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Multiclassing Proficiencies

Whenever you gain a character level, you You only gain some of the 1st level
can choose to gain a level in a different proficiencies from classes taken after your
class instead of gaining the next level in first class, as shown in the Multiclassing
your current class. Your character level is Proficiencies table.
the total number of levels you have in any TABLE: MULTICLASSING PROFICIENCIES
classes. CLASS PROFICIENCIES GAINED
Multiclassing allows you to freely develop
your adventurer in whatever direction you Adept Simple weapons, shortswords
see fit. Compared to an adventurer of a Light armor, medium armor, shields,
single class, you’ll have a wider range of Berserker
simple weapons, martial weapons
options, but you will reach more powerful
Light armor, one skill of your choice,
class features later than most.
Bard one musical instrument of your
choice
Experience Points Two from Culture, History, Medicine,
Cleric
or Religion
If your game is utilizing experience points
(XP), your XP cost to gain new class levels Light armor, medium armor, shields
is based on your character level and not (characters with druid levels lose
Druid
your level in any class. proficiency with metal armor and
shields and cannot gain it)

Hit Points and Hit Dice Fighter


Light armor, medium armor, shields,
simple weapons, martial weapons
You gain a class’s hit points described for Light armor, medium armor, shields,
1st level only from your very first level as a Herald
simple weapons, martial weapons
1st level character. Any levels gained from
multiclassing gain the hit points as Light armor, medium armor, shields,
Marshal
described for levels after 1st level, even if simple weapons, martial weapons
they would be the first level gained in a Light armor, medium armor, shields,
particular class. Ranger simple weapons, martial weapons,
If your classes both provide the same hit one skill from the class’ skill list
die type, you can simply pool them together.
Light armor, one skill from the class’
If your classes provide different hit die Rogue
skill list, thieves’ tools
types, you must keep track of them
separately and you may spend them as you Sorcerer Arcana
choose for any features that require hit dice. Warlock Light armor, simple weapons
Wizard Arcana
Proficiency Bonus
Your proficiency bonus is based on your
character level, not on any one class.

A5E System Reference Document


You use your class levels in every class
Starting Equipment that grants combat maneuvers to determine
You only gain the starting equipment of your the highest degree of combat maneuvers
first class at 1st level. You do not gain any you can learn, determined by the class with
additional starting equipment from your first the greatest access.
levels in additional classes.

Class Features Extra Attack


You cannot stack multiple instances of the
Whenever you gain a new level in a class, Extra Attack feature from multiple classes,
you gain the class features for that level. and additional instances of the feature do
Some features are found in multiple classes not add additional attacks.
and need additional rules when combined: Fighters and Marshals. The additional
Alternate Armor Class, Combat 11th level Extra attack feature gained by
Maneuvers, Extra Attack, and fighters and marshals are both exceptions
Spellcasting. to this rule (a fighter 5/marshal 6 can
attack 3 times with the Attack action.)
Alternate Armor Class
Multiple instances of any feature that Spellcasting
provides an alternate Armor Class If you gain the Spellcasting feature from
calculation do not stack and cannot only one class you follow the spellcasting
combine in any way. If you have multiple rules found in that class. However, if you
features that provide an alternate Armor gain the Spellcasting feature from different
Class calculation, your AC is equal to the classes you must use the following rules.
highest Armor Class calculation that
currently applies.
Spells Known and Prepared
Combat Maneuvers You know and prepare the spells of each of
your classes as if you only had levels in that
If you gain the Combat Maneuvers class class. Each spell you know and prepare
feature from more than one class, you gain uses the Spellcasting feature of the
any additional combat traditions or associated class, including spellcasting
maneuvers the features provide but your ability and any spellcasting focus.
exertion pool remains the same and does
not stack.
Heralds. The herald is an exception to
this rule. If your first levels are in the
herald class, you gain an exertion pool
equal to twice your proficiency bonus.
You regain exertion spent from this pool
at the end of a rest.

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Spell Slots One third of your levels in the ranger class
with the Wildborn archetype count towards
TABLE: MULTICLASS SPELLCASTER your spell slots.
LEVE 1S 2N 3R 4T 5T 6T 7T 8T 9T Use this total to determine your spell slots
L T D D H H H H H H using the Multiclass Spellcaster table.
This table may provide you with spell slots
2nd 3 — — — — — — — —
at levels higher than you can prepare or
3rd 4 2 — — — — — — — know. While you cannot use these slots for
4th 4 3 — — — — — — — spells you don’t know or can’t prepare, you
5th 4 3 2 — — — — — —
can still use them to enhance many lower
level spells.
6th 4 3 3 — — — — — —
7th 4 3 3 1 — — — — —
Pact Magic
8th 4 3 3 2 — — — — —
If you have a Spellcasting class feature and
9th 4 3 3 3 1 — — — —
the warlock’s Pact Magic class feature, you
10th 4 3 3 3 2 — — — — may spend spell points gained from your
11th 4 3 3 3 2 1 — — — Pact Magic feature to cast spells you know
from your Spellcasting class feature.
12th 4 3 3 3 2 1 — — —
Similarly, you can use spell slots gained
13th 4 3 3 3 2 1 1 — — from your Spellcasting feature to cast
14th 4 3 3 3 2 1 1 — — warlock spells you know.
15th 4 3 3 3 2 1 1 1 —
16th 4 3 3 3 2 1 1 1 —
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1

Your total number of spell slots is


determined by adding together all the class
levels you have from classes with the
Spellcasting feature, but some classes do
not count as highly as others when
determining your spell slots.
Your class levels in the bard, cleric, druid,
sorcerer, and wizard classes all count fully
towards your spell slots.
Half your levels in the herald class count
towards your spell slots.

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when the vehicle does suffer a
Feats malfunction, you roll twice on
the maneuver table and choose
A feat grants an adventurer special abilities
which die to use for the result.
beyond their class features.
● Vehicles you are piloting gain a
Whenever your class gives you the Ability
bonus to their Armor Class
Score Improvement feature, you can
equal to half your proficiency
instead choose a feat. Unless otherwise
bonus.
noted, you can take each feat only once.
In order to take a feat or gain its benefits,
you must meet its prerequisites (if any). Athletic

● Your Strength or Dexterity score


Magical Feats increases by 1, to a maximum of
20.
If you are a warlock and select a feat that
● Standing up from being prone
allows you to choose your spellcasting
uses only 5 feet of your
ability (such as taking Power Caster and
movement (instead of half).
choosing a warlock cantrip), you must use
● Your speed is not halved from
the spellcasting ability chosen when you
climbing.
became a warlock. When taking multiple
● You need only 5 feet (instead of
feats that allow you to choose your
10 feet) to make a running jump.
spellcasting ability and selecting options to
cast warlock spells, you must use the
spellcasting ability chosen when you took Attentive
the first of these feats.
● When rolling initiative you gain a
Ace Driver +5 bonus.
● You can only be surprised if you
Prerequisite: Proficiency with a type of are unconscious.
vehicle ● A creature attacking you does
not gain advantage from being
● You gain an expertise die on hidden from you or unseen by
ability checks made to drive or you.
pilot a vehicle.
● While piloting a vehicle, you can Battle Caster
use your reaction to take the
brake or maneuver vehicle Prerequisite: The ability to cast at least one
actions. spell of 1st-level or higher
● A vehicle you load can carry
25% more cargo than normal. ● You gain a 1d6 expertise die on
● Vehicles you are piloting only concentration checks to
suffer a malfunction when maintain spells you have cast.
reduced to 25% of their hit ● You can perform the seen
points, not 50%. In addition, components of your spells while

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using a weapon or shield with The spell must have a casting
your hands. time of 1 action, and target a
● Instead of making an single creature or have a range
opportunity attack with a of Touch. If a spell cast in this
weapon, you may use your way requires an attack roll and
reaction to cast a spell with a targets the same target as the
casting time of 1 action at the triggering melee weapon attack,
creature instead. The spell must it also hits as part of that attack.
be one that only targets that You may choose not to deal
creature. damage with a melee weapon
attack used to cast a spell.
Bladechanter
Whirling Incantor
Prerequisites: 3 levels in fighter, 3 levels in
wizard, Fighting Style (Two-Weapon Prerequisite: Bladechanter feat
Fighting) While bladechanting you gain the following
If you wield a melee weapon in each hand, additional benefits:
you may use them to perform seen spell
components and as a spellcasting focus for ● Your Speed increases by 10
wizard spells. In addition, whenever you are feet.
concentrating on a spell while using melee ● You gain a bonus to Dexterity
weapons as a spellcasting focus in this way, checks and saving throws
you enter a special trance-like state called equal to your Intelligence
bladechanting. If you lose concentration on modifier.
your spell while bladechanting, you also ● You gain a bonus to
stop bladechanting. While bladechanting Intelligence checks and saving
you gain the following benefits. throws equal to your Dexterity
modifier.
● While you are wearing no armor, ● When you are targeted by an
light armor, or medium armor, attack but before the attack is
you gain a bonus to your Armor rolled, you may expend a spell
Class equal to your Intelligence slot to attempt a whirling
modifier. arcane evasion. If you do,
● Whenever you would need to make a Dexterity saving throw
make a concentration check to and add a +2 bonus for every
maintain a spell due to taking spell slot level above 1st spent
damage, you may spend 2 this way. If this Dexterity saving
exertion to automatically throw exceeds the triggering
succeed. attack roll the attack becomes
● When you hit a target with a a miss, and you may
melee weapon attack, you can immediately move up to 10 feet
use your reaction and choose a in any direction. This
spell of 1st-level or higher, movement does not provoke
casting it through your weapon. opportunity attacks.

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Eldritch Whirlwind Master Covert Training
Prerequisite: Whirling Incantor feat
Whenever you use your reaction to cast a ● You gain proficiency with
spell through a melee weapon attack using thieves’ tools, the poisoner’s kit,
bladechanting, you may choose a number or a rare weapon with the
of additional targets for that spell up to the stealthy property.
spell level of the spell slot used to cast it. ● You gain two skill tricks of your
These additional targets must all be within choice from the rogue class.
10 feet of you and are each treated as if
they were the spell’s original target. Crafting Expert
Brutal Attack ● Choose one of the following:
Once per turn immediately after you roll armor, engineered items,
damage for a melee weapon attack, you potions, rings and rods, staves
can roll the weapon’s damage dice a and wands, weapons, wondrous
second time and use either total. items. You gain advantage on
checks made to craft, maintain,
and repair that type of item.
Bull Rush ● You gain an expertise die on
When you take the Dash action and move checks made to craft, maintain,
at least 10 feet in a straight line toward a and repair items.
target, you can immediately take a bonus ● You gain proficiency with two
action to perform one of the following: tools of your choice.
Attack. You make one melee weapon
attack, dealing an extra 5 damage on a This feat can be selected multiple times,
hit. choosing a different type of crafted item
Shove. You use the Shove maneuver. each time.
On a success, you push the target up to
10 feet away from you. Crossbow Expertise
Combat Thievery ● If proficient with a crossbow, you
ignore its loading property.
● You gain proficiency with the ● You do not have disadvantage
Deceptive Stance and Painful on ranged attack rolls from
Pickpocket maneuvers, and do being within 5 feet of a hostile
not have to spend exertion to creature.
activate them. ● When you attack with a
● You gain an expertise die on one-handed weapon using the
Sleight of Hand checks. Attack action, you can use a
bonus action to attack with a
hand crossbow wielded in your
off-hand.

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Deadeye that party member until you
finish a long rest.
Prerequisite: 8th level or higher
Dual-Wielding Expert
● You gain proficiency with the
Farshot Stance and Ricochet
● While wielding a separate melee
maneuvers, and do not have to
weapon in each hand, you gain
spend exertion to activate them.
a +1 bonus to Armor Class.
● Before you make an attack with
● You can use two-weapon
a ranged weapon you are
fighting with any two
proficient with, you can choose
one-handed melee weapons so
to take a penalty on the attack
long as neither has the heavy
roll equal to your proficiency
property.
bonus. If the attack hits, you
● When you would normally draw
deal extra damage equal to
or sheathe a one-handed
double your proficiency bonus.
weapon, you can instead draw
This extra damage does not
or sheathe two one-handed
double on a critical hit.
weapons.
● You ignore half cover and
three-quarters cover when
making a ranged weapon attack. Dungeoneer

Deflector ● You have advantage on


Investigation and Perception
Prerequisite: Dexterity 13 or higher checks made to detect secret
When you are wielding a finesse weapon doors.
with which you are proficient and would be ● You have advantage on saving
hit by a melee attack, you can use your throws against traps.
reaction to add your proficiency bonus to ● You have resistance to damage
your Armor Class against that attack. dealt by traps.
● You don’t take a −5 penalty on
Destiny’s Call your passive Perception score
from traveling at a fast pace.
● An ability score of your choice
increases by 1.
● When you gain inspiration
through your destiny’s source of
inspiration, you can choose one
party member within 30 feet of
you. That party member gains
inspiration if they don’t have it
already. Once you inspire a
party member in this way, you
can’t use this feature again on

A5E System Reference Document


Eldritch Archer 1st-level or higher spell slot to enhance the
attack to be empowered or unerring. You
Prerequisites: 3 levels in fighter, 3 levels in cannot enhance more than one attack in a
wizard, Fighting Style (Archery) turn in this way.
Empowered. The shot deals an
● Whenever you make a ranged additional 2d6 force damage, and an
weapon attack you can choose additional 1d6 force damage for each
to conjure magical ammunition spell slot level above 1st.
and select one of the following Unerring. The shot gains a +2 bonus to
damage types: acid, cold, fire, or the attack roll, and an additional +2 bonus
lightning. Your ranged weapon for each spell slot level above 1st.
attacks using this conjured
ammunition deal the chosen Eldritch Volley Master
damage type instead of
Prerequisite: Arrow Enchanter feat
whatever damage type they
Whenever you cast a spell with a Cone
would normally deal, and are
area, you may additionally make ranged
considered magical for the
weapon attacks with a ranged weapon you
purpose of overcoming
are wielding against targets within that
resistance and immunity.
conical area. You may make up to a
Ammunition conjured in this way
number of attacks equal to the level of the
disappears at the end of the turn
spell cast, each against a different target.
it was fired.
Ranged attacks made in this way ignore
● When you hit a target with a
the loading quality of weapons and use
ranged weapon attack, you can
your conjured magical ammunition.
use your reaction and choose a
spell of 1st-level or higher,
casting it through your Empathic
ammunition. The spell must
have a casting time of 1 action, ● Your Wisdom or Charisma score
and target a single creature or increases by 1.
have a range of Touch. If a spell ● You gain an expertise die on
cast in this way requires an Insight checks made against
attack roll and targets the same other creatures.
target as the triggering ranged ● When using a social skill and
weapon attack, it also hits as making a Charisma check
part of that attack. You may another creature, you score a
choose not to deal damage with critical success on a roll of
a ranged weapon attack used to 19–20.
cast a spell.

Arrow Enchanter
Prerequisite: Eldritch Archer feat
Whenever you make a ranged weapon
attack, you can choose to expend a

A5E System Reference Document


Fear Breaker ● You can use your action to try to
pin a creature you are grappling.
The creature makes a Strength
● You gain proficiency with the
or Dexterity saving throw
Victory Pose maneuver and do
against your maneuver DC. On
not have to spend exertion to
a failure, you and the creature
activate it. In addition, you may
are both restrained until the
use this maneuver with up to
grapple ends.
three different weapons you
select instead of just one, and
affect allies within 60 feet. Guarded Warrior
● An ally affected by your Victory
Pose gains an expertise die on ● A creature that takes the
their next saving throw against Disengage action still provokes
fear, and if they are rattled the opportunity attacks from you.
condition ends for them. ● You gain proficiency with the
Warning Strike maneuver and
Fortunate do not have to spend exertion to
activate it.
You gain 3 fate points. Whenever you make ● You can use your reaction to
an attack roll, ability check, or saving throw make a melee weapon attack
and do not have disadvantage, you can against a creature within 5 feet
spend a fate point to roll an additional d20 that makes an attack against a
and choose whichever result you wish. You target other than you if the
may do this after the initial roll has occurred, target does not also have this
but before the outcome is known. If you feat.
have disadvantage, you may instead spend
a fate point to choose one of the d20 rolls
Hardy Adventurer
and reroll it.
Alternatively, when you are attacked, you
can choose to spend a fate point to force ● When you take this feat, you
the attacking creature to reroll the attack. gain a number of hit points
The creature resolves the attack with the equal to twice your level.
result you choose. ● Whenever you gain a new level,
You regain all expended fate points when you gain an additional 2 hit
you finish a long rest. points to your hit point
maximum.
● During a short rest, you regain 1
Grappler additional hit point per hit die
Prerequisite: Strength 13 or higher spent to heal.

● You gain advantage on attack


rolls against a creature you are
grappling.

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Heavily Outfitted Each is upgraded to their most
expensive version.
Prerequisite: Proficiency with medium armor
Intuitive
● Your Strength score increases
by 1, to a maximum of 20.
● Your Intelligence or Wisdom
● You gain proficiency with heavy
score increases by 1, to a
armor.
maximum of 20.
● Your passive Perception and
Heavy Armor Expertise passive Investigation scores
Prerequisite: Proficiency with heavy armor increase by 5.
● If you can see a creature’s
mouth while it is speaking a
● Your Strength score increases
language you know, you can
by 1, to a maximum of 20.
read its lips.
● While wearing heavy armor, you
reduce all bludgeoning, piercing,
and slashing damage from Keen Intellect
nonmagical weapons by 3.
● Your Intelligence score
Heraldic Training increases by 1, to a maximum of
20.
● You can recall anything you’ve
● You gain proficiency in your
seen or heard within a number
choice of one martial weapon,
of weeks equal to your
one rare weapon, or shields.
Intelligence modifier.
● You gain two divine lessons of
● You know how long it will be
your choice from the herald
before the next sunset or
class.
sunrise.
● You know which way is north.
Idealistic Leader
Lightly Outfitted
● Any stronghold you have or buy
that is of frugal quality is
● Your Strength or Dexterity score
automatically upgraded to
increases by 1, to a maximum of
average quality at no additional
20.
cost.
● You gain proficiency with light
● You gain a new follower for
armor.
every 50 staff you have in your
stronghold, rather than every
100 staff.
● When you fulfill your destiny,
choose a number of followers
equal to your proficiency bonus.

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Linguistics Expert ● Your exertion pool increases by
3. If you do not have an exertion
pool, you gain an exertion pool
● Your Intelligence score
with 3 exertion, regaining your
increases by 1, to a maximum of
exertion whenever you finish a
20.
rest.
● You learn three languages of
your choice.
● You can invent ciphers and are Medium Armor Expert
able to teach a cipher you Prerequisite: Proficiency with medium armor
create to others. Anyone who
knows the cipher can encode ● Medium armor doesn’t impose
and read hidden messages disadvantage on your Dexterity
made with it; the apparent text (Stealth) checks.
must be at least four times ● When you are wearing medium
longer than the hidden armor, the maximum Dexterity
message. A creature can detect modifier you can add to your
the cipher’s presence if it Armor Class increases to 3.
spends a minute examining it
and succeeds on an Investi-
gation check against a DC of 8 Moderately Outfitted
+ your proficiency bonus + your Prerequisite: Proficiency with light armor
Intelligence modifier. If the
check succeeds by 5 or more, ● Your Strength or Dexterity score
they can read the hidden increases by 1, to a maximum of
message. 20.
● You gain proficiency with
Martial Scholar medium armor and shields.

Prerequisite: Proficiency with at least one


martial weapon Monster Hunter
Prerequisites: Proficiency with Survival, 8th
● You gain proficiency in a combat level or higher
tradition of your choice.
● You learn two combat ● You gain an expertise die on
maneuvers from a combat checks made to learn legends
tradition you know. If you don’t and lore about a creature you
already know any combat can see.
maneuvers, both must be 1st ● You learn the altered strike
degree. Combat maneuvers cantrip.
gained from this feat do not ● You gain proficiency with the
count toward the maximum Douse maneuver and do not
number of combat maneuvers have to spend exertion to
you know. activate it.

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● You gain the tracking skill Mystic Arcanist
specialty in Survival.
Prerequisites: 3 levels in cleric, 3 levels in
sorcerer
Mounted Warrior
● Your Wisdom or Charisma score
● You gain proficiency with the
increases by 1, to a maximum of
Lancer Strike maneuver and do
20.
not have to spend exertion to
● When you cast a spell that
activate it.
restores hit points, you restore
● When your mount is targeted by
an additional number of hit
an attack, you can instead make
points equal to your Charisma
yourself the attack’s target.
modifier.
● When your mount makes a
● You can spend sorcery points to
Dexterity saving throw against
temporarily gain a spell from the
an effect that deals half damage
cleric or sorcerer spell lists.
on a success, it takes no
Gaining a spell in this way costs
damage on a success and half
a number of sorcery points
damage on a failure.
equal to the spell’s level. You
cannot gain a spell that has a
Mystical Talent level higher than your highest
level spell slot. When you gain a
Choose a class: bard, cleric, druid, herald,
cleric spell in this way, it is
sorcerer, warlock, or wizard.
considered prepared for the day.
When you gain a sorcerer spell
● You learn two cantrips of your
in this way, it is considered a
choice from the class’s spell list.
spell you know for the day. You
● Choose a 1st-level spell to learn
lose all spells gained in this way
from that spell list. Once
whenever you finish a long rest.
between long rests, you can
cast this spell without expending
a spell slot. You can also cast Pure Arcanist
this spell using a spell slot of the Prerequisite: Mystic Arcanist feat
appropriate level (or the appro- You gain the following manifestations:
priate number of spell points if Divine (Radiant). When you cast a
you have warlock levels). spell that deals radiant damage, you can
spend 1 sorcery point and choose one
Your spellcasting ability for these spells is creature you can see within 60 feet. That
Intelligence for wizard, Wisdom for cleric or creature regains a number of hit points
druid, Charisma for bard, herald, or equal to 1d8 × the spell’s level.
sorcerer, or your choice of Intelligence, Pure Arcanum (Force). When you
Wisdom, or Charisma for warlock. cast a spell that deals force damage,
you can spend 2 sorcery points and
choose one creature you can see. After
the spell’s damage is resolved, if the

A5E System Reference Document


creature was damaged by the spell it also gain a bite natural weapon and the
makes an Intelligence saving throw or Charming Gaze feature.
becomes stunned until the end of its Bite. You gain a bite natural weapon
next turn. you are proficient with. You are only able
to bite grappled, incapacitated, restrained,
Arcanum Master or willing creatures. You can use Dexterity
instead of Strength for the attack rolls of
Prerequisite: Pure Arcanist feat
your bite. On a hit your bite deals piercing
Whenever you cast a spell that deals
damage equal to 1d6 plus your Strength
damage, you may choose the type of
modifier or Dexterity modifier (whichever
damage that spell deals and the
is highest). In addition, once per turn you
appearance of the spell’s effects.
can choose for your bite to also deal 1d6
necrotic damage × your proficiency
Natural Warrior bonus. You regain hit points equal to the
amount of necrotic damage dealt to your
● Your Speed increases by 5 feet. target. This necrotic damage can only be
● When making an Acrobatics or increased by a critical hit.
Athletics check during combat, Charming Gaze. Once between long
you can choose to use your rests, you magically target a creature
Strength or Dexterity modifier for within 30 feet, forcing it to make a
either skill. Wisdom saving throw (DC 8 + your
● You gain proficiency with the proficiency bonus + your Charisma
Bounding Strike maneuver and modifier). On a failure, the target is
do not have to spend exertion to charmed by you for a number of hours
activate it. equal to your proficiency bonus. While
● You can roll 1d4 in place of your charmed it regards you as a trusted friend
normal damage for unarmed and is a willing target for your bite. The
strikes. When rolling damage for target repeats the saving throw each time
your unarmed strikes, you can it takes damage, ending the effect on
choose to deal bludgeoning, itself on a success. If the target’s saving
piercing, or slashing damage. throw is successful or the effect ends for
it, it is immune to your charm for 24
hours.
Newblood Additionally, you have disadvantage on
Prerequisite: Must have been bitten by a attack rolls and on Perception checks that
vampire or taken necrotic damage equal to rely on sight when you, the target of your
quadruple your level from a single attack or attack, or whatever you are trying to
spell perceive is in direct sunlight. In addition, you
You gain resistance to necrotic damage (or cannot use your Charming Gaze while you
if you already have it, immunity to necrotic are in direct sunlight.
damage) and darkvision to a range of 30
feet (or if you already have it, the range of
your darkvision increases by 30 feet). You

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A5E System Reference Document
Vampire Spawn You also gain the Vampiric Shapechange
feature.
Prerequisite: Newblood
Vampiric Shapechange. You can use
Your bite damage increases to 1d8, a
an action to transform into the shape of
creature affected by your Charming Gaze
a Medium or smaller beast of CR 3 or
remains charmed for a number of hours
less, a mist, or back into your true form.
equal to your level, and you regain the use
While transformed into a beast, you
of Charming Gaze when you finish any
have the beast’s size and movement
rest.
modes. You can’t use reactions or
You also gain the Spider Climb and
speak. Otherwise, you use your
Vampiric Regeneration features.
statistics. Any items you are carrying
Spider Climb. You gain a climb speed
transform with you.
equal to your Speed, and you can climb
While transformed into a mist, you
even on difficult surfaces and upside
have a flying speed of 30 feet, can’t
down on ceilings.
speak, can’t take actions or manipulate
Vampiric Regeneration. Whenever
objects, are immune to nonmagical
you start your turn with at least 1 hit
damage from weapons, and have
point and you haven’t taken radiant
advantage on saving throws and Stealth
damage or entered direct sunlight since
checks. You can pass through a space
the end of your last turn, you gain a
as narrow as 1 inch without squeezing
number of temporary hit points equal to
but can’t pass through water. Any items
twice your proficiency bonus.
you are carrying transform with you.
When you end your turn in contact with
Additionally, you gain the undead type in
running water, you take 20 radiant
addition to being a humanoid, and you
damage.
take 20 radiant damage when you end
your turn in contact with sunlight.
Vampire Lord
Prerequisite: Vampire Spawn
You gain the following benefits.

● Your Speed increases by 10


feet.
● You gain an expertise die on
Stealth checks.
● The range of your darkvision
increases to 120 feet.
● Your bite damage increases to
1d10.
● You can use Charming Gaze
twice between rests.
● When using Charming Gaze, a
target with at least one level of
strife makes its saving throw
with disadvantage.

A5E System Reference Document


Nightstalker modifier is equal to your proficiency bonus
+ your Wisdom modifier.
Prerequisites: 3 levels in adept, 3 levels in
rogue
Physician
● Your Dexterity or Wisdom score
● When you use a healer’s
increases by 1, to a maximum of
satchel to stabilize a dying
20.
creature, it regains a number of
● You can deal Sneak Attack
hit points equal to your Wisdom
damage when making attacks
modifier.
using unarmed strikes or adept
● You can spend an action and
weapons.
one use of a healer’s satchel to
● You gain a bonus equal to your
tend to a creature. The creature
Wisdom modifier on Acrobatics,
regains 1d6 + 4 hit points, plus
Deception, and Stealth checks.
one hit point for each of its hit
dice. The creature can’t regain
In addition, you gain the following special
hit points from this feat again
focus feature:
until it finishes a rest.
Twilight Vanish. On your turn you can
use a reaction and spend 2 exertion to
move up to 30 feet with such incredible Polearm Savant
speed that you seem to disappear: after
moving this way you may immediately ● When you attack with a glaive,
take the Hide action. halberd, quarterstaff, or spear
and no other weapon using the
Subtly Skilled Attack action, as a bonus action
you can make a melee attack
Prerequisite: Nightstalker feat
with the weapon’s opposite end.
You can add your martial arts die as a
This attack uses the same ability
bonus to Acrobatics, Culture, Deception,
modifier as the primary attack,
Engineering, Intimidation, Investigation,
dealing 1d4 bludgeoning
Sleight of Hand, Stealth, Perception,
damage on a hit.
Performance, and Persuasion checks.
● While you are wielding a glaive,
halberd, pike, quarterstaff, or
Night Master spear, a creature that enters
Prerequisite: Subtly Skilled feat your reach provokes an
You can spend exertion to cast any spells opportunity attack from you. A
from the air, earth, fear, fire, movement, creature can use its reaction to
obscurement, plants, poison, senses, avoid provoking an opportunity
shadow, transformation, unarmed, or water attack from you in this way.
schools at the cost of 2 exertion per spell
level. You use your focus save DC for
spells cast this way, and your spell attack

A5E System Reference Document


Power Caster Proclaimer
Prerequisite: The ability to cast at least one Prerequisites: 3 levels in bard, 3 levels in
spell herald

● The range is doubled for any ● Whenever the Narrator calls for
spell you cast that requires a you to roll for initiative, you may
spell attack roll. activate a use of your Divine
● You ignore half cover and Sense feature to warn yourself
three-quarters cover when and up to a number of creatures
making a ranged spell attack. equal to your Charisma modifier
● Choose one cantrip that within 30 feet, granting
requires an attack roll. The advantage on the initiative
cantrip must be from the bard, check.
cleric, druid, herald, sorcerer, ● You can use your voice Art
warlock, or wizard spell list. You Specialty to cast herald spells.
learn this cantrip and your ● You can spend exertion to cast
spellcasting ability for it depends spells from the divination school
on the spell list you chose from: that you know at a cost of 1
Intelligence for wizard, Wisdom exertion per spell level.
for cleric or druid, Charisma for ● When you gain this feat, you
bard, herald, or sorcerer, or your gain one of the following
choice of Intelligence, Wisdom, alignment traits: Chaotic, Evil,
or Charisma for warlock. Good, or Lawful. Once chosen
your alignment trait cannot be
Powerful Attacker changed, but you can gain a
second alignment trait that is not
opposed.
● You gain proficiency with the
Cleaving Swing maneuver and
do not have to spend exertion to Divine Orator
activate it. In addition, you can Prerequisites: Proclaimer feat
use Cleaving Swing with a You learn the Divine Inspiration and
versatile weapon wielded with Persuasive Speech battle hymns. These
two hands. special battle hymns can only be
● Before you make a melee attack performed while you are using your voice
with a two-handed weapon or Art Specialty as a spell focus.
versatile weapon wielded with Divine Inspiration. When an ally
two hands, if you are proficient within 15 feet hits a creature with a
with the weapon and do not melee weapon attack, your ally can
have disadvantage you can deliver a Divine Smite just as if you had
declare a powerful attack. A delivered it yourself using your Divine
powerful attack has Smite feature (expending one of your
disadvantage, but on a hit deals uses). If you are able to empower your
10 extra damage.

A5E System Reference Document


smites, you may choose to empower it Preach Hope. Creatures of your
as normal. choice within 60 feet of you gain
Persuasive Speech. Hostile creatures advantage on saving throws. When the
within 60 feet take a –1d4 penalty on battle hymn ends, allies within 30 feet of
attack rolls. You can sustain this battle you remove one level of strife. An ally
hymn for up to 3 rounds without that shares your alignment or worships a
expending additional uses of Bardic greater entity removes two levels of
Inspiration. When a hostile creature strife instead.
begins its third consecutive turn within
range of this battle hymn it becomes Primordial Caster
charmed by you and will not attack you
or your allies. If this causes combat to Prerequisite: The ability to cast at least one
end early, the creatures remain charmed spell
by you for up to 1 minute afterward or Upon gaining this feat, choose one of the
until one of them is damaged by you or following damage types: acid, cold, fire,
an ally. For the next 24 hours after the lightning, or thunder.
battle hymn ends, you gain an expertise
die on Charisma checks made against ● When you cast a spell that deals
creatures that were charmed in this way. damage, your spell’s damage
A creature that either shares your ignores damage resistance to
alignment or worships a deity that has the chosen type.
your alignment becomes charmed on its ● When you cast a spell that deals
second consecutive turn instead. damage of the chosen type, you
Creatures that have an opposite deal 1 additional damage for
alignment or worship a greater entity every damage die with a result
that has an opposite alignment cannot of 1.
be charmed in this way.
This feat can be selected multiple times,
Harbinger of Things to Come choosing a different damage type each
Prerequisite: Divine Orator feat time.
You learn the Preach Despair and Preach
Hope battle hymns. These special battle Rallying Speaker
hymns can only be performed while you
Prerequisite: Charisma 13 or higher
are using your voice Art Specialty as a
When you spend 10 minutes speaking
spell focus.
inspirationally, you can choose up to 6
Preach Despair. A hostile creature
friendly creatures (including yourself) within
within 60 feet of you suffers a level of
30 feet that can hear and understand you.
strife. Creatures with an opposite
Each creature gains temporary hit points
alignment from yours or that worship a
equal to your level + your Charisma
greater entity that has an opposite
modifier. A creature can’t gain temporary hit
alignment suffer two levels of strife
points from this feat again until it has
instead. A creature cannot suffer more
finished a rest.
than two levels of strife from Preach
Despair in the same 24 hours.

A5E System Reference Document


Resonant Bond effects of one minor detrimental
property.
You’re able to form a greater bond with
magic items. During a short rest, you can You lose resonance with an item if another
focus on a non-consumable magic item and creature attunes to it or gains resonance
create a unique bond with it called with it. You can also voluntarily end the
resonance. You can have resonance with resonance by focusing on the item during a
only one item at a time. Attempting to short rest, or during a long rest if the item is
resonate with another item fails until you not in your possession.
end the resonance with your current item.
When you resonate with an item, you gain
the following benefits.
Rite Master
Prerequisite: Intelligence or Wisdom 13 or
● If the resonant item requires higher
attunement and you meet the You gain a ritual book containing spells that
prerequisites to do so, you you can cast as rituals while holding it.
become attuned to the item. If Choose one of the following classes: bard,
you don’t meet the cleric, druid, herald, sorcerer, warlock, or
prerequisites, both the wizard. When you acquire this feat, you
attunement and resonance with create a ritual book holding two 1st-level
the item fails. This attunement spells of your choice from that class’ spell
doesn’t count toward the list. These spells must have the ritual tag.
maximum number of items you The class you choose determines your
can be attuned to. Unlike other spellcasting ability for these spells:
attuned items, your attunement Intelligence for wizard, Wisdom for cleric or
to this item doesn’t end from druid, Charisma for bard, herald, or
being more than 100 feet away sorcerer, or your choice of Intelligence,
from it for 24 hours. Wisdom, or Charisma for warlock.
● Once per rest, as a bonus If you come across a written spell with the
action, you can summon a ritual tag (like on a spell scroll or in a
resonant item, which appears wizard’s spellbook), you can add it to your
instantly in your hand so long as ritual book if the spell is on the spell list for
it is located on the same plane the class you chose and its level is no
of existence. You must have a higher than half your level (rounded up).
free hand to use this feature and Copying the spell into your ritual book costs
be able to hold the item. 50 gold and 2 hours per level of the spell.
● If the resonant item is sentient,
you have advantage on
Charisma checks and saving
throws made when resolving a
conflict with the item.
● If the resonant item is an
artifact, you can ignore the

A5E System Reference Document


Shadowdancer made to hide while in areas of
darkness or dim light.
Prerequisites: 3 levels in rogue, 3 levels in ● Whenever you use your
warlock Shadowdancer ability to
teleport, after teleporting you
● You gain darkvision to a range can use your reaction to take
of 60 feet. Unlike other forms of the Dodge action.
darkvision you can see color in
this way as if you were seeing Shadow Assassin
normally. If you already had
Prerequisite: Shadowmancer feat
darkvision or would gain it later
While you are hidden from a target and are
from another feature, its range
in an area of darkness or dim light, you
increases by 30 feet.
can apply your Sneak Attack damage to
● You can use a bonus action and
an eldritch blast.
spend 1 spell point to teleport up
to 30 feet to an unoccupied area
of darkness or dim light you can Shield Focus
see. You must currently be in an You gain the following benefits while
area of darkness or dim light to wielding a shield:
teleport in this way. You can
bring along objects if their
● When you take the Attack action
weight doesn’t exceed what you
on your turn, as a bonus action
can carry. You can also bring
you can make a Shove
one willing creature of your size
maneuver against a creature
or smaller, provided it isn’t
within 5 feet of you.
carrying gear beyond its
● When you make a Dexterity
carrying capacity and is within 5
saving throw against a spell or
feet. You can increase the range
harmful effect that only targets
of this teleport by 30 additional
you, if you aren’t incapacitated
feet per each additional spell
you gain a bonus equal to your
point you spend.
shield’s Armor Class bonus.
● When you succeed on a
Shadowmancer Dexterity saving throw against
Prerequisite: Shadowdancer feat an effect that deals half damage
You gain the following benefits. on a success, you can use your
reaction to take no damage by
● You regain 1 spell point protecting yourself with your
whenever you cast a spell from shield.
the shadow school.
● You gain a Stealth skill
specialty for hiding while in
areas of darkness or dim light,
and you have advantage on
Dexterity (Stealth) checks
A5E System Reference Document
Skillful Constitution modifier (minimum
2) whenever you roll a hit die to
Choose three skills, tools, languages, or any regain hit points.
combination of these. You gain proficiency
with each of your three choices. If you
Stealth Expert
already have proficiency in a chosen skill,
you instead gain a skill specialty with that Prerequisite: Dexterity 13 or higher
skill.
● You can try to hide from a
Skirmisher creature even while you are only
lightly obscured from that
creature.
● Your Speed increases by 10
● Your position isn’t revealed
feet.
when you miss with a ranged
● You can Dash through difficult
weapon attack against a
terrain without requiring
creature you are hidden from.
additional movement.
● Dim light does not impose
● Whenever you attack a
disadvantage when you make
creature, for the rest of your turn
Perception checks.
you don’t provoke opportunity
attacks from that creature.
Street Fighter
Spellbreaker
● Your Strength or Constitution
score increases by 1, to a
● You gain proficiency with the
maximum of 20.
Purge Magic maneuver and do
● You can roll 1d4 in place of your
not have to spend exertion to
normal damage for unarmed
activate it.
strikes.
● When a creature concentrating
● You are proficient with
on a spell is damaged by you, it
improvised weapons.
has disadvantage on its
● You can use a bonus action to
concentration check to maintain
make a Grapple maneuver
the spell it is concentrating on.
against a target you hit with an
● You have advantage on saving
unarmed strike or improvised
throws made against spells cast
weapon on your turn.
within 30 feet of you.

Stalwart

● Your Constitution score


increases by 1, to a maximum of
20.
● You regain an additional number
of hit points equal to double your

A5E System Reference Document


Surgical Combatant Swift Combatant
Prerequisite: 8th level or higher
● You gain proficiency with the
Dangerous Strikes maneuver
● Your Speed increases by 5 feet.
and do not have to spend
● You gain proficiency with the
exertion to activate it.
Charge, Rapid Drink, and Swift
● You gain proficiency in
Stance maneuvers, and do not
Medicine. If you are already
have to spend exertion to
proficient, you instead gain an
activate them.
expertise die.
● You gain an expertise die on
Medicine checks made to Tactical Support
diagnose the cause of or treat
wounds. ● When using the Help action to
aid an ally in attacking a
Survivor creature, the targeted creature
can be up to 30 feet away
instead of 5 feet.
● When you are reduced to 0 or
● If an ally benefiting from your
fewer hit points, you can use
Help action scores a critical hit
your reaction to move up to your
on the targeted creature, you
Speed before falling
can use your reaction to make a
unconscious. Moving in this way
single weapon attack against
doesn’t provoke opportunity
that creature. Your attack scores
attacks.
a critical hit on a roll of 19–20. If
● On the first turn that you start
you already have a feature that
with 0 hit points and must make
increases the range of your
a death saving throw, you make
critical hits, your critical hit range
that saving throw with
for that attack is increased by 1
advantage.
(maximum 17–20).
● When you take massive
● When a creature is damaged by
damage that would kill you
an attack that was aided by the
instantly, you can use your
use of your Help action, you
reaction to make a death saving
don’t provoke opportunity
throw. If the saving throw
attacks from that creature until
succeeds, you instead fall
the end of your next turn.
unconscious and are dying.
● Medicine checks made to
stabilize you have advantage. Tenacious
● Once between long rests, when Choose one ability score. The chosen ability
a creature successfully score increases by 1, to a maximum of 20,
stabilizes you, at the start of and you gain proficiency in saving throws
your next turn you regain 1 hit using it.
point.

A5E System Reference Document


Thespian Living Stampede
Prerequisite: Untamed feat
● Your Charisma score increases Whenever you enter a rage you may
by 1, to a maximum of 20. choose up to a number of creatures equal
● You have advantage on to your Wisdom modifier within 60 feet that
Deception and Performance are beasts, fey, or plants. These chosen
checks made when attempting creatures gain the following benefits for as
to mimic another creature’s long as you rage, but are unable to take
looks, mannerisms, or speech. the Fall Back reaction:
● You have a natural talent for
perfectly mimicking the sounds ● Advantage on Strength checks
of other creatures you’ve heard and Strength saving throws.
make sound for at least 1 ● Resistance to bludgeoning,
minute. A suspicious listener piercing, and slashing damage.
can see through your perfect ● Temporary hit points equal to
mimicry by succeeding on a your level.
Wisdom (Insight) check ● A bonus to damage rolls equal
opposed by your Charisma to your proficiency bonus.
(Deception) check.
Wild Rioter
Untamed Prerequisite: Living Stampede feat
Prerequisites: 3 levels in berserker, 3 levels
in druid (Skinchanger archetype) While raging, you and any creatures
benefiting from your Living Stampede emit
● Your Strength or Wisdom score 5-foot auras of fury. When a creature other
increases by 1, to a maximum of than you or your allies enters a fury aura
20. or starts its turn there it makes a Wisdom
● You may enter a rage and saving throw against your druid spell save
assume a wild shape using the DC. On a failed save, a creature becomes
same bonus action. confused, except instead of rolling to
● While using a wild shape, you determine their actions as normal for the
can use Furious Critical with confused condition, they are always
attacks made using natural considered to have rolled the 7 or 8 result.
weapons. At the end of each of a confused
● Any temporary hit points you creature’s turns it repeats the saving
gain from assuming a wild throw, ending the effect on itself on a
shape while raging become rage success. Once a creature successfully
hit points instead. saves against this effect, it is immune to it
● You may cast and concentrate for the remainder of your rage.
on druid spells with a range of
Self or Touch while raging.

A5E System Reference Document


Vendetta ● You gain an expertise die on
saving throws made against
Something or someone has had a profound spells and other magical
impact on your life—and earned your effects, and on saving throws
unending rancor. You gain an expertise die made to resist being charmed,
on attack rolls and initiative checks made fatigued, frightened, paralyzed,
against creatures that are part of your or stunned.
vendetta, and when making a saving throw ● You gain an expertise die on
to resist an attack, feature, maneuver, spell, ability checks made to find or
or trait from a creature that is part of your track a creature that is part of
vendetta. Whether or not a creature is part your vendetta.
of your vendetta is at the Narrator’s
discretion. True Revenant
Prerequisite: Revenant feat
Revenant
One year and one day after you select this
Prerequisites: Vendetta, one other feat or feat or when your vendetta has ended, you
previous Ability Score Improvement, dead are doomed. Until then, you gain the
You may choose to select this feat when following benefits.
you die, replacing your most recently
chosen feat other than Vendetta or ● You cannot be charmed,
reducing your ability scores to reverse fatigued, frightened, paralyzed,
your last Ability Score Improvement. The or stunned.
next midnight your corpse rises and your ● You have advantage on saving
soul returns to it. You gain the undead type throws against spells and other
in addition to being a humanoid, as well as magical effects.
the following benefits: ● You regain all of your hit points
after you do not take any
● Your destiny changes to damage for 1 minute.
Revenge.
● You gain resistance to necrotic In addition, you also gain the Fearsome
and psychic damage. Pursuit and Burning Hatred features.
● You gain darkvision to a range Fearsome Pursuit. You can spend 1
of 60 feet (or if you already minute focusing on a creature that is
have it, its range increases by part of your vendetta. If the creature is
30 feet). dead or on another plane of existence,
● You become immune to poison you learn that. Otherwise, after focusing,
damage and the poisoned you know the distance and direction to
condition. that creature, and so long as you’re
● If your vendetta has not ended, moving in pursuit of that creature, you
you regain all of your hit points and anyone traveling with you ignore
when you finish a short rest or difficult terrain. This effect ends if you
1 hour after you are reduced to take damage or end your turn without
0 hit points. moving for any reason.

A5E System Reference Document


Burning Hatred. You can use an costume or disguise. This alter
action to target the focus of your ego can be as complicated as a
Fearsome Pursuit if it is within 30 feet. full outfit with a history or
The creature makes a Wisdom saving legends surrounding it or a
throw (DC 8 + your proficiency bonus + simple mask or cowl. You can
your highest mental ability score assume or remove this alter ego
modifier). On a failure, it takes psychic as an action and it can be worn
damage equal to 1d6 × your proficiency with all types of armor.
bonus and is stunned until the end of its ● You gain a 1d8 expertise die
next turn. On a success, it takes half and advantage on Deception
damage and is rattled until the end of its checks made regarding your
next turn. Once you have used this alter ego, Persuasion checks
feature a number of times equal to your made to dissuade others from
proficiency bonus, you can’t use it again connecting you to your alter
until you finish a long rest. ego, and on disguise kit checks.
● Your alter ego has its own
Vengeful Protector Prestige rating that may
increase or decrease as you
Prerequisite: Proficiency with shields perform deeds while in your
alter ego. In addition, while in
● You gain proficiency with shields your alter ego you gain a 1d8
as weapons. expertise die on Prestige
● You gain proficiency with the checks.
Double Team maneuver and do ● While in your alter ego, you may
not have to spend exertion to make a Prestige check and use
activate it. that result in place of any
● When a creature reduces a Intimidation or Persuasion check
party member (not including you would otherwise make.
animal companions, familiars, or
followers) to 0 hit points, you Equipped for Justice
gain an expertise die on attacks
Prerequisite: Vigilante feat
made against it until the end of
combat.
● You gain proficiency with all
types of artisan’s tools and
Vigilante miscellaneous tools. If you
Prerequisites: 3 levels in adept, 3 levels in already have proficiency with
ranger any of these tools, you instead
gain an expertise die with
● Your Wisdom or Dexterity score those tools.
increases by 1, to a maximum of ● You gain proficiency with
20. Engineering and a 1d8
● You have an alter ego, an expertise die on Engineering
identity associated with a checks. In addition, you build a
nonmagical grappling gun that
A5E System Reference Document
only functions in your hands. Well-Heeled
Replacing your grappling gun
requires 3 days of crafting and Prerequisite: Prestige rating of 2 or higher
500 gp.
● You may add your Wisdom ● You are treated as royalty (or as
modifier to the DC of any closely as possible) by most
saving throws used for commoners and traders, and as
miscellaneous adventuring an equal when meeting other
gear items and to attack rolls authority figures (who make time
made using miscellaneous in their schedule to see you
adventuring gear items. when requested to do so).
● You have passive investments
A Symbol That Strikes Fear and income that allow you to
maintain a high quality of living.
Prerequisite: Equipped for Justice feat
You have a rich lifestyle and do
Creatures with a CR lower than your alter
not need to pay for it.
ego’s Prestige rating are frightened of you
● You gain a second Prestige
while you are in your alter ego.
Center. This must be an area
In addition, you become particularly
where you have spent at least a
adept at subduing your enemies rather
week of time.
than outright killing them. Whenever you
begin a turn grappling a creature, you can
attempt to non-lethally subdue it. The Woodcraft Training
grappled creature makes a Constitution
saving throw against your maneuver DC. ● You gain proficiency with the
On a failed saving throw, a creature is herbalism kit, navigator’s kit, a
knocked unconscious for the next hour. A simple ranged weapon, or a
creature with more than 25% of its martial ranged weapon.
maximum hit points automatically ● You gain two exploration knacks
succeeds on this saving throw. of your choice from the ranger
class.
Weapons Specialist

● Your Strength or Dexterity


score increases by 1, to a
maximum of 20.
● You gain proficiency with four
weapons of your choice. Three
of these must be a simple or a
martial weapon. The fourth
choice can be a simple,
martial, or rare weapon.

A5E System Reference Document

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