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WIZARD

Hit Points
Hit Dice: 1d6;
Hit Points added at higher level: 1d6 (or 4) + Constitution Modifier
Arcane Recovery (short rest recovery)
Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a
combined level that is equal to or less than half your wizard level (rounded up) and intelligence modifier.
Short rest recovery: Half-Wizard Level (rounded up) + Inteligence Modifier
Spellcasting
Known spells: Spellbook
Number of prepared spells: Intelligence Modifier + Wizard Level (you can change prepared spells on long rest)
Spell slots: Wizard level (Spell Level: Spell Slots)
1th (1:2) 2nd (1:3); 3rd(1:4;2:2); 4th(1:4;2:3); 5th(1:4;2;3;3:2); 6th(1:4;2:3;3:3);
7th (1:4; 2:3; 3:3; 4:1);
8th (1:4; 2:3; 3:3; 4:2);
9th (1:4; 2:3; 3:3; 4:3; 5:1);
10th (1:4; 2:3; 3:3; 4:3; 5:2)
11th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1);
13th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1; 7:1)
15th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1; 7:1; 8:1);
17th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1; 7:1; 8:1; 9:1)
18th (1:4; 2:3; 3:3; 4:3; 5:3; 6:1; 7:1; 8:1; 9:1)
19th (1:4; 2:3; 3:3; 4:3; 5:3; 6:2; 7:1; 8:1; 9:1)
20th (1:4; 2:3; 3:3; 4:3; 5:3; 6:2; 7:2; 8:1; 9:1)
Spellbook
Copy spell from book: for each spell level you spend 2 hours and 50gp
Copy spell from scroll: DC 10 + spell level
Replacing the book: Copy spells from your spellbook into another one. You need to spend 1 hour and 10gp for each
level of the copied spell.
Spell Save DC: 8 + Proficiency Bonus + Intelligence Modifier
Spell attack modifier: Proficiency Bonus + Intellifence Modifier
WIZARD
Evocation Savant (2nd lvl arch)
The gold and time you must spend to copy a evocation spell into your spellbook is halved.
Sculpt Spell (2nd lvl arch)
When you cast an evocation spell that affects other creature that you seem you can choose a number of them equal to
1+ spell level. The chosen creatures automatically succeed on their saving throws agains the spell, and they take no
damage if they would normally take half damage on a successful save.
Potent Cantrip(6th lvl arch)
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving
throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the
cantrip.
Empowered Evocation (10th lvl arch)
You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Overchannel (14th lvl arch)
When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that
spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take
2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again
before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and
immunity.
Spell Mastery (18th lvl)
Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their
lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher
level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same
levels.
Signature Spells
Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared,
they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level
without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
DRUID
Hit Points
Hit Dice: 1d8
Hit Points added at higher level: 1d8 (or 5) + Constitution Modifier
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others
who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom
(Perception) check but can't decipher it without magic.
Short rest recovery: Half-Druid Level (rounded up) + Wisdom modifier
Spellcasting
Known spells: X
Prepared spells: Wisdom Modifier + Druid Level (you can change prepared spells on long rest)
Spell slots:
3rd(1:4;2:2); 4th(1:4;2:3); 5th(1:4;2;3;3:2); 6th(1:4;2:3;3:3);
7th (1:4; 2:3; 3:3; 4:1);
8th (1:4; 2:3; 3:3; 4:2);
9th (1:4; 2:3; 3:3; 4:3; 5:1);
10th (1:4; 2:3; 3:3; 4:3; 5:2);
11th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1);
13th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1; 7:1);
15th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1; 7:1; 8:1);
17th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1; 7:1; 8:1; 9:1);
18th (1:4; 2:3; 3:3; 4:3; 5:3; 6:1; 7:1; 8:1; 9:1);
19th (1:4; 2:3; 3:3; 4:3; 5:3; 6:2; 7:1; 8:1; 9:1);
20th (1:4; 2:3; 3:3; 4:3; 5:3; 6:2; 7:2; 8:1; 9:1);
Spell Save DC: 8 + Proficiency Modifier + Wisdom Modifier
Spell attack modifier: Proficiency Modifier + Wisdom Modifier
Wild Shape (2nd lvl)
You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You
regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as
shown in the Beast Shapes table.
You can stay in a shape for number of hours equal to half your druid level (round down). You then revert unless you expend
another use of this feature. You can revert earlier by using a bonus action. You auto revert if you fall unconscious, drop to 0 hit
points, or die.
DRUID
Star Map (2nd lvl arch)
Tiny object that servers as focus. You determine form by rolling on Star Map table or by choosing one:
1.scroll; 2.stone tablet; 3.speckled owlbear hide;4.coll.of stars in ebony cover; 5.crystal; 6.glass disks
While holding the map: You know guidance; You have guiding bolt preped, it counts as druid spell, doesn't count agains no. of
spells you preped, cast without using slot, you can use this no. of times equal to your proficiency bonus. Regain back on long rest.
Starry Form (2nd lvl arch)
As a bonus action, you can use of your Wild Shape feature to take on a starry form, rather than a beast.
While in your starry form, you retain your stats, but your body becomes luminous. This form sheds bright light in a 10-foot radius
and dim light for an additional 10 feet. The form lasts for 10 min. It ends early if you dismiss it (no action required), are
incapacitated, die, or use this feature again.
Archer:bonus act. on next turn ranged spell atk. one creature in 60ft. On hit 1d8 radiant dmg+wis.mod
Chalice:On spell slot spell that restores HP, you or another creature in 30ft regain HP 1d8 + wis.mod
Dragon:On Int. or Wis. Or Cost. saving throw to mangain concentation on spell, roll 9 or lower is 10
Cosmic Omen (6th lvl arch)
Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die.
Weal(even):When a creature within 30ft is to make an attack roll, saving throw or ability check; reaction to add a d6 to roll.
Woe(odd): Same as Weal only subtract the number rolled by d6
You can use this reaction a number of times equal to your proficiency bonus, regain all on a long rest.
Twinkling Constellations (10th lvl)
Starry Form improves. The 1d8 of Archer and Chalice becomes 2d8, and while Dragon is active, you have a flying speed of 20 feet
and can hover.Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation
glimmers on your body.
Full of Stars (14th lvl arch)
While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
Timeless Body (18th lvl)
For every 10 years that pass, your body ages only 1 year.
Beast Spells (18th lvl)
You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal
components of a druid spell while in a beast shape, but you aren't able to provide material components.
Archdruid (20th lvl)
You can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that
lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild
Shape.
ROGUE
Hit Points
Hit Dice: 1d8;
Hit Points added at higher level: 1d8 (or 5) + Constitution Modifer
Sneak Attack
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack
roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated,
and you don't have disadvantage on the attack roll.
The amount of extra damage increases as you gain levels in this class, hown in the Sneak Attack column.
Thieves' Cant
A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another
creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does
to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area
is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will
provide a safe house for thieves on the run.
Cunning Action (2nd lvl)
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat.
This action can be used only to take the Dash, Disengage, or Hide action.
Uncanny Dodge (5th lvl)
When an attacker that you can see hits you with an attack, you can use reaction to halve the dmg.
Evasion (7th lvl)
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you
are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you fail.
Fancy Footwoork (3rd lvl arch)
You strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature
can't make opportunity attacks against you for the rest of your turn.
Rakish Audacity (3rd lvl arch)
You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack
against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on
the attack roll. All the other rules for Sneak Attack still apply to you.
ROGUE
Panache (9th lvl arch)
As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must
be able to hear you, and the two of you must share a language.
If you succeed on check and creature is hostile to you, it has disagvn on attack rolls against targets other than you and can't
make opportunity atk against targets other than you. This effect lasts for 1 min, until one companion attacks the target or
affects it with a spell, or until you and target are more than 60ft apart.If you succeed on the check and creature isn't hostile to
you, it is charmed for 1min. While charmed, it regards you as a friendly. Effect ends if you or companions do anything harmful
to it.
Reliable Talend (11th lvl)
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Elegant Maneuver (13th lvl arch)
You can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you
make during the same turn.
Blindsense (14th lvl)
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind (15th lvl)
You gain proficiency in Wisdom saving throws.
Master Duelist (17th lvl arch)
If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you
finish a short or long rest.
Elusive (18th lvl)
No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck (20th lvl)
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 feture, you can't use it again until you finish a short or long rest.
PALADIN
Channel
Hit PointsDivinity: Nature's Wrath (3rd lvl arch)
Hit Dice:
As an 1d10;
action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature
Hit
mustPoints added
succeed on aatStrength
higher level: 1d10 (orsaving
or Dexterity 6) + Constitution Modifier
throw (its choice) or be restrained. While restrained by the vines, the creature repeats
Devine Sense
the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Channel
As an action, Divinity:
you canTurn
openThe
yourFaithless
awareness (3dr lvl arch)
to detect evil forces. Until the end of your next turn, you know the location of any celestial,
fiend, or undead
As an action, you within
present 60your
feetholy
of you that isand
symbol, noteach
behind
feytotal cover.
or fiend You 30
within know
ft ofthe
youtype
that(celestial,
can hear fiend, or undead)
you must make a of any being
Wisdom saving
whose
throw. presence
On a failed you sense,
save, the but not itsisidentity.
creature Within
turned for the same
1 minute radius,
or until youdamage.
it takes also detect the presence of any place or object that has
been consecrated
A turned or desecrated,
creature must spend its as withtrying
turns the hallow
to move spell. Youaway
as far can from
use this
youfeature equal
as it can, andtoit 1can't
+ your Charisma
willingly move modifier. When
to a space you30 ft
within
finish
of you.a Itlong
alsorest, you
can't regain
take back. For its action, it can use only Dash action or try to escape from an effect that prevents it from
reactions.
Lay on Hands
moving. If there's nowhere to move, creature can use Dodge action.
If creature's
As an action,trueyou form is concealed
can touch by an
a creature illusion,
to heal shapeshifting,
wounds. Replenishesor other effect,
with long form
rest. Youis can
revealed
restore while it is turned.
a number of HP = level × 5.
Extra
OR youattack (5th lvl)
can expend 5HP from your pool to cure target of one disease or neutralize one poison affecting it. Multiple diseases and
neutralize multiple
You can attack poisons
twice, with
instead a single
of once, use expending
whenever hitthe
you take points separately
Attack foryour
action on eachturn.
one.
This feature
Aura has no effect
of Protection (6thon
lvl)undead and constructs.
Devine Smite
Whenever (2nd
you or lvl) within 10ft of you must make a saving throw, the creature gains a bonus to the saving throw equal to your
a friendly
When youmodifier
Charisma hit a creature
(with awith a meleebonus
minimum atk, you canYou
of +1). expend
mustone spell slot totodeal
be conscious radiant
grant damage, in addition to the weapon's dmg. The
this bonus.
extra damage
Aura of Wardingis 2d8(7th
for alvl
1st-level
arch) spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases
by 1d8
You andiffriendly
the target is an undead
creatures withinor
10afeet
fiend,
of to a maximum
you of 6d8.
have resistance to damage from spells.
Spellcasting
Aura of Courage (10th lvl)
Known
You andSpells: Charisma
friendly creaturesModifier + half
within 10 feetpaladin
of you level
can't be frightened while you are conscious.
Spell
At 18thSlots: 4th
level, (1:3),
the 5thof(1:4;
range this 2:2);
aura increases to 30 feet.
7th (1:4; 2:3),
Improved Divine Smite (11th lvl)
9th
Whenever you;3:2)
(1:4; 2:3 hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
11th (1:4; 2:3;
Cleansing 3:3) (14th lvl)
Touch
13th (1:4;
You can 2:3your
use ;3:3;action
4:2) to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of
15th
times equal to your4:2)
(1:4; 2:3 ;3:3; Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
17th (1:4; 2:3 ;3:3; 4:3; 5:1)
Undying Sentinel (15th lvl arch)
19th (1:4; 2:3 ;3:3; 4:3; 5:2)
When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this
Spell save DC=8 + Proficiency Modifier +Charisma Modifier
ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be
Spell attack modifier: Proficiency Modifier +Charisma Modifier
aged magically.
Devine Health (3rd lvl)
Aura Improvements (18th lvl)
The divine magic flowing through you makes you immune to disease.
The range of your Aura of Protection increases to 30 feet.
Elder Champion (20th lvl arch)
You can assume the form o fan ancient force of nature (e.g. your skin turns green or take on a bark-like texture or you sprout
antlers/lion-like mane).
Using your action you transform and for 1 minute gain benefits: 1. At start of the turn regain 10HP; 2.When you cast a spell that has
casting time of one action, you can cast it as a bonus action; 3.Enemy creatures within 10feet of you have disadvantage on saving
throws againts your spells and channel divinity.
Regain this feature on long rest.

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