. If a flying creature is
terrain. knocked prone, has its speed reduced to 0, or
Low furniture, rubble, undergrowth, steep is otherwise deprived of the ability to move,
stairs, snow, and shallow bogs are examples the creature falls, unless it has the ability to
of difficult terrain. The space of another hover or it is being held aloft by magic, such
creature, whether hostile or not, also counts as by the fly spell.
as difficult terrain.
Creature Size
Being Prone Each creature takes up a different amount of
space. The Size Categories table shows how
much space a creature of a particular size Attack rolls against the creature have
controls in combat. Objects sometimes use advantage while it's in the smaller space.
the same size categories.

Size Categories

Size Space
Tiny 2 1/2 by 2 1/2 ft.
Small 5 by 5 ft.
Medium 5 by 5 ft.
Large 10 by 10 ft.
Huge 15 by 15 ft.
Gargantuan 20 by 20 ft. or
larger
Space
A creature's space is the area in feet that it
effectively controls in combat, not an
expression of its physical dimensions. A
typical Medium creature isn't 5 feet wide,
for example, but it does control a space that
wide. If a Medium hobgoblin stands in a 5‐
foot-wide doorway, other creatures can't get
through unless the hobgoblin lets them.
Conditions
A creature's space also reflects the area it Conditions alter a creature's capabilities in a
needs to fight effectively. For that reason, variety of ways and can arise as a result of a
there's a limit to the number of creatures that spell, a class feature, a monster's attack, or
can surround another creature in combat. other effect. Most conditions, such as
Assuming Medium combatants, eight blinded, are impairments, but a few, such as
creatures can fit in a 5-foot radius around invisible, can be advantageous.
another one. A condition lasts either until it is countered
Because larger creatures take up more space, (the prone condition is countered by
fewer of them can surround a creature. If standing up, for example) or for a duration
five Large creatures crowd around a specified by the effect that imposed the
Medium or smaller one, there's little room condition.
for anyone else. In contrast, as many as If multiple effects impose the same
twenty Medium creatures can surround a condition on a creature, each instance of the
Gargantuan one. condition has its own duration, but the
condition's effects don't get worse. A
Squeezing into a Smaller Space creature either has a condition or doesn't.
A creature can squeeze through a space that The following definitions specify what
is large enough for a creature one size happens to a creature while it is subjected to
smaller than it. Thus, a Large creature can a condition.
squeeze through a passage that's only 5 feet
wide. While squeezing through a space, a Blinded
creature must spend 1 extra foot for every  A blinded creature can't see and
foot it moves there, and it has disadvantage automatically fails any ability check that
on attack rolls and Dexterity saving throws. requires sight.
 Attack rolls against the creature have ending if a creature's exhaustion level is
advantage, and the creature's attack rolls reduced below 1.
have disadvantage.  Finishing a long rest reduces a creature's
Charmed exhaustion level by 1, provided that the
 A charmed creature can't attack the creature has also ingested some food and
charmer or target the charmer with harmful drink.
abilities or magical effects. Frightened
 The charmer has advantage on any ability  A frightened creature has disadvantage on
check to interact socially with the creature. ability checks and attack rolls while the
source of its fear is within line of sight.
 The creature can't willingly move closer to
Deafened the source of its fear.
A deafened creature can't hear and
automatically fails any ability check that Grappled
requires hearing.  A grappled creature's speed becomes 0,
and it can't benefit from any bonus to its
Exhaustion speed.
Some special abilities and environmental
 The condition ends if the grappler is
hazards, such as starvation and the long-
incapacitated (see the condition).
term effects of freezing or scorching
 The condition also ends if an effect
temperatures, can lead to a special condition
removes the grappled creature from the
called exhaustion. Exhaustion is measured in
reach of the grappler or grappling effect,
six levels. An effect can give a creature one
such as when a creature is hurled away by
or more levels of exhaustion, as specified in
the thunder-wave spell.
the effect's description.
Level Effect Incapacitated
1 Disadvantage on ability An incapacitated creature can't take actions
checks or reactions.
2 Speed halved Invisible
3 Disadvantage on attack An invisible creature is impossible to see
rolls and saving throws without the aid of magic or a special sense.
4 Hit point maximum halved For the purpose of hiding, the creature is
5 Speed reduced to 0 heavily obscured. The creature's location
6 Death can be detected by any noise it makes or any
 If an already exhausted creature suffers tracks it leaves.
another effect that causes exhaustion, its Attack rolls against the creature have
current level of exhaustion increases by the disadvantage, and the creature's attack rolls
amount specified in the effect's description. have advantage.
 A creature suffers the effect of its current Paralyzed
level of exhaustion as well as all lower  A paralyzed creature is incapacitated (see
levels. For example, a creature suffering the condition) and can't move or speak.
level 2 exhaustion has its speed halved and
 The creature automatically fails Strength
has disadvantage on ability checks.
and Dexterity saving throws. Attack rolls
 An effect that removes exhaustion reduces against the creature have advantage.
its level as specified in the effect's
description, with all exhaustion effects
 Any attack that hits the creature is a  A stunned creature is incapacitated (see
critical hit if the attacker is within 5 feet of the condition), can't move, and can speak
the creature. only falteringly.
Petrified  The creature automatically fails Strength
 A petrified creature is transformed, along and Dexterity saving throws.
with any nonmagical object it is wearing or  Attack rolls against the creature have
carrying, into a solid inanimate substance advantage.
(usually stone). Unconscious
 Its weight increases by a factor of ten, and An unconscious creature is incapacitated
it ceases aging. (see the condition), can't move or speak, and
 The creature is incapacitated (see the is unaware of its surroundings
condition), can't move or speak, and is The creature drops whatever it's holding and
unaware of its surroundings. falls prone.
 Attack rolls against the creature have The creature automatically fails Strength
advantage. and Dexterity saving throws.
 The creature automatically fails Strength Attack rolls against the creature have
and Dexterity saving throws. advantage.
 The creature has resistance to all damage. Any attack that hits the creature is a critical
The creature is immune to poison and hit if the attacker is within 5 feet of the
disease, although a poison or disease already creature.
in its system is suspended, not neutralized.
Poisoned
A poisoned creature has disadvantage on
attack rolls and ability checks.
Prone
 A prone creature's only movement option
is to crawl unless it stands up and thereby
ends the condition.
 The creature has disadvantage on attack
rolls.
 An attack roll against the creature has
advantage if the attacker is within 5 feet of
the creature. Otherwise, the attack roll has
disadvantage.
Restrained
 A restrained creature's speed becomes 0,
and it can't benefit from any bonus to its
speed.
 Attack rolls against the creature have
advantage, and the creature's attack rolls
have disadvantage.
 The creature has disadvantage on
Dexterity saving throws.
Stunned

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