Classes

Classes of Serran

Artificer Specialists

Alchemist (UA)

Gunsmith (UA)

 

Barbarian Paths

Berserker (PHB)

Totem Warrior (PHB & SCAG) *Must stay with one totem animal path

Battlerager – dwarf only (SCAG)

SERPENT TOTEM

Totem Spirit (3rd level) – In natural outdoor environment, you have advantage on Stealth checks. While raging, you gain a climb speed equal to your foot speed.

Aspect of Beast (6th level) – While raging, you have advantage on Wisdom saving throws. Once per rage, you can choose to reroll one saving throw or attack roll. You must use the second roll

Totemic Attunement (14th level) – While raging and at half your hit points or fewer, you regenerate 5 hit points at the start of each of your turns.

PATH OF THE STORM HERALD

Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.

Storm of Fury When you select this path at 3rd level, choose one of the following options: desert, sea, or tundra. The environment you choose shapes the nature of the storm you conjure when you rage. While raging, you emanate an aura in a 10-foot radius. The effects of this aura depend on your chosen environment. Once an environment is chosen, you must choose the same environment at higher levels.

Desert. Any enemy that ends its turn in your aura takes fire damage equal to 2 + your barbarian level divided by 4.

Sea. At the end of each of your turns, you can choose a creature in your aura, other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 10th level and to 4d6 at 15th level.

 Tundra. Any enemy that ends its turn in your aura takes cold damage equal to 2 + your barbarian level divided by 4.

Storm Soul At 6th level, your link to the power of the storm grants you additional abilities based on the environment you chose at 3rd level.

Desert. You gain resistance to fire damage and don’t suffer the effects of extreme heat.

Sea. You gain resistance to lightning damage and can breathe underwater.

Tundra. You gain resistance to cold damage and don’t suffer the effects of extreme cold.

Shield of the Storm At 10th level, you learn to use your mastery of the storm to protect your allies. While you are raging, allies within your aura gain the benefits of your Storm Soul feature

Raging Storm At 14th level, the power of the storm you channel grows mightier.

Desert. The ground around you becomes like shifting sand. Any enemy that attempts to move more than 5 feet per turn on the ground while in your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature’s speed drops to 0 until the start of its next turn.

Sea. Roaring winds tear through the area around you. Any creature in your aura that you hit with an attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Tundra. The air around you coldly slows your foes. The area within your aura is difficult terrain for your enemies.

 

Bard Schools

Lore (PHB)

Valor (PHB)

COLLEGE OF SWORDS

Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right

Bonus Proficiencies When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars.

Fighting Style The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade Flourish At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.

 Defensive Flourish. You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.

Trick Shooter’s Flourish. This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.

Unnerving Flourish. Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point. The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.

Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Magic At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action

COLLEGE OF WHISPERS

Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

Venomous Blades When you join the College of Whispers at 3rd level, you gain the ability to magically make your weapon attacks toxic for a moment. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 poison damage to that target. You can do so only once per round on your turn. The additional damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.

Venomous Words At 3rd level, you learn to infuse innocent seeming words with an insidious magic. A creature that hears you speak can become plunged into fear and paranoia. If you speak to a humanoid alone for at least 10 minutes, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened for the next hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While frightened in this way, the target is paranoid and tries to avoid the company of others, including its allies. The target seeks out what it considers the safest, most secret place available to it and hides there. If the target succeeds on its save, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short rest or long rest.

Mantle of Whispers At 6th level, you gain the ability to adopt a creature’s persona. When you slay a creature with an attack or a spell or a creature dies within 5 feet of you, you can magically capture its shadow using your reaction. You can capture only the shadow of a creature that is your creature type, such as humanoid, and your size (you can capture a Small or Medium shadow if you’re Small), and you can have only one shadow captured at a time. After you capture a creature’s shadow, you can use your magic to weave it into a disguise that allows you to take on its appearance and gain access to its surface memories. As an action, you take on the creature’s appearance for 1 hour or until you end this effect as a bonus action. During that hour, you gain access to all information that the creature would freely share with a casual acquaintance. Information includes general details on its background and personal life, but does not include secrets. The information is enough that you can pass yourself off as the creature by drawing on its memories. Another creature can see through this disguise by making a Wisdom (Insight) check opposed by ©2016 Wizards 3 your Charisma (Deception) check, though you gain a +5 bonus to your check. The disguise and the knowledge it grants disappears when this ability’s duration ends

Shadow Lore At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest.

Cleric Domains

FORGE DOMAIN

All Domains in PHB & SCAG

Forge Domain Spells

 

LEVEL

SPELLS

1st

Searing Smite, Shield

3rd

Heat Metal, Magic Weapon

5th

Elemental Weapon, Protection from Energy

7th

Fabricate, Wall of Fire

9th

Animate Objects, Creation

 

Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor.

Blessing of the Forge At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity: Artisan’s Blessing Starting at 2nd level, you can use your Channel Divinity to create simple items. Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished item that is at least part metal. The item is completed at the end of the rest. The object can be worth no more than 100 gp, and as part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key, if you possess the original during your short rest.

Soul of the Forge Starting at 6th level, your mastery of the forge grants you a number of special abilities:

  • You gain a + 1 bonus to AC while you are wearing medium or heavy armor
  • You gain resistance to fire damage
  • When you hit a construct with an attack, you deal additional force damage to it equal to your cleric level.

Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Saint of Forge and Fire At 17th level, your affinity for fire and metal becomes more powerful due to your deity’s blessing. You gain immunity to fire damage, and while you’re wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

GRAVE DOMAIN

 

Grave Domain Spells

 

LEVEL

SPELLS

1st

Bane, False Life

3rd

Gentle Repose, Ray of Enfeeblement

5th

Revivify, Vampiric Touch

7th

Blight, Death Ward

9th

Antilife Shell, Raise Dead

Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor.

Circle of Mortality At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell’s healing as having rolled their maximum result. In addition, if you have the spare the dying cantrip, you can cast it as a bonus action.

Eyes of the Grave Starting at 1st level, you gain an innate sense of creatures whose existence is an insult to the natural cycle of life. If you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area. This detection extends up to 1 mile in all directions. You learn the number of undead and their distance and direction from you. In addition, you learn the creature type of the undead in that area that has the highest challenge rating. Once you use this feature, you can’t use it again until you finish a long rest

Channel Divinity: Path to the Grave Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack’s damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends. If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage.

Sentinel at Death’s Door Starting at 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. Once you use this feature, you can’t use it again until you finish a short or long rest.

Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.

Keeper of Souls At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature as long as you aren’t incapacitated, but no more than once per round.

 

PROTECTION DOMAIN

 

 

Protection Domain Spells

 

LEVEL

SPELLS

1st

Protection From Good & Evil, Sanctuary

3rd

Aid, Protection From Poison

5th

Magic Circle, Protection From Energy

7th

Guardian of Faith, Ottiluke’s Resilient Sphere

9th

Antilife Shell, Wall of Force

 

Bonus Proficiency At 1st level, you gain proficiency in heavy armor

Bonus Cantrip At 1st level, you gain Blade Ward as a cantrip if you don’t already have it. Your range with this cantrip becomes Touch

Channel Divinity Shielding: Starting at 2nd level, you may use your Channel Divinity to ward your allies against attacks. As an action, you present your holy symbol and evoke warding energy that grants a +1 AC bonus to all allies within 30 feet of you for one minute

Channel Divinity Radiant Defense: Starting at 6th level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

Potent Spellcasting: Starting at 8th level, you add your Wisdom modifier to any die roll results cast by a cleric cantrip

Indomitable Defense: At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, piercing, slashing, necrotic, and radiant. When you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of the next short or long rest or until you spend an action to transfer it back to yourself.

TIME DOMAIN

 

Time Domain Spells

 

LEVEL

SPELLS

1st

Feather Fall, Longstrider

3rd

Blur, Gentle Repose

5th

Haste, Slow

7th

Dimension Door, Divination

9th

Hold Monster, Modify Memory

 

Bonus Proficiency: You gain proficiency in History and double your proficiency bonus when making History checks

Ahead of Time: You have advantage on all initiative checks

Channel Divinity Choose Future: Starting at 2nd level, you can use your Channel Divinity to see a momentary vision of the branches of time just before you make an attack or a check. As a bonus action, you channel the powers of time to again advantage on attack or check. Or conversely when an enemy within 30’ of you that you can see makes an attack, check or save, you can give it disadvantage on that roll

Channel Divinity Clockwork: Starting at 6th level, you can use your Channel Divinity to alter the flow of time to your benefit. Until the start of your next turn, your speed is doubled, you gain an additional bonus action, and an additional reaction. Attack rolls and Dexterity saves have advantage, and attack rolls against you have disadvantage

Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.

Temporal Weave: At 17th level, you learn the spells Time Stop and Foresight. You always have these spells prepared and do not count against the number of spells per day you can prepare. These spells are cleric spells for you.

 

Druid Circles

Land (PHB)

Moon (PHB)

These are additional Land Types available in Sapphire Throne

CAVE

SPELLS

3rd

Darkness, Darkvision

5th

Blindness/Deafness, Silence

7th

Erupting Earth, Stoneskin

9th

Transmute Rock, Wall of Stone

 

CITY

SPELLS

3rd

Find Traps, Knock

5th

Heat metal, Sending

7th

Confusion, Fabricate

9th

Geas, Passwall

 

JUNGLE

SPELLS

3rd

Fog Cloud, Expeditious Retreat

5th

Haste, Plant Growth

7th

Freedom of Movement, Grasping Vine

9th

Hold Monster, Tree Stride

 

MIRES (The Dark)

SPELLS

3rd

Detect Poison & Disease, Ray of Sickness

5th

Protection from Poison, Stinking Cloud

7th

Blight, Vitriolic Sphere

9th

Contagion, Insect Plague

 

RUINS

SPELLS

3rd

Faerie Fire, See Invisibility

5th

Moonbeam, Speak with Dead

7th

Spirit Guardians, Polymorph

9th

Legend Lore, Planar Binding

 

VOLCANO

SPELLS

3rd

Burning Hands, Flaming Sphere

5th

Fireball, Flame Arrows

7th

Fire Shield, Wall of Fire

9th

Conjure Elemental (fire), Immolation

 

 

CIRCLE OF THE SHEPHARD

Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on habitats and paths needed for animal migrations.

Spirit Bond Starting at 2nd level, you gain the ability to call forth animal spirits and use them to influence the world around you. As a bonus action, you magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, it doesn’t occupy its space, it is immobile, and it counts as neither a creature nor an object. The nature of the aura depends on the type of spirit you choose to summon:

 

Bear. The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Hawk. The hawk spirit is a consummate hunter, marking your enemies with its keen sight. You and your allies gain advantage on ranged attack rolls against targets in the spirit’s aura.

Wolf. The wolf spirit lends you and your allies its precise senses, while your magic works to benefit the members of your pack. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each of your allies in the aura also regains hit points equal to your druid level.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Beast Speech At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character.

Mighty Summoner At 6th level, you gain the ability to conjure forth powerful animals. Any beast summoned or created by your spells gains two benefits. Its hit point maximum increases by 2 per Hit Die, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Spirit At 10th level, you gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell’s duration is extended to 24 hours.

Faithful Summons Starting at 14th level, the bestial spirits you commune with protect you when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it was cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour. Once you use this feature, you can’t use it again until you finish a long rest.

 

Fighter Martial Archetypes

Champion (PHB)

Battle Master (PHB)

Eldritch Knight (PHB)

ARCANE ARCHER

Arcane Arrow When you choose this archetype at 3rd level, you learn to channel magic into your attacks with a longbow or shortbow.

Create Magic Arrow. As a bonus action on your turn, you can create one magic arrow in your hand. The arrow lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from a shortbow or longbow. The arrow is a magic weapon that deals an additional 2d6 force damage on a hit. You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest.

Arcane Shot. When you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow. You gain an additional Arcane Shot option of your choice at 7th, 10th, 15th, and 18th level.

Archer’s Lore At 3rd level, you learn a few skills relating to the typical duties of an Arcane Archer. You learn to understand magical theory and develop survival skills for wandering the wilds. You gain proficiency in two of the following skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival.

Conjure Arrows At 7th level, you learn a minor but useful magical trick. As an action, you can conjure 20 nonmagical arrows. The arrows appear in your hand or in a container, such as a quiver, on your body. The arrows remain for 10 minutes or until you use this feature again; they then vanish.

Ever-Ready Arrow Starting at 15th level, you can conjure forth a magic-infused arrow more often than before. One minute after expending your last remaining use of Arcane Arrow, you regain one use of it.

Deadly Arrow At 18th level, your Arcane Arrow’s bonus damage increases to 4d6 force damage.

<u>Arcane Shots</u>

Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits the target, the target can’t attack the chosen ally or include that ally in a harmful area of effect until the end of your next turn. The target ignores this effect if it is immune to the charmed condition. This effect also ends if the chosen ally deals any damage to the target.

Brute Bane Arrow. You weave necromantic magic into your arrow. If a creature is hit by the arrow, any bludgeoning, piercing, or slashing damage dealt by the creature’s attacks is halved until the end of your next turn.

Bursting Arrow You imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d6 force damage.

Defending Arrow. You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this arrow suffers disadvantage on the next attack roll it makes before the end of your next turn.

Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, thorny brambles that wrap around the target. The target hit by the arrow takes a –10 penalty to speed, and it takes 2d6 slashing damage if it moves 1 foot or more without teleporting. The target or any creature that can touch it can use its action to try to remove the brambles, which requires a successful DC 10 Strength check. Otherwise, the brambles last for 1 minute.

Piercing Arrow. You use transmutation magic to transform your arrow into an ethereal dart that passes through its targets. When you attack with this arrow, it fires forward in a line that is 1 foot wide and 30 feet long. You make a separate attack using your Arcane Arrow against each creature in that line.

Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it, using the Arcane Arrow. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. The attack automatically misses if the target is out of the weapon’s range or if there is no path large enough for the arrow to travel to the target. If the arrow hits its target, you know it, but you don’t learn the target’s location unless it’s within your line of sight.

Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with grasping shadows. Until the end of your next turn, the target hit by the arrow can’t see more than 30 feet away.

 

GUNSLINGER

Firearm Proficiency: Starting at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. You may also use a bonus action to reload a firearm.

Gunsmith Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms or draft and create some new ones (DM’s discretion).

Grit Also starting at 3rd level, you gain a number of grit points equal to your Widsom modifier (minimum of 1). You can spend grit points to perform various “shot” attacks with your firearms. An attack can only be affected by a single shot feature. You can regain Grit points in the following ways:

          Critical hit with a firearm Each time you score a critical hit with a firearm attack while in the heat of combat, you regain 1 spent grit point. Critical hits gained outside of die rolls (via enemy conditions) do not generate Grit

          Killing blow with a firearm Each time you reduce a dangerous creature to 0 hit points with a firearm attack, and kill them, you regain 1 spent grit point.

          You also regain all spent grit points after finishing a short or long rest.

Deadye Shot Beginning at 3rd level, you can spend 1 grit point to gain advantage on the next attack roll you make with a firearm this round.

Quickdraw When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Violent Shot: Starting at 7th level, you’ve discovered ways to push your firearms past their intended potential at the peril of damaging them. You can spend 1 or more grit points before making an attack roll with a firearm. For each grit point spent, that attack gains a + 2 to the firearm’s misfire score. If the attack hits, you can roll one  additional weapon damage die per grit point spent when determining damage of the attack.

Trick Shot: By 10th level, you’ve honed your aim to fire off targeted shots to disable an opponent. You can spend 1 grit point before making an attck roll to target a specific location on the target’s body. If the specified body part cannot be seen, or the target lacks the body part in question, only normal damage is suffered with no additional effect

          Trick Shot DC = 8 + your proficiency bonus + your Dexterity modifier.

          Head On a hit, the target takes normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

          Arms On a hit, the target takes normal damage and must make a Strength saving throw or drop 1 held item of your choice.

          Torso On a hit, the target takes normal damage and is pushed up to 10 feet directly away from you

          Legs/Wings On a hit, the target takes normal damage and must make a Strength saving throw or get knocked prone

Piercing Shot: By 15th level, you refined your deadly gunplay to allow certain shots to pierce through foes and continue on to damage others. You can spend 1 grit point before making an attack roll with a firearm that deals piercing damage. If the attack hits, you make an attack roll against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Vicious Intent: At 18th level, your firearm attacks score a critical hit on a roll of 19-20

Hemorrhaging Critical: Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn

 

KNIGHT

Born to the Saddle Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet.

Implacable Mark At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can’t be frightened. The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it. If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack’s weapon deals extra damage to the target equal to your fighter level. You can make this special attack even if you have already expended your reaction this round. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest

Noble Cavalry At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice.

Hold the Line At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn.

 Rapid Strike Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

Defender’s Blade At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. In addition, you gain a +1 bonus to AC while wearing heavy armor

 

WARMAIN

Brave: At 3rd level, you gain advantage on all saving throws made to resist the frightened condition. A 10th level you become immune to the frightened condition.

Mighty Strike Stance: At 3rd level, when you take the Attack action and hit a target with a weapon that does not have the light or finesse quality, you may add your CON modifier to the damage. You can use this feature two times, at 7th level, you ca use it three times, 4 times at 10th level, 5 times at 15th level.

Shield Specialization: At 3rd level, when you use your shield to make a weapon attack, you do not lose its defensive property. In addition, shields gain the light quality for the purposes of fighting with two weapons

Armor Specialization: At 7th level, you can don and doff armor in half the time it normally takes (phb 146). You can adopt a stance or fighting style that takes advantage of the full armor you wear, this will increase your AC by 2 that will last for 1 hour. You must complete a short or long rest before you can use this feature again.

Chink in the Armor: At 10th level, you may use a bonus action to determine an armored foe’s weakness (including naturally armored monsters) and make all attacks against the creature as if it were AC 10 for one round. You must complete a long rest to use this feature again.

Stalwart: At 15th level, at the start of each of your turns, you regain hit points equal to 5 + your CON modifier if you are above half your maximum hit points.

Myrmidon Defense: At 18th level, each round you are successfully attacked, you gain a + 1 cumulative bonus to AC. This bonus resets upon ending a round in which you were not hit. You must complete a short or long rest to use this again.

 

Monk Monastic Traditions

All Monastic Traditions (Way of…) from PHB & SCAG

 

WAY OF TRANQUILITY

Path of Tranquility When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour. Once you cast the spell in this way, you can’t do so again for 1 minute.

Healing Hands Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level × 10. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature. This feature has no effect on undead and constructs.

Emissary of Peace At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception or Intimidation skill applies to your check. You also gain proficiency in the Performance or Persuasion skill (choose one).

Douse the Flames of War At 11th level, you gain the ability to temporarily extinguish a creature’s violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t attack for 1 minute. During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw. This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.

Anger of a Gentle Soul At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level. Once you use this ability, you can’t use it again until you finish a short or long rest.

Mystic Order

All Orders from Unearthed Arcana

Paladin Oaths

All Oaths in PHB & SCAG

OATH OF CONQUEST

 

OATH OF CONQUEST

 

LEVEL

SPELLS

3rd

Armor of Agathys, Command

5th

Hold Person, Spiritual Weapon

9th

Bestow Curse, Fear

13th

Blight, Dominate Beast

17th

Dominate Person, Insect Plague

 

Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options.

     Conquering Strike. You can use your Channel Divinity to break a foe’s will. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Wisdom saving throw. On a failed save, the target becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

     Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses

Aura of Conquest Starting at 7th level, you emanate a menacing aura while you’re not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any enemy in the aura has disadvantage on saving throws against being frightened. At 18th level, the range of this aura increases to 30 feet.

Implacable Spirit Once you reach 15th level, you can no longer be charmed.

Invincible Conqueror At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage
  • When you take the Attack action on your turn, you can make one additional attack as part of that action
  • Your melee weapon attacks scores a critical on a 19 or 20

Once you use this feature, you can’t use it again until you finish a long rest.

Ranger Conclaves

Rangers will use the UA updated ranger and not the one presented in the PHB. See DM for Ranger base class. Ranger base class will be under Media Files.

Beast (UA)

Hunter (UA)

Deep Stalker (UA)

HORIZON WALKER

Planar Magic: Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

 

HORIZON WALKER

 

LEVEL

SPELLS

3rd

Protection from Evil and Good

5th

Alter Self

9th

Protection from Energy

13th

Banishment

17th

Teleportation Circle

 

Planar Warrior At 3rd level, you learn to draw on the energy of the planes to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.

Portal Lore At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn’t reveal them. Once you use this feature, you can’t use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

Ethereal Step At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest

Distant Strike At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.

 

Rogue Archetypes

Thief (PHB)

Assassin (PHB)

Arcane Trickster (PHB)

Mastermind (SCAG)

Swashbuckler (SCAG)

SCOUT

Survivalist When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Skirmisher Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Superior Mobility At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master Starting at 13th level, you excel at leading ambushes. If any of your foes are surprised, you can use a bonus action on your turn in the first round of the combat to grant each ally who can see you a +5 bonus to initiative that lasts until the combat ends. If the initiative bonus would increase an ally’s initiative above yours, the ally’s initiative instead equals your initiative. Each of the allies also receives a 10 -foot increase to speed that lasts until the end of the ally’s next turn.

Sudden Strike Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but only if the attack is the only one you make against the target this turn.

THIEF-ACROBAT

Vertical Grace: Starting at 3rd level, the Thief-Acrobat can fall up to 10 feet times ½ their level, safely. You can also climb faster than normal, you can climb at your normal speed and climbing does not cost you extra movement. When making a jump of any type, standing or running, the distance you jump increases by a number of feet equal to your Dexterity modifier.

Acrobat: When you select this archetype at 3rd level, you have advantage on all Dexterity (Acrobatics) checks. Standing up from prone no longer costs you any movement.

Battle Grace: Starting at 9th level, you gain the ability to Dodge as a bonus action

Foot Work: At 13th level, you gain mastery over placement and movement. Opponents no longer block movement. You may move through the square of hostile creatures at no penalty, it is assumed that you are moving over or by them. You still have to Disengage to avoid an attack if you leave the threatened area of a creature

Wall Walker: When you reach 17th level, you double your climb speed.

Deadly Defender: At 17th level, anyone who uses a melee attack against you when you have taken the Dodge action, grants you advantage on your next turn against them. This allows you to do sneak attack damage. This effect only lasts until the end of your next turn.

 

Sorcerous Origins

Wild (PHB)

Dragon (PHB)

Storm (SCAG)

Phoenix (UA)

Sea (UA)

Stone (UA)

Shadow (UA)

Warlock Otherwordly Patrons

Archfey (PHB)

Great Old One (PHB)

The Fiend (PHB)

Hexblade (UA)

Raven Queen (UA)

Wizard Arcane Traditions

All traditions in PHB

WAR MAGIC

Arcane Deflection At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or fail a Constitution saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Tactical Wit Starting at 2nd level, your ability to quickly assess tactical situations allows you to act quickly in battle. You gain a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge Starting at 6th level, you can empower your spells that unleash harm on groups of foes. When you force multiple creatures to make saving throws against the damage of one of your spells,you can increase the spell’s damage by rolling two more of its damage dice. This increase occurs only on the turn you cast the spell. Once you use this feature, you can’t use it again until you finish a short or long rest.

Durable Magic Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws

Deflecting Shroud At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, magical energy arcs from you; each creature of your choice within 10 feet of you takes force damage equal to half your wizard level

Classes

SAPPHIRE THRONE: Giants of Ages Jarandus