DRAGON ADVENTURES

D20 RPG BETA

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The
SRD 5.1 is licensed under the Creative Commons Attribution

THE QUEST FOR THE GOLDEN ARROWS

Classes

Barbarian


Class Features


As  a  barbarian,  you  gain  the  following  class  features.
Hit Points
Hit  Dice:  1d12  per  barbarian  level
Hit  Points  at  1st  Level:  12  +  your  Constitution
modifier
Hit  Points  at  Higher  Levels:  1d12  (or  7)  +  your
Constitution  modifier  per  barbarian  level  after  1st
Proficiencies
Armor:  Light  armor,  medium  armor,  shields
Weapons:  Simple  weapons,  martial  weapons
Tools:  None
Saving  Throws:  Strength,  Constitution
Skills:  Choose  two  from  Animal  Handling,  Athletics,
Intimidation,  Nature,  Perception,  and  Survival
Equipment
You  start  with  the  following  equipment,  in  addition
to  the  equipment  granted  by  your  background:
• (a)  a  greataxe  or  (b)  any  martial  melee  weapon
• (a)  two  handaxes  or  (b)  any  simple  weapon
• An  explorer’s  pack  and  four  javelins
The  Barbarian
Level
Proficiency
Bonus   Features   Rages
Rage
Damage
1st   +2 Rage,
Unarmored
Defense
2   +2
2nd   +2 Reckless
Attack,
Danger  Sense
2   +2
3rd   +2 Primal  Path   3   +2
4th   +2 Ability  Score
Improvement
3   +2
5th   +3 Extra  Attack,
Fast
Movement
3   +2
6th   +3 Path  feature   4   +2
7th   +3 Feral  Instinct   4   +2
8th   +3 Ability  Score
Improvement
4   +2
9th   +4 Brutal  Critical
(1  die)
4   +3
10th   +4 Path  feature   4   +3
11th   +4 Relentless   4   +3
Rage
12th   +4 Ability  Score
Improvement
5   +3
13th   +5 Brutal  Critical
(2  dice)
5   +3
14th   +5 Path  feature   5   +3
15th   +5 Persistent
Rage
5   +3
16th   +5 Ability  Score
Improvement
5   +4
17th   +6 Brutal  Critical
(3  dice)
6   +4
18th   +6 Indomitable
Might
6   +4
19th   +6 Ability  Score
Improvement
6   +4
20th   +6 Primal
Champion
Unlimited   +4
Rage
In  battle,  you  fight  with  primal  ferocity.  On  your  turn,
you  can  enter  a  rage  as  a  bonus  action.
 While  raging,  you  gain  the  following  benefits  if  you
aren’t  wearing  heavy  armor:
• You  have  advantage  on  Strength  checks  and
Strength  saving  throws.
• When  you  make  a  melee  weapon  attack  using
Strength,  you  gain  a  bonus  to  the  damage  roll  that
increases  as  you  gain  levels  as  a  barbarian,  as
shown  in  the  Rage  Damage  column  of  the
Barbarian  table.
• You  have  resistance  to  bludgeoning,  piercing,  and
slashing  damage.
If  you  are  able  to  cast  spells,  you  can’t  cast  them  or
concentrate  on  them  while  raging.
 Your  rage  lasts  for  1  minute.  It  ends  early  if  you
are  knocked  unconscious  or  if  your  turn  ends  and
you  haven’t  attacked  a  hostile  creature  since  your
last  turn  or  taken  damage  since  then.  You  can  also
end  your  rage  on  your  turn  as  a  bonus  action.
 Once  you  have  raged  the  number  of  times  shown
for  your  barbarian  level  in  the  Rages  column  of  the
Barbarian  table,  you  must  finish  a  long  rest  before
you  can  rage  again.
Unarmored Defense
While  you  are  not  wearing  any  armor,  your  Armor
Class  equals  10  +  your  Dexterity  modifier  +  your
Constitution  modifier.  You  can  use  a  shield  and  still
gain  this  benefit.
System  Reference  Document  5.1   9
Reckless Attack
Starting  at  2nd  level,  you  can  throw  aside  all  concern
for  defense  to  attack  with  fierce  desperation.  When
you  make  your  first  attack  on  your  turn,  you  can
decide  to  attack  recklessly.  Doing  so  gives  you
advantage  on  melee  weapon  attack  rolls  using
Strength  during  this  turn,  but  attack  rolls  against
you  have  advantage  until  your  next  turn.
Danger Sense
At  2nd  level,  you  gain  an  uncanny  sense  of  when
things  nearby  aren’t  as  they  should  be,  giving  you  an
edge  when  you  dodge  away  from  danger.
 You  have  advantage  on  Dexterity  saving  throws
against  effects  that  you  can  see,  such  as  traps  and
spells.  To  gain  this  benefit,  you  can’t  be  blinded,
deafened,  or  incapacitated.
Primal Path
At  3rd  level,  you  choose  a  path  that  shapes  the
nature  of  your  rage.  Choose  the  Path  of  the
Berserker  or  the  Path  of  the  Totem  Warrior,  both
detailed  at  the  end  of  the  class  description.  Your
choice  grants  you  features  at  3rd  level  and  again  at
6th,  10th,  and  14th  levels.
Ability Score Improvement
When  you  reach  4th  level,  and  again  at  8th,  12th,
16th,  and  19th  level,  you  can  increase  one  ability
score  of  your  choice  by  2,  or  you  can  increase  two
ability  scores  of  your  choice  by  1.  As  normal,  you
can’t  increase  an  ability  score  above  20  using  this
feature.
Extra Attack
Beginning  at  5th  level,  you  can  attack  twice,  instead
of  once,  whenever  you  take  the  Attack  action  on  your
turn.
Fast Movement
Starting  at  5th  level,  your  speed  increases  by  10  feet
while  you  aren’t  wearing  heavy  armor.
Feral Instinct
By  7th  level,  your  instincts  are  so  honed  that  you
have  advantage  on  initiative  rolls.
 Additionally,  if  you  are  surprised  at  the  beginning
of  combat  and  aren’t  incapacitated,  you  can  act
normally  on  your  first  turn,  but  only  if  you  enter
your  rage  before  doing  anything  else  on  that  turn.
Brutal Critical
Beginning  at  9th  level,  you  can  roll  one  additional
weapon  damage  die  when  determining  the  extra
damage  for  a  critical  hit  with  a  melee  attack.
 This  increases  to  two  additional  dice  at  13th  level
and  three  additional  dice  at  17th  level.
Relentless Rage
Starting  at  11th  level,  your  rage  can  keep  you
fighting  despite  grievous  wounds.  If  you  drop  to  0  hit
points  while  you’re  raging  and  don’t  die  outright,
you  can  make  a  DC  10  Constitution  saving  throw.  If
you  succeed,  you  drop  to  1  hit  point  instead.
 Each  time  you  use  this  feature  after  the  first,  the
DC  increases  by  5.  When  you  finish  a  short  or  long
rest,  the  DC  resets  to  10.
Persistent Rage
Beginning  at  15th  level,  your  rage  is  so  fierce  that  it
ends  early  only  if  you  fall  unconscious  or  if  you
choose  to  end  it.
Indomitable Might
Beginning  at  18th  level,  if  your  total  for  a  Strength
check  is  less  than  your  Strength  score,  you  can  use
that  score  in  place  of  the  total.
Primal Champion
At  20th  level,  you  embody  the  power  of  the  wilds.
Your  Strength  and  Constitution  scores  increase  by  4.
Your  maximum  for  those  scores  is  now  24.
Path of the Berserker
For  some  barbarians,  rage  is  a  means  to  an  end—
that  end  being  violence.  The  Path  of  the  Berserker  is
a  path  of  untrammeled  fury,  slick  with  blood.  As  you
enter  the  berserker’s  rage,  you  thrill  in  the  chaos  of
battle,  heedless  of  your  own  health  or  well-­‐‑being.
Frenzy
Starting  when  you  choose  this  path  at  3rd  level,  you
can  go  into  a  frenzy  when  you  rage.  If  you  do  so,  for
the  duration  of  your  rage  you  can  make  a  single
melee  weapon  attack  as  a  bonus  action  on  each  of
your  turns  after  this  one.  When  your  rage  ends,  you
suffer  one  level  of  exhaustion  (as  described  in
appendix  PH-­‐‑A).
System  Reference  Document  5.1   10
Mindless Rage
Beginning  at  6th  level,  you  can’t  be  charmed  or
frightened  while  raging.  If  you  are  charmed  or
frightened  when  you  enter  your  rage,  the  effect  is
suspended  for  the  duration  of  the  rage.
Intimidating Presence
Beginning  at  10th  level,  you  can  use  your  action  to
frighten  someone  with  your  menacing  presence.
When  you  do  so,  choose  one  creature  that  you  can
see  within  30  feet  of  you.  If  the  creature  can  see  or
hear  you,  it  must  succeed  on  a  Wisdom  saving  throw
(DC  equal  to  8  +  your  proficiency  bonus  +  your
Charisma  modifier)  or  be  frightened  of  you  until  the
end  of  your  next  turn.  On  subsequent  turns,  you  can
use  your  action  to  extend  the  duration  of  this  effect
on  the  frightened  creature  until  the  end  of  your  next
turn.  This  effect  ends  if  the  creature  ends  its  turn  out
of  line  of  sight  or  more  than  60  feet  away  from  you.
 If  the  creature  succeeds  on  its  saving  throw,  you
can’t  use  this  feature  on  that  creature  again  for  24
hours.
Retaliation
Starting  at  14th  level,  when  you  take  damage  from  a
creature  that  is  within  5  feet  of  you,  you  can  use  your
reaction  to  make  a  melee  weapon  attack  against  that
creature.
System  Reference  Document  5.1   11
Bard
Class Features
As  a  bard,  you  gain  the  following  class  features.
Hit Points
Hit  Dice:  1d8  per  bard  level
Hit  Points  at  1st  Level:  8  +  your  Constitution
modifier
Hit  Points  at  Higher  Levels:  1d8  (or  5)  +  your
Constitution  modifier  per  bard  level  after  1st
Proficiencies
Armor:  Light  armor
Weapons:  Simple  weapons,  hand  crossbows,
longswords,  rapiers,  shortswords
Tools:  Three  musical  instruments  of  your  choice
Saving  Throws:  Dexterity,  Charisma
Skills:  Choose  any  three
Equipment
You  start  with  the  following  equipment,  in  addition
to  the  equipment  granted  by  your  background:
• (a)  a  rapier,  (b)  a  longsword,  or  (c)  any  simple
weapon
• (a)  a  diplomat’s  pack  or  (b)  an  entertainer’s  pack
• (a)  a  lute  or  (b)  any  other  musical  instrument
• Leather  armor  and  a  dagger
The  Bard
Proficiency   Cantrips   Spells   —Spell  Slots  per  Spell  Level—
Level   Bonus   Features   Known   Known   1st   2nd   3rd   4th   5th   6th   7th   8th   9th
1st   +2 Spellcasting,  Bardic  Inspiration
(d6)
2   4   2   ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
2nd   +2 Jack  of  All  Trades,  Song  of  Rest
(d6)
2   5   3   ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
3rd   +2 Bard  College,  Expertise   2   6   4   2   ̶ ̶ ̶ ̶ ̶ ̶ ̶
4th   +2 Ability  Score  Improvement   3   7   4   3   ̶ ̶ ̶ ̶ ̶ ̶ ̶
5th   +3 Bardic  Inspiration  (d8),  Font  of
Inspiration
3   8   4   3   2   ̶ ̶ ̶ ̶ ̶ ̶
6th   +3 Countercharm,  Bard  College
feature  
3   9   4   3   3   ̶ ̶ ̶ ̶ ̶ ̶
7th   +3 ̶ 3   10   4   3   3   1   ̶ ̶ ̶ ̶ ̶
8th   +3 Ability  Score  Improvement   3   11   4   3   3   2   ̶ ̶ ̶ ̶ ̶
9th   +4 Song  of  Rest  (d8)   3   12   4   3   3   3   1   ̶ ̶ ̶ ̶
10th   +4 Bardic  Inspiration  (d10),
Expertise,  Magical  Secrets
4   14   4   3   3   3   2   ̶ ̶ ̶ ̶
11th   +4 ̶ 4   15   4   3   3   3   2   1   ̶ ̶ ̶
12th   +4 Ability  Score  Improvement   4   15   4   3   3   3   2   1   ̶ ̶ ̶
13th   +5 Song  of  Rest  (d10)   4   16   4   3   3   3   2   1   1   ̶ ̶
14th   +5 Magical  Secrets,  Bard  College
feature
4   18   4   3   3   3   2   1   1   ̶ ̶
15th   +5 Bardic  Inspiration  (d12)   4   19   4   3   3   3   2   1   1   1   ̶
16th   +5 Ability  Score  Improvement   4   19   4   3   3   3   2   1   1   1   ̶
17th   +6 Song  of  Rest  (d12)   4   20   4   3   3   3   2   1   1   1   1
18th   +6 Magical  Secrets   4   22   4   3   3   3   3   1   1   1   1
19th   +6 Ability  Score  Improvement   4   22   4   3   3   3   3   2   1   1   1
20th   +6 Superior  Inspiration   4   22   4   3   3   3   3   2   2   1   1
Spellcasting
You  have  learned  to  untangle  and  reshape  the  fabric
of  reality  in  harmony  with  your  wishes  and  music.
Your  spells  are  part  of  your  vast  repertoire,  magic
that  you  can  tune  to  different  situations.
System  Reference  Document  5.1   12
Cantrips
You  know  two  cantrips  of  your  choice  from  the  bard
spell  list.  You  learn  additional  bard  cantrips  of  your
choice  at  higher  levels,  as  shown  in  the  Cantrips
Known  column  of  the  Bard  table.
Spell Slots
The  Bard  table  shows  how  many  spell  slots  you  have
to  cast  your  spells  of  1st  level  and  higher.  To  cast
one  of  these  spells,  you  must  expend  a  slot  of  the
spell’s  level  or  higher.  You  regain  all  expended  spell
slots  when  you  finish  a  long  rest.
 For  example,  if  you  know  the  1st-­‐‑level  spell  cure
wounds  and  have  a  1st-­‐‑level  and  a  2nd-­‐‑level  spell
slot  available,  you  can  cast  cure  wounds  using  either
slot.
Spells Known of 1st Level and Higher
You  know  four  1st-­‐‑level  spells  of  your  choice  from
the  bard  spell  list.
 The  Spells  Known  column  of  the  Bard  table  shows
when  you  learn  more  bard  spells  of  your  choice.
Each  of  these  spells  must  be  of  a  level  for  which  you
have  spell  slots,  as  shown  on  the  table.  For  instance,
when  you  reach  3rd  level  in  this  class,  you  can  learn
one  new  spell  of  1st  or  2nd  level.
 Additionally,  when  you  gain  a  level  in  this  class,
you  can  choose  one  of  the  bard  spells  you  know  and
replace  it  with  another  spell  from  the  bard  spell  list,
which  also  must  be  of  a  level  for  which  you  have
spell  slots.
Spellcasting Ability
Charisma  is  your  spellcasting  ability  for  your  bard
spells.  Your  magic  comes  from  the  heart  and  soul
you  pour  into  the  performance  of  your  music  or
oration.  You  use  your  Charisma  whenever  a  spell
refers  to  your  spellcasting  ability.  In  addition,  you
use  your  Charisma  modifier  when  setting  the  saving
throw  DC  for  a  bard  spell  you  cast  and  when  making
an  attack  roll  with  one.
Spell  save  DC  =  8  +  your  proficiency  bonus  +
your  Charisma  modifier
Spell  attack  modifier  =  your  proficiency  bonus  +
your  Charisma  modifier
Ritual Casting
You  can  cast  any  bard  spell  you  know  as  a  ritual  if
that  spell  has  the  ritual  tag.
Spellcasting Focus
You  can  use  a  musical  instrument  (see  “Equipment”)
as  a  spellcasting  focus  for  your  bard  spells.
Bardic Inspiration
You  can  inspire  others  through  stirring  words  or
music.  To  do  so,  you  use  a  bonus  action  on  your  turn
to  choose  one  creature  other  than  yourself  within  60
feet  of  you  who  can  hear  you.  That  creature  gains
one  Bardic  Inspiration  die,  a  d6.
 Once  within  the  next  10  minutes,  the  creature  can
roll  the  die  and  add  the  number  rolled  to  one  ability
check,  attack  roll,  or  saving  throw  it  makes.  The
creature  can  wait  until  after  it  rolls  the  d20  before
deciding  to  use  the  Bardic  Inspiration  die,  but  must
decide  before  the  GM  says  whether  the  roll  succeeds
or  fails.  Once  the  Bardic  Inspiration  die  is  rolled,  it  is
lost.  A  creature  can  have  only  one  Bardic  Inspiration
die  at  a  time.
 You  can  use  this  feature  a  number  of  times  equal
to  your  Charisma  modifier  (a  minimum  of  once).  You
regain  any  expended  uses  when  you  finish  a  long
rest.
 Your  Bardic  Inspiration  die  changes  when  you
reach  certain  levels  in  this  class.  The  die  becomes  a
d8  at  5th  level,  a  d10  at  10th  level,  and  a  d12  at  15th
level.
Jack of All Trades
Starting  at  2nd  level,  you  can  add  half  your
proficiency  bonus,  rounded  down,  to  any  ability
check  you  make  that  doesn’t  already  include  your
proficiency  bonus.
Song of Rest
Beginning  at  2nd  level,  you  can  use  soothing  music
or  oration  to  help  revitalize  your  wounded  allies
during  a  short  rest.  If  you  or  any  friendly  creatures
who  can  hear  your  performance  regain  hit  points  at
the  end  of  the  short  rest  by  spending  one  or  more
Hit  Dice,  each  of  those  creatures  regains  an  extra
1d6  hit  points.
 The  extra  hit  points  increase  when  you  reach
certain  levels  in  this  class:  to  1d8  at  9th  level,  to
1d10  at  13th  level,  and  to  1d12  at  17th  level.
Bard College
At  3rd  level,  you  delve  into  the  advanced  techniques
of  a  bard  college  of  your  choice,  such  as  the  College
of  Lore.  Your  choice  grants  you  features  at  3rd  level
and  again  at  6th  and  14th  level.
System  Reference  Document  5.1   13
Expertise
At  3rd  level,  choose  two  of  your  skill  proficiencies.
Your  proficiency  bonus  is  doubled  for  any  ability
check  you  make  that  uses  either  of  the  chosen
proficiencies.
 At  10th  level,  you  can  choose  another  two  skill
proficiencies  to  gain  this  benefit.
Ability Score Improvement
When  you  reach  4th  level,  and  again  at  8th,  12th,
16th,  and  19th  level,  you  can  increase  one  ability
score  of  your  choice  by  2,  or  you  can  increase  two
ability  scores  of  your  choice  by  1.  As  normal,  you
can’t  increase  an  ability  score  above  20  using  this
feature.
Font of Inspiration
Beginning  when  you  reach  5th  level,  you  regain  all  of
your  expended  uses  of  Bardic  Inspiration  when  you
finish  a  short  or  long  rest.
Countercharm
At  6th  level,  you  gain  the  ability  to  use  musical  notes
or  words  of  power  to  disrupt  mind-­‐‑influencing
effects.  As  an  action,  you  can  start  a  performance
that  lasts  until  the  end  of  your  next  turn.  During  that
time,  you  and  any  friendly  creatures  within  30  feet
of  you  have  advantage  on  saving  throws  against
being  frightened  or  charmed.  A  creature  must  be
able  to  hear  you  to  gain  this  benefit.  The
performance  ends  early  if  you  are  incapacitated  or
silenced  or  if  you  voluntarily  end  it  (no  action
required).
Magical Secrets
By  10th  level,  you  have  plundered  magical
knowledge  from  a  wide  spectrum  of  disciplines.
Choose  two  spells  from  any  class,  including  this  one.
A  spell  you  choose  must  be  of  a  level  you  can  cast,  as
shown  on  the  Bard  table,  or  a  cantrip.
 The  chosen  spells  count  as  bard  spells  for  you  and
are  included  in  the  number  in  the  Spells  Known
column  of  the  Bard  table.
 You  learn  two  additional  spells  from  any  class  at
14th  level  and  again  at  18th  level.
Superior Inspiration
At  20th  level,  when  you  roll  initiative  and  have  no
uses  of  Bardic  Inspiration  left,  you  regain  one  use.
College of Lore
Bards  of  the  College  of  Lore  know  something  about
most  things,  collecting  bits  of  knowledge  from
sources  as  diverse  as  scholarly  tomes  and  peasant
tales.  Whether  singing  folk  ballads  in  taverns  or
elaborate  compositions  in  royal  courts,  these  bards
use  their  gifts  to  hold  audiences  spellbound.  When
the  applause  dies  down,  the  audience  members
might  find  themselves  questioning  everything  they
held  to  be  true,  from  their  faith  in  the  priesthood  of
the  local  temple  to  their  loyalty  to  the  king.
 The  loyalty  of  these  bards  lies  in  the  pursuit  of
beauty  and  truth,  not  in  fealty  to  a  monarch  or
following  the  tenets  of  a  deity.  A  noble  who  keeps
such  a  bard  as  a  herald  or  advisor  knows  that  the
bard  would  rather  be  honest  than  politic.
 The  college’s  members  gather  in  libraries  and
sometimes  in  actual  colleges,  complete  with
classrooms  and  dormitories,  to  share  their  lore  with
one  another.  They  also  meet  at  festivals  or  affairs  of
state,  where  they  can  expose  corruption,  unravel  lies,
and  poke  fun  at  self-­‐‑important  figures  of  authority.
Bonus Proficiencies
When  you  join  the  College  of  Lore  at  3rd  level,  you
gain  proficiency  with  three  skills  of  your  choice.
Cutting Words
Also  at  3rd  level,  you  learn  how  to  use  your  wit  to
distract,  confuse,  and  otherwise  sap  the  confidence
and  competence  of  others.  When  a  creature  that  you
can  see  within  60  feet  of  you  makes  an  attack  roll,  an
ability  check,  or  a  damage  roll,  you  can  use  your
reaction  to  expend  one  of  your  uses  of  Bardic
Inspiration,  rolling  a  Bardic  Inspiration  die  and
subtracting  the  number  rolled  from  the  creature’s
roll.  You  can  choose  to  use  this  feature  after  the
creature  makes  its  roll,  but  before  the  GM
determines  whether  the  attack  roll  or  ability  check
succeeds  or  fails,  or  before  the  creature  deals  its
damage.  The  creature  is  immune  if  it  can’t  hear  you
or  if  it’s  immune  to  being  charmed.
Additional Magical Secrets
At  6th  level,  you  learn  two  spells  of  your  choice  from
any  class.  A  spell  you  choose  must  be  of  a  level  you
can  cast,  as  shown  on  the  Bard  table,  or  a  cantrip.
The  chosen  spells  count  as  bard  spells  for  you  but
don’t  count  against  the  number  of  bard  spells  you
know.
System  Reference  Document  5.1   14
Peerless Skill
Starting  at  14th  level,  when  you  make  an  ability
check,  you  can  expend  one  use  of  Bardic  Inspiration.
Roll  a  Bardic  Inspiration  die  and  add  the  number
rolled  to  your  ability  check.  You  can  choose  to  do  so
after  you  roll  the  die  for  the  ability  check,  but  before
the  GM  tells  you  whether  you  succeed  or  fail.
System  Reference  Document  5.1   15
Cleric
Class Features
As  a  cleric,  you  gain  the  following  class  features.
Hit Points
Hit  Dice:  1d8  per  cleric  level
Hit  Points  at  1st  Level:  8  +  your  Constitution
modifier
Hit  Points  at  Higher  Levels:  1d8  (or  5)  +  your
Constitution  modifier  per  cleric  level  after  1st
Proficiencies
Armor:  Light  armor,  medium  armor,  shields
Weapons:  Simple  weapons
Tools:  None
Saving  Throws:  Wisdom,  Charisma
Skills:  Choose  two  from  History,  Insight,  Medicine,
Persuasion,  and  Religion
Equipment
You  start  with  the  following  equipment,  in  addition
to  the  equipment  granted  by  your  background:
• (a)  a  mace  or  (b)  a  warhammer  (if  proficient)
• (a)  scale  mail,  (b)  leather  armor,  or  (c)  chain  mail
(if  proficient)
• (a)  a  light  crossbow  and  20  bolts  or  (b)  any  simple
weapon
• (a)  a  priest’s  pack  or  (b)  an  explorer’s  pack
• A  shield  and  a  holy  symbol
The  Cleric
Proficiency   Cantrips   ̶ Spell  Slots  per  Spell  Level ̶
Level   Bonus   Features   Known   1st   2nd   3rd   4th   5th   6th   7th   8th   9th
1st   +2 Spellcasting,  Divine  Domain   3   2   ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
2nd   +2 Channel  Divinity  (1/rest),  Divine  Domain
feature
3   3   ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
3rd   +2 ̶ 3   4   2   ̶ ̶ ̶ ̶ ̶ ̶ ̶
4th   +2 Ability  Score  Improvement   4   4   3   ̶ ̶ ̶ ̶ ̶ ̶ ̶
5th   +3 Destroy  Undead  (CR  1/2)   4   4   3   2   ̶ ̶ ̶ ̶ ̶ ̶
6th   +3 Channel  Divinity  (2/rest),  Divine  Domain
feature
4   4   3   3   ̶ ̶ ̶ ̶ ̶ ̶
7th   +3 ̶ 4   4   3   3   1   ̶ ̶ ̶ ̶ ̶
8th   +3 Ability  Score  Improvement,  Destroy  Undead
(CR  1),  Divine  Domain  feature
4   4   3   3   2   ̶ ̶ ̶ ̶ ̶
9th   +4 ̶ 4   4   3   3   3   1   ̶ ̶ ̶ ̶
10th   +4 Divine  Intervention   5   4   3   3   3   2   ̶ ̶ ̶ ̶
11th   +4 Destroy  Undead  (CR  2)   5   4   3   3   3   2   1   ̶ ̶ ̶
12th   +4 Ability  Score  Improvement   5   4   3   3   3   2   1   ̶ ̶ ̶
13th   +5 ̶ 5   4   3   3   3   2   1   1   ̶ ̶
14th   +5 Destroy  Undead  (CR  3)   5   4   3   3   3   2   1   1   ̶ ̶
15th   +5 ̶ 5   4   3   3   3   2   1   1   1   ̶
16th   +5 Ability  Score  Improvement   5   4   3   3   3   2   1   1   1   ̶
17th   +6 Destroy  Undead  (CR  4),  Divine  Domain
feature
5   4   3   3   3   2   1   1   1   1
18th   +6 Channel  Divinity  (3/rest)   5   4   3   3   3   3   1   1   1   1
19th   +6 Ability  Score  Improvement   5   4   3   3   3   3   2   1   1   1
20th   +6 Divine  Intervention  improvement   5   4   3   3   3   3   2   2   1   1
Spellcasting
As  a  conduit  for  divine  power,  you  can  cast  cleric
spells.
Cantrips
At  1st  level,  you  know  three  cantrips  of  your  choice
from  the  cleric  spell  list.  You  learn  additional  cleric
cantrips  of  your  choice  at  higher  levels,  as  shown  in
the  Cantrips  Known  column  of  the  Cleric  table.
System  Reference  Document  5.1   16
Preparing and Casting Spells
The  Cleric  table  shows  how  many  spell  slots  you
have  to  cast  your  spells  of  1st  level  and  higher.  To
cast  one  of  these  spells,  you  must  expend  a  slot  of
the  spell’s  level  or  higher.  You  regain  all  expended
spell  slots  when  you  finish  a  long  rest.
 You  prepare  the  list  of  cleric  spells  that  are
available  for  you  to  cast,  choosing  from  the  cleric
spell  list.  When  you  do  so,  choose  a  number  of  cleric
spells  equal  to  your  Wisdom  modifier  +  your  cleric
level  (minimum  of  one  spell).  The  spells  must  be  of  a
level  for  which  you  have  spell  slots.
 For  example,  if  you  are  a  3rd-­‐‑level  cleric,  you  have
four  1st-­‐‑level  and  two  2nd-­‐‑level  spell  slots.  With  a
Wisdom  of  16,  your  list  of  prepared  spells  can
include  six  spells  of  1st  or  2nd  level,  in  any
combination.  If  you  prepare  the  1st-­‐‑level  spell  cure
wounds,  you  can  cast  it  using  a  1st-­‐‑level  or  2nd-­‐‑level
slot.  Casting  the  spell  doesn’t  remove  it  from  your
list  of  prepared  spells.
 You  can  change  your  list  of  prepared  spells  when
you  finish  a  long  rest.  Preparing  a  new  list  of  cleric
spells  requires  time  spent  in  prayer  and  meditation:
at  least  1  minute  per  spell  level  for  each  spell  on
your  list.
Spellcasting Ability
Wisdom  is  your  spellcasting  ability  for  your  cleric
spells.  The  power  of  your  spells  comes  from  your
devotion  to  your  deity.  You  use  your  Wisdom
whenever  a  cleric  spell  refers  to  your  spellcasting
ability.  In  addition,  you  use  your  Wisdom  modifier
when  setting  the  saving  throw  DC  for  a  cleric  spell
you  cast  and  when  making  an  attack  roll  with  one.
Spell save DC =  8  +  your  proficiency  bonus  +
your  Wisdom  modifier
Spell attack modifier =  your  proficiency  bonus  +
your  Wisdom  modifier
Ritual Casting
You  can  cast  a  cleric  spell  as  a  ritual  if  that  spell  has
the  ritual  tag  and  you  have  the  spell  prepared.
Spellcasting Focus
You  can  use  a  holy  symbol  (see  “Equipment”)  as  a
spellcasting  focus  for  your  cleric  spells.
Divine Domain
Choose  one  domain  related  to  your  deity,  such  as
Life.  Each  domain  is  detailed  at  the  end  of  the  class
description,  and  each  one  provides  examples  of  gods
associated  with  it.  Your  choice  grants  you  domain
spells  and  other  features  when  you  choose  it  at  1st
level.  It  also  grants  you  additional  ways  to  use
Channel  Divinity  when  you  gain  that  feature  at  2nd
level,  and  additional  benefits  at  6th,  8th,  and  17th
levels.
Domain Spells
Each  domain  has  a  list  of  spells—its  domain  spells—
that  you  gain  at  the  cleric  levels  noted  in  the  domain
description.  Once  you  gain  a  domain  spell,  you
always  have  it  prepared,  and  it  doesn’t  count  against
the  number  of  spells  you  can  prepare  each  day.
 If  you  have  a  domain  spell  that  doesn’t  appear  on
the  cleric  spell  list,  the  spell  is  nonetheless  a  cleric
spell  for  you.
Channel Divinity
At  2nd  level,  you  gain  the  ability  to  channel  divine
energy  directly  from  your  deity,  using  that  energy  to
fuel  magical  effects.  You  start  with  two  such  effects:
Turn  Undead  and  an  effect  determined  by  your
domain.  Some  domains  grant  you  additional  effects
as  you  advance  in  levels,  as  noted  in  the  domain
description.
 When  you  use  your  Channel  Divinity,  you  choose
which  effect  to  create.  You  must  then  finish  a  short
or  long  rest  to  use  your  Channel  Divinity  again.
 Some  Channel  Divinity  effects  require  saving
throws.  When  you  use  such  an  effect  from  this  class,
the  DC  equals  your  cleric  spell  save  DC.
 Beginning  at  6th  level,  you  can  use  your  Channel
Divinity  twice  between  rests,  and  beginning  at  18th
level,  you  can  use  it  three  times  between  rests.  When
you  finish  a  short  or  long  rest,  you  regain  your
expended  uses.
Channel Divinity: Turn Undead
As  an  action,  you  present  your  holy  symbol  and
speak  a  prayer  censuring  the  undead.  Each  undead
that  can  see  or  hear  you  within  30  feet  of  you  must
make  a  Wisdom  saving  throw.  If  the  creature  fails  its
saving  throw,  it  is  turned  for  1  minute  or  until  it
takes  any  damage.
 A  turned  creature  must  spend  its  turns  trying  to
move  as  far  away  from  you  as  it  can,  and  it  can’t
willingly  move  to  a  space  within  30  feet  of  you.  It
also  can’t  take  reactions.  For  its  action,  it  can  use
only  the  Dash  action  or  try  to  escape  from  an  effect
that  prevents  it  from  moving.  If  there’s  nowhere  to
move,  the  creature  can  use  the  Dodge  action.
System  Reference  Document  5.1   17
Ability Score Improvement
When  you  reach  4th  level,  and  again  at  8th,  12th,
16th,  and  19th  level,  you  can  increase  one  ability
score  of  your  choice  by  2,  or  you  can  increase  two
ability  scores  of  your  choice  by  1.  As  normal,  you
can’t  increase  an  ability  score  above  20  using  this
feature.
Destroy Undead
Starting  at  5th  level,  when  an  undead  fails  its  saving
throw  against  your  Turn  Undead  feature,  the
creature  is  instantly  destroyed  if  its  challenge  rating
is  at  or  below  a  certain  threshold,  as  shown  in  the
Destroy  Undead  table.
Destroy  Undead
Cleric  Level   Destroys  Undead  of  CR  .  .  .
5th   1/2  or  lower
8th   1  or  lower
11th   2  or  lower
14th   3  or  lower
17th   4  or  lower
Divine Intervention
Beginning  at  10th  level,  you  can  call  on  your  deity  to
intervene  on  your  behalf  when  your  need  is  great.
 Imploring  your  deity’s  aid  requires  you  to  use
your  action.  Describe  the  assistance  you  seek,  and
roll  percentile  dice.  If  you  roll  a  number  equal  to  or
lower  than  your  cleric  level,  your  deity  intervenes.
The  GM  chooses  the  nature  of  the  intervention;  the
effect  of  any  cleric  spell  or  cleric  domain  spell  would
be  appropriate.
 If  your  deity  intervenes,  you  can’t  use  this  feature
again  for  7  days.  Otherwise,  you  can  use  it  again
after  you  finish  a  long  rest.
 At  20th  level,  your  call  for  intervention  succeeds
automatically,  no  roll  required.
Life Domain
The  Life  domain  focuses  on  the  vibrant  positive
energy—one  of  the  fundamental  forces  of  the
universe—that  sustains  all  life.  The  gods  of  life
promote  vitality  and  health  through  healing  the  sick
and  wounded,  caring  for  those  in  need,  and  driving
away  the  forces  of  death  and  undeath.  Almost  any
non-­‐‑evil  deity  can  claim  influence  over  this  domain,
particularly  agricultural  deities  (such  as  Chauntea,
Arawai,  and  Demeter),  sun  gods  (such  as  Lathander,
Pelor,  and  Re-­‐‑Horakhty),  gods  of  healing  or
endurance  (such  as  Ilmater,  Mishakal,  Apollo,  and
Diancecht),  and  gods  of  home  and  community  (such
as  Hestia,  Hathor,  and  Boldrei).
Life  Domain  Spells
Cleric  Level   Spells
1st   bless,  cure  wounds
3rd   lesser  restoration,  spiritual  weapon
5th   beacon  of  hope,  revivify
7th   death  ward,  guardian  of  faith
9th   mass  cure  wounds,  raise  dead
Bonus Proficiency
When  you  choose  this  domain  at  1st  level,  you  gain
proficiency  with  heavy  armor.
Disciple of Life
Also  starting  at  1st  level,  your  healing  spells  are
more  effective.  Whenever  you  use  a  spell  of  1st  level
or  higher  to  restore  hit  points  to  a  creature,  the
creature  regains  additional  hit  points  equal  to  2  +
the  spell’s  level.
Channel Divinity: Preserve Life
Starting  at  2nd  level,  you  can  use  your  Channel
Divinity  to  heal  the  badly  injured.
 As  an  action,  you  present  your  holy  symbol  and
evoke  healing  energy  that  can  restore  a  number  of
hit  points  equal  to  five  times  your  cleric  level.
Choose  any  creatures  within  30  feet  of  you,  and
divide  those  hit  points  among  them.  This  feature  can
restore  a  creature  to  no  more  than  half  of  its  hit
point  maximum.  You  can’t  use  this  feature  on  an
undead  or  a  construct.
Blessed Healer
Beginning  at  6th  level,  the  healing  spells  you  cast  on
others  heal  you  as  well.  When  you  cast  a  spell  of  1st
level  or  higher  that  restores  hit  points  to  a  creature
other  than  you,  you  regain  hit  points  equal  to  2  +  the
spell’s  level.
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
radiant  damage  to  the  target.  When  you  reach  14th
level,  the  extra  damage  increases  to  2d8.
Supreme Healing
Starting  at  17th  level,  when  you  would  normally  roll
one  or  more  dice  to  restore  hit  points  with  a  spell,
you  instead  use  the  highest  number  possible  for
System  Reference  Document  5.1   18
each  die.  For  example,  instead  of  restoring  2d6  hit
points  to  a  creature,  you  restore  12.
System  Reference  Document  5.1   19
Druid
Class Features
As  a  druid,  you  gain  the  following  class  features.
Hit Points
Hit  Dice:  1d8  per  druid  level
Hit  Points  at  1st  Level:  8  +  your  Constitution
modifier
Hit  Points  at  Higher  Levels:  1d8  (or  5)  +  your
Constitution  modifier  per  druid  level  after  1st
Proficiencies
Armor:  Light  armor,  medium  armor,  shields  (druids
will  not  wear  armor  or  use  shields  made  of  metal)
Weapons:  Clubs,  daggers,  darts,  javelins,  maces,
quarterstaffs,  scimitars,  sickles,  slings,  spears
Tools:  Herbalism  kit
Saving  Throws:  Intelligence,  Wisdom
Skills:  Choose  two  from  Arcana,  Animal  Handling,
Insight,  Medicine,  Nature,  Perception,  Religion,
and  Survival
Equipment
You  start  with  the  following  equipment,  in  addition
to  the  equipment  granted  by  your  background:
• (a)  a  wooden  shield  or  (b)  any  simple  weapon
• (a)  a  scimitar  or  (b)  any  simple  melee  weapon
• Leather  armor,  an  explorer’s  pack,  and  a  druidic
focus
The  Druid
Proficiency   Cantrips   ̶ Spell  Slots  per  Spell  Level ̶
Level   Bonus   Features   Known   1st   2nd   3rd   4th   5th   6th   7th   8th   9th
1st   +2 Druidic,  Spellcasting   2   2   ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
2nd   +2 Wild  Shape,  Druid  Circle   2   3   ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
3rd   +2 ̶ 2   4   2   ̶ ̶ ̶ ̶ ̶ ̶ ̶
4th   +2 Wild  Shape  improvement,  Ability  Score
Improvement
3   4   3   ̶ ̶ ̶ ̶ ̶ ̶ ̶
5th   +3 ̶ 3   4   3   2   ̶ ̶ ̶ ̶ ̶ ̶
6th   +3 Druid  Circle  feature   3   4   3   3   ̶ ̶ ̶ ̶ ̶ ̶
7th   +3 ̶ 3   4   3   3   1   ̶ ̶ ̶ ̶ ̶
8th   +3 Wild  Shape  improvement,  Ability  Score
Improvement
3   4   3   3   2   ̶ ̶ ̶ ̶ ̶
9th   +4 ̶ 3   4   3   3   3   1   ̶ ̶ ̶ ̶
10th   +4 Druid  Circle  feature   4   4   3   3   3   2   ̶ ̶ ̶ ̶
11th   +4 ̶ 4   4   3   3   3   2   1   ̶ ̶ ̶
12th   +4 Ability  Score  Improvement   4   4   3   3   3   2   1   ̶ ̶ ̶
13th   +5 ̶ 4   4   3   3   3   2   1   1   ̶ ̶
14th   +5 Druid  Circle  feature   4   4   3   3   3   2   1   1   ̶ ̶
15th   +5 ̶ 4   4   3   3   3   2   1   1   1   ̶
16th   +5 Ability  Score  Improvement   4   4   3   3   3   2   1   1   1   ̶
17th   +6 ̶ 4   4   3   3   3   2   1   1   1   1
18th   +6 Timeless  Body,  Beast  Spells   4   4   3   3   3   3   1   1   1   1
19th   +6 Ability  Score  Improvement   4   4   3   3   3   3   2   1   1   1
20th   +6 Archdruid   4   4   3   3   3   3   2   2   1   1
Druidic
You  know  Druidic,  the  secret  language  of  druids.  You
can  speak  the  language  and  use  it  to  leave  hidden
messages.  You  and  others  who  know  this  language
automatically  spot  such  a  message.  Others  spot  the
message’s  presence  with  a  successful  DC  15  Wisdom
(Perception)  check  but  can’t  decipher  it  without
magic.
Spellcasting
Drawing  on  the  divine  essence  of  nature  itself,  you
can  cast  spells  to  shape  that  essence  to  your  will.
System  Reference  Document  5.1   20
Cantrips
At  1st  level,  you  know  two  cantrips  of  your  choice
from  the  druid  spell  list.  You  learn  additional  druid
cantrips  of  your  choice  at  higher  levels,  as  shown  in
the  Cantrips  Known  column  of  the  Druid  table.
Preparing and Casting Spells
The  Druid  table  shows  how  many  spell  slots  you
have  to  cast  your  spells  of  1st  level  and  higher.  To
cast  one  of  these  druid  spells,  you  must  expend  a  slot
of  the  spell’s  level  or  higher.  You  regain  all  expended
spell  slots  when  you  finish  a  long  rest.
 You  prepare  the  list  of  druid  spells  that  are
available  for  you  to  cast,  choosing  from  the  druid
spell  list.  When  you  do  so,  choose  a  number  of  druid
spells  equal  to  your  Wisdom  modifier  +  your  druid
level  (minimum  of  one  spell).  The  spells  must  be  of  a
level  for  which  you  have  spell  slots.
 For  example,  if  you  are  a  3rd-­‐‑level  druid,  you  have
four  1st-­‐‑level  and  two  2nd-­‐‑level  spell  slots.  With  a
Wisdom  of  16,  your  list  of  prepared  spells  can
include  six  spells  of  1st  or  2nd  level,  in  any
combination.  If  you  prepare  the  1st-­‐‑level  spell  cure
wounds,  you  can  cast  it  using  a  1st-­‐‑level  or  2nd-­‐‑level
slot.  Casting  the  spell  doesn’t  remove  it  from  your
list  of  prepared  spells.
 You  can  also  change  your  list  of  prepared  spells
when  you  finish  a  long  rest.  Preparing  a  new  list  of
druid  spells  requires  time  spent  in  prayer  and
meditation:  at  least  1  minute  per  spell  level  for  each
spell  on  your  list.
Spellcasting Ability
Wisdom  is  your  spellcasting  ability  for  your  druid
spells,  since  your  magic  draws  upon  your  devotion
and  attunement  to  nature.  You  use  your  Wisdom
whenever  a  spell  refers  to  your  spellcasting  ability.
In  addition,  you  use  your  Wisdom  modifier  when
setting  the  saving  throw  DC  for  a  druid  spell  you  cast
and  when  making  an  attack  roll  with  one.
Spell save DC = 8  +  your  proficiency  bonus  +
your  Wisdom  modifier
Spell attack modifier = your  proficiency  bonus  +
your  Wisdom  modifier
Ritual Casting
You  can  cast  a  druid  spell  as  a  ritual  if  that  spell  has
the  ritual  tag  and  you  have  the  spell  prepared.
Spellcasting Focus
You  can  use  a  druidic  focus  (see  “Equipment”)  as  a
spellcasting  focus  for  your  druid  spells.
Wild Shape
Starting  at  2nd  level,  you  can  use  your  action  to
magically  assume  the  shape  of  a  beast  that  you  have
seen  before.  You  can  use  this  feature  twice.  You
regain  expended  uses  when  you  finish  a  short  or
long  rest.
 Your  druid  level  determines  the  beasts  you  can
transform  into,  as  shown  in  the  Beast  Shapes  table.
At  2nd  level,  for  example,  you  can  transform  into  any
beast  that  has  a  challenge  rating  of  1/4  or  lower  that
doesn’t  have  a  flying  or  swimming  speed.
Beast  Shapes
Level
Max.
CR   Limitations   Example
2nd   1/4   No  flying  or  swimming
speed
Wolf
4th   1/2   No  flying  speed   Crocodile
8th   1   —   Giant
eagle
 You  can  stay  in  a  beast  shape  for  a  number  of
hours  equal  to  half  your  druid  level  (rounded  down).
You  then  revert  to  your  normal  form  unless  you
expend  another  use  of  this  feature.  You  can  revert  to
your  normal  form  earlier  by  using  a  bonus  action  on
your  turn.  You  automatically  revert  if  you  fall
unconscious,  drop  to  0  hit  points,  or  die.
 While  you  are  transformed,  the  following  rules
apply:
• Your  game  statistics  are  replaced  by  the  statistics
of  the  beast,  but  you  retain  your  alignment,
personality,  and  Intelligence,  Wisdom,  and
Charisma  scores.  You  also  retain  all  of  your  skill
and  saving  throw  proficiencies,  in  addition  to
gaining  those  of  the  creature.  If  the  creature  has
the  same  proficiency  as  you  and  the  bonus  in  its
stat  block  is  higher  than  yours,  use  the  creature’s
bonus  instead  of  yours.  If  the  creature  has  any
legendary  or  lair  actions,  you  can’t  use  them.
• When  you  transform,  you  assume  the  beast’s  hit
points  and  Hit  Dice.  When  you  revert  to  your
normal  form,  you  return  to  the  number  of  hit
points  you  had  before  you  transformed.  However,
if  you  revert  as  a  result  of  dropping  to  0  hit  points,
any  excess  damage  carries  over  to  your  normal
form.  For  example,  if  you  take  10  damage  in
animal  form  and  have  only  1  hit  point  left,  you
System  Reference  Document  5.1   21
revert  and  take  9  damage.  As  long  as  the  excess
damage  doesn’t  reduce  your  normal  form  to  0  hit
points,  you  aren’t  knocked  unconscious.
• You  can’t  cast  spells,  and  your  ability  to  speak  or
take  any  action  that  requires  hands  is  limited  to
the  capabilities  of  your  beast  form.  Transforming
doesn’t  break  your  concentration  on  a  spell  you’ve
already  cast,  however,  or  prevent  you  from  taking
actions  that  are  part  of  a  spell,  such  as  call
lightning,  that  you’ve  already  cast.
• You  retain  the  benefit  of  any  features  from  your
class,  race,  or  other  source  and  can  use  them  if  the
new  form  is  physically  capable  of  doing  so.
However,  you  can’t  use  any  of  your  special  senses,
such  as  darkvision,  unless  your  new  form  also  has
that  sense.
• You  choose  whether  your  equipment  falls  to  the
ground  in  your  space,  merges  into  your  new  form,
or  is  worn  by  it.  Worn  equipment  functions  as
normal,  but  the  GM  decides  whether  it  is  practical
for  the  new  form  to  wear  a  piece  of  equipment,
based  on  the  creature’s  shape  and  size.  Your
equipment  doesn’t  change  size  or  shape  to  match
the  new  form,  and  any  equipment  that  the  new
form  can’t  wear  must  either  fall  to  the  ground  or
merge  with  it.  Equipment  that  merges  with  the
form  has  no  effect  until  you  leave  the  form.
Druid Circle
At  2nd  level,  you  choose  to  identify  with  a  circle  of
druids,  such  as  the  Circle  of  the  Land.  Your  choice
grants  you  features  at  2nd  level  and  again  at  6th,
10th,  and  14th  level.
Ability Score Improvement
When  you  reach  4th  level,  and  again  at  8th,  12th,
16th,  and  19th  level,  you  can  increase  one  ability
score  of  your  choice  by  2,  or  you  can  increase  two
ability  scores  of  your  choice  by  1.  As  normal,  you
can’t  increase  an  ability  score  above  20  using  this
feature.
Timeless Body
Starting  at  18th  level,  the  primal  magic  that  you
wield  causes  you  to  age  more  slowly.  For  every  10
years  that  pass,  your  body  ages  only  1  year.
Beast Spells
Beginning  at  18th  level,  you  can  cast  many  of  your
druid  spells  in  any  shape  you  assume  using  Wild
Shape.  You  can  perform  the  somatic  and  verbal
components  of  a  druid  spell  while  in  a  beast  shape,
but  you  aren’t  able  to  provide  material  components.
Archdruid
At  20th  level,  you  can  use  your  Wild  Shape  an
unlimited  number  of  times.
 Additionally,  you  can  ignore  the  verbal  and
somatic  components  of  your  druid  spells,  as  well  as
any  material  components  that  lack  a  cost  and  aren’t
consumed  by  a  spell.  You  gain  this  benefit  in  both
your  normal  shape  and  your  beast  shape  from  Wild
Shape.
Circle of the Land
The  Circle  of  the  Land  is  made  up  of  mystics  and
sages  who  safeguard  ancient  knowledge  and  rites
through  a  vast  oral  tradition.  These  druids  meet
within  sacred  circles  of  trees  or  standing  stones  to
whisper  primal  secrets  in  Druidic.  The  circle’s  wisest
members  preside  as  the  chief  priests  of  communities
that  hold  to  the  Old  Faith  and  serve  as  advisors  to
the  rulers  of  those  folk.  As  a  member  of  this  circle,
your  magic  is  influenced  by  the  land  where  you  were
initiated  into  the  circle’s  mysterious  rites.
Bonus Cantrip
When  you  choose  this  circle  at  2nd  level,  you  learn
one  additional  druid  cantrip  of  your  choice.
Natural Recovery
Starting  at  2nd  level,  you  can  regain  some  of  your
magical  energy  by  sitting  in  meditation  and
communing  with  nature.  During  a  short  rest,  you
choose  expended  spell  slots  to  recover.  The  spell
slots  can  have  a  combined  level  that  is  equal  to  or
less  than  half  your  druid  level  (rounded  up),  and
none  of  the  slots  can  be  6th  level  or  higher.  You  can’t
use  this  feature  again  until  you  finish  a  long  rest.
 For  example,  when  you  are  a  4th-­‐‑level  druid,  you
can  recover  up  to  two  levels  worth  of  spell  slots.  You
can  recover  either  a  2nd-­‐‑level  slot  or  two  1st-­‐‑level
slots.
Circle Spells
Your  mystical  connection  to  the  land  infuses  you
with  the  ability  to  cast  certain  spells.  At  3rd,  5th,  7th,
and  9th  level  you  gain  access  to  circle  spells
connected  to  the  land  where  you  became  a  druid.
Choose  that  land—arctic,  coast,  desert,  forest,
grassland,  mountain,  or  swamp—and  consult  the
associated  list  of  spells.
System  Reference  Document  5.1   22
 Once  you  gain  access  to  a  circle  spell,  you  always
have  it  prepared,  and  it  doesn’t  count  against  the
number  of  spells  you  can  prepare  each  day.  If  you
gain  access  to  a  spell  that  doesn’t  appear  on  the
druid  spell  list,  the  spell  is  nonetheless  a  druid  spell
for  you.
Arctic
Druid  Level   Circle  Spells
3rd   hold  person,  spike  growth
5th   sleet  storm,  slow
7th   freedom  of  movement,  ice  storm
9th   commune  with  nature,  cone  of  cold
Coast
Druid  Level   Circle  Spells
3rd   mirror  image,  misty  step
5th   water  breathing,  water  walk
7th   control  water,  freedom  of  movement
9th   conjure  elemental,  scrying
Desert
Druid  Level   Circle  Spells
3rd   blur,  silence
5th   create  food  and  water,  protection  from
energy
7th   blight,  hallucinatory  terrain
9th   insect  plague,  wall  of  stone
Forest
Druid  Level   Circle  Spells
3rd   barkskin,  spider  climb
5th   call  lightning,  plant  growth
7th   divination,  freedom  of  movement
9th   commune  with  nature,  tree  stride
Grassland
Druid  Level   Circle  Spells
3rd   invisibility,  pass  without  trace
5th   daylight,  haste
7th   divination,  freedom  of  movement
9th   dream,  insect  plague
Mountain
Druid  Level   Circle  Spells
3rd   spider  climb,  spike  growth
5th   lightning  bolt,  meld  into  stone
7th   stone  shape,  stoneskin
9th   passwall,  wall  of  stone
Swamp
Druid  Level   Circle  Spells
3rd   acid  arrow,  darkness
5th   water  walk,  stinking  cloud
7th   freedom  of  movement,  locate  creature
9th   insect  plague,  scrying
Land’s Stride
Starting  at  6th  level,  moving  through  nonmagical
difficult  terrain  costs  you  no  extra  movement.  You
can  also  pass  through  nonmagical  plants  without
being  slowed  by  them  and  without  taking  damage
from  them  if  they  have  thorns,  spines,  or  a  similar
hazard.
 In  addition,  you  have  advantage  on  saving  throws
against  plants  that  are  magically  created  or
manipulated  to  impede  movement,  such  those
created  by  the  entangle  spell.
Nature’s Ward
When  you  reach  10th  level,  you  can’t  be  charmed  or
frightened  by  elementals  or  fey,  and  you  are  immune
to  poison  and  disease.
Nature’s Sanctuary
When  you  reach  14th  level,  creatures  of  the  natural
world  sense  your  connection  to  nature  and  become
hesitant  to  attack  you.  When  a  beast  or  plant
creature  attacks  you,  that  creature  must  make  a
Wisdom  saving  throw  against  your  druid  spell  save
DC. On  a  failed  save,  the  creature  must  choose  a
different  target,  or  the  attack  automatically  misses.
On  a  successful  save,  the  creature  is  immune  to  this
effect  for  24  hours.
The  creature  is  aware  of  this  effect  before  it  makes
its  attack  against  you.
Sacred Plants and Wood
A  druid  holds  certain  plants  to  be  sacred,  particularly  alder,
ash,  birch,  elder,  hazel,  holly,  juniper,  mistletoe,  oak,  rowan,
willow,  and  yew.  Druids  often  use  such  plants  as  part  of  a
spellcasting  focus,  incorporating  lengths  of  oak  or  yew  or
sprigs  of  mistletoe.
Similarly,  a  druid  uses  such  woods  to  make  other  objects,
such  as  weapons  and  shields.  Yew  is  associated  with  death
and  rebirth,  so  weapon  handles  for  scimitars  or  sickles  might
be  fashioned  from  it.  Ash  is  associated  with  life  and  oak  with
strength.  These  woods  make  excellent  hafts  or  whole
weapons,  such  as  clubs  or  quarterstaffs,  as  well  as  shields.
Alder  is  associated  with  air,  and  it  might  be  used  for  thrown
weapons,  such  as  darts  or  javelins.
Druids  from  regions  that  lack  the  plants  described  here
have  chosen  other  plants  to  take  on  similar  uses.  For
instance,  a  druid  of  a  desert  region  might  value  the  yucca
tree  and  cactus  plants.
System  Reference  Document  5.1   23
Druids and the Gods
Some  druids  venerate  the  forces  of  nature  themselves,  but
most  druids  are  devoted  to  one  of  the  many  nature  deities
worshiped  in  the  multiverse  (the  lists  of  gods  in  appendix  PH-­‐
B  include  many  such  deities).  The  worship  of  these  deities  is
often  considered  a  more  ancient  tradition  than  the  faiths  of
clerics  and  urbanized  peoples.
System  Reference  Document  5.1   24
Fighter
Class Features
As  a  fighter,  you  gain  the  following  class  features.
Hit Points
Hit  Dice:  1d10  per  fighter  level
Hit  Points  at  1st  Level:  10  +  your  Constitution
modifier
Hit  Points  at  Higher  Levels:  1d10  (or  6)  +  your
Constitution  modifier  per  fighter  level  after  1st
Proficiencies
Armor:  All  armor,  shields
Weapons:  Simple  weapons,  martial  weapons
Tools:  None
Saving  Throws:  Strength,  Constitution
Skills:  Choose  two  skills  from  Acrobatics,  Animal
Handling,  Athletics,  History,  Insight,  Intimidation,
Perception,  and  Survival
Equipment
You  start  with  the  following  equipment,  in  addition
to  the  equipment  granted  by  your  background:
• (a)  chain  mail  or  (b)  leather  armor,  longbow,  and
20  arrows
• (a)  a  martial  weapon  and  a  shield  or  (b)  two
martial  weapons
• (a)  a  light  crossbow  and  20  bolts  or  (b)  two
handaxes
• (a)  a  dungeoneer’s  pack  or  (b)  an  explorer’s  pack
The  Fighter
Level
Proficiency
Bonus   Features
1st   +2 Fighting  Style,  Second  Wind
2nd   +2 Action  Surge  (one  use)
3rd   +2 Martial  Archetype
4th   +2 Ability  Score  Improvement
5th   +3 Extra  Attack
6th   +3 Ability  Score  Improvement
7th   +3 Martial  Archetype  feature
8th   +3 Ability  Score  Improvement
9th   +4 Indomitable  (one  use)
10th   +4 Martial  Archetype  feature
11th   +4 Extra  Attack  (2)
12th   +4 Ability  Score  Improvement
13th   +5 Indomitable  (two  uses)
14th   +5 Ability  Score  Improvement
15th   +5 Martial  Archetype  feature
16th   +5 Ability  Score  Improvement
17th   +6 Action  Surge  (two  uses),
Indomitable  (three  uses)
18th   +6 Martial  Archetype  feature
19th   +6 Ability  Score  Improvement
20th   +6 Extra  Attack  (3)
Fighting Style
You  adopt  a  particular  style  of  fighting  as  your
specialty.  Choose  one  of  the  following  options.  You
can’t  take  a  Fighting  Style  option  more  than  once,
even  if  you  later  get  to  choose  again.
Archery
You  gain  a  +2  bonus  to  attack  rolls  you  make  with
ranged  weapons.
Defense
While  you  are  wearing  armor,  you  gain  a  +1  bonus  to
AC.
Dueling
When  you  are  wielding  a  melee  weapon  in  one  hand
and  no  other  weapons,  you  gain  a  +2  bonus  to
damage  rolls  with  that  weapon.
Great Weapon Fighting
When  you  roll  a  1  or  2  on  a  damage  die  for  an  attack
you  make  with  a  melee  weapon  that  you  are
wielding  with  two  hands,  you  can  reroll  the  die  and
must  use  the  new  roll,  even  if  the  new  roll  is  a  1  or  a
2. The  weapon  must  have  the  two-­‐‑handed  or
versatile  property  for  you  to  gain  this  benefit.
Protection
When  a  creature  you  can  see  attacks  a  target  other
than  you  that  is  within  5  feet  of  you,  you  can  use
your  reaction  to  impose  disadvantage  on  the  attack
roll.  You  must  be  wielding  a  shield.
Two-Weapon Fighting
When  you  engage  in  two-­‐‑weapon  fighting,  you  can
add  your  ability  modifier  to  the  damage  of  the
second  attack.
Second Wind
You  have  a  limited  well  of  stamina  that  you  can  draw
on  to  protect  yourself  from  harm.  On  your  turn,  you
can  use  a  bonus  action  to  regain  hit  points  equal  to
1d10  +  your  fighter  level.  Once  you  use  this  feature,
you  must  finish  a  short  or  long  rest  before  you  can
use  it  again.
System  Reference  Document  5.1   25
Action Surge
Starting  at  2nd  level,  you  can  push  yourself  beyond
your  normal  limits  for  a  moment.  On  your  turn,  you
can  take  one  additional  action  on  top  of  your  regular
action  and  a  possible  bonus  action.
 Once  you  use  this  feature,  you  must  finish  a  short
or  long  rest  before  you  can  use  it  again.  Starting  at
17th  level,  you  can  use  it  twice  before  a  rest,  but  only
once  on  the  same  turn.
Martial Archetype
At  3rd  level,  you  choose  an  archetype  that  you  strive
to  emulate  in  your  combat  styles  and  techniques,
such  as  Champion.  The  archetype  you  choose  grants
you  features  at  3rd  level  and  again  at  7th,  10th,  15th,
and  18th  level.
Ability Score Improvement
When  you  reach  4th  level,  and  again  at  6th,  8th,  12th,
14th,  16th,  and  19th  level,  you  can  increase  one
ability  score  of  your  choice  by  2,  or  you  can  increase
two  ability  scores  of  your  choice  by  1.  As  normal,
you  can’t  increase  an  ability  score  above  20  using
this  feature.
Extra Attack
Beginning  at  5th  level,  you  can  attack  twice,  instead
of  once,  whenever  you  take  the  Attack  action  on  your
turn.
 The  number  of  attacks  increases  to  three  when
you  reach  11th  level  in  this  class  and  to  four  when
you  reach  20th  level  in  this  class.
Indomitable
Beginning  at  9th  level,  you  can  reroll  a  saving  throw
that  you  fail.  If  you  do  so,  you  must  use  the  new  roll,
and  you  can’t  use  this  feature  again  until  you  finish  a
long  rest.
 You  can  use  this  feature  twice  between  long  rests
starting  at  13th  level  and  three  times  between  long
rests  starting  at  17th  level.
Martial Archetypes
Different  fighters  choose  different  approaches  to
perfecting  their  fighting  prowess.  The  martial
archetype  you  choose  to  emulate  reflects  your
approach.
Champion
The  archetypal  Champion  focuses  on  the
development  of  raw  physical  power  honed  to  deadly
perfection.  Those  who  model  themselves  on  this
archetype  combine  rigorous  training  with  physical
excellence  to  deal  devastating  blows.
Improved Critical
Beginning  when  you  choose  this  archetype  at  3rd
level,  your  weapon  attacks  score  a  critical  hit  on  a
roll  of  19  or  20.
Remarkable Athlete
Starting  at  7th  level,  you  can  add  half  your
proficiency  bonus  (round  up)  to  any  Strength,
Dexterity,  or  Constitution  check  you  make  that
doesn’t  already  use  your  proficiency  bonus.
 In  addition,  when  you  make  a  running  long  jump,
the  distance  you  can  cover  increases  by  a  number  of
feet  equal  to  your  Strength  modifier.
Additional Fighting Style
At  10th  level,  you  can  choose  a  second  option  from
the  Fighting  Style  class  feature.
Superior Critical
Starting  at  15th  level,  your  weapon  attacks  score  a
critical  hit  on  a  roll  of  18–20.
Survivor
At  18th  level,  you  attain  the  pinnacle  of  resilience  in
battle.  At  the  start  of  each  of  your  turns,  you  regain
hit  points  equal  to  5  +  your  Constitution  modifier  if
you  have  no  more  than  half  of  your  hit  points  left.
You  don’t  gain  this  benefit  if  you  have  0  hit  points.
System  Reference  Document  5.1   26
Monk
Class Features
As  a  monk,  you  gain  the  following  class  features.
Hit Points
Hit  Dice:  1d8  per  monk  level
Hit  Points  at  1st  Level:  8  +  your  Constitution
modifier
Hit  Points  at  Higher  Levels:  1d8  (or  5)  +  your
Constitution  modifier  per  monk  level  after  1st
Proficiencies
Armor:  None
Weapons:  Simple  weapons,  shortswords
Tools:  Choose  one  type  of  artisan’s  tools  or  one
musical  instrument
Saving  Throws:  Strength,  Dexterity
Skills:  Choose  two  from  Acrobatics,  Athletics,
History,  Insight,  Religion,  and  Stealth
Equipment
You  start  with  the  following  equipment,  in  addition
to  the  equipment  granted  by  your  background:
• (a)  a  shortsword  or  (b)  any  simple  weapon
• (a)  a  dungeoneer’s  pack  or  (b)  an  explorer’s  pack
• 10  darts
The  Monk
Level   Proficiency  Bonus   Martial  Arts   Ki  Points   Unarmored  Movement   Features
1st   +2 1d4   —   —   Unarmored  Defense,  Martial  Arts
2nd   +2 1d4   2   +10  ft. Ki,  Unarmored  Movement
3rd   +2 1d4   3   +10  ft. Monastic  Tradition,  Deflect  Missiles
4th   +2 1d4   4   +10  ft. Ability  Score  Improvement,  Slow  Fall
5th   +3 1d6   5   +10  ft. Extra  Attack,  Stunning  Strike
6th   +3 1d6   6   +15  ft. Ki-­‐Empowered  Strikes,  Monastic  Tradition  feature
7th   +3 1d6   7   +15  ft. Evasion,  Stillness  of  Mind
8th   +3 1d6   8   +15  ft. Ability  Score  Improvement
9th   +4 1d6   9   +15  ft. Unarmored  Movement  improvement
10th   +4 1d6   10   +20  ft. Purity  of  Body
11th   +4 1d8   11   +20  ft. Monastic  Tradition  feature
12th   +4 1d8   12   +20  ft. Ability  Score  Improvement
13th   +5 1d8   13   +20  ft. Tongue  of  the  Sun  and  Moon
14th   +5 1d8   14   +25  ft. Diamond  Soul
15th   +5 1d8   15   +25  ft. Timeless  Body
16th   +5 1d8   16   +25  ft. Ability  Score  Improvement
17th   +6 1d10   17   +25  ft. Monastic  Tradition  feature
18th   +6 1d10   18   +30  ft. Empty  Body
19th   +6 1d10   19   +30  ft. Ability  Score  Improvement
20th   +6 1d10   20   +30  ft. Perfect  Self
Unarmored Defense
Beginning  at  1st  level,  while  you  are  wearing  no
armor  and  not  wielding  a  shield,  your  AC  equals  10  +
your  Dexterity  modifier  +  your  Wisdom  modifier.
Martial Arts
At  1st  level,  your  practice  of  martial  arts  gives  you
mastery  of  combat  styles  that  use  unarmed  strikes
and  monk  weapons,  which  are  shortswords  and  any
simple  melee  weapons  that  don’t  have  the  two-­‐‑
handed  or  heavy  property.
 You  gain  the  following  benefits  while  you  are
unarmed  or  wielding  only  monk  weapons  and  you
aren’t  wearing  armor  or  wielding  a  shield:
• You  can  use  Dexterity  instead  of  Strength  for  the
attack  and  damage  rolls  of  your  unarmed  strikes
and  monk  weapons.
• You  can  roll  a  d4  in  place  of  the  normal  damage  of
your  unarmed  strike  or  monk  weapon.  This  die
changes  as  you  gain  monk  levels,  as  shown  in  the
Martial  Arts  column  of  the  Monk  table.
• When  you  use  the  Attack  action  with  an  unarmed
strike  or  a  monk  weapon  on  your  turn,  you  can
System  Reference  Document  5.1   27
make  one  unarmed  strike  as  a  bonus  action.  For
example,  if  you  take  the  Attack  action  and  attack
with  a  quarterstaff,  you  can  also  make  an  unarmed
strike  as  a  bonus  action,  assuming  you  haven’t
already  taken  a  bonus  action  this  turn.
 Certain  monasteries  use  specialized  forms  of  the
monk  weapons.  For  example,  you  might  use  a  club
that  is  two  lengths  of  wood  connected  by  a  short
chain  (called  a  nunchaku)  or  a  sickle  with  a  shorter,
straighter  blade  (called  a  kama).  Whatever  name  you
use  for  a  monk  weapon,  you  can  use  the  game
statistics  provided  for  the  weapon.
Ki
Starting  at  2nd  level,  your  training  allows  you  to
harness  the  mystic  energy  of  ki.  Your  access  to  this
energy  is  represented  by  a  number  of  ki  points.  Your
monk  level  determines  the  number  of  points  you
have,  as  shown  in  the  Ki  Points  column  of  the  Monk
table.
 You  can  spend  these  points  to  fuel  various  ki
features.  You  start  knowing  three  such  features:
Flurry  of  Blows,  Patient  Defense,  and  Step  of  the
Wind.  You  learn  more  ki  features  as  you  gain  levels
in  this  class.
 When  you  spend  a  ki  point,  it  is  unavailable  until
you  finish  a  short  or  long  rest,  at  the  end  of  which
you  draw  all  of  your  expended  ki  back  into  yourself.
You  must  spend  at  least  30  minutes  of  the  rest
meditating  to  regain  your  ki  points.
 Some  of  your  ki  features  require  your  target  to
make  a  saving  throw  to  resist  the  feature’s  effects.
The  saving  throw  DC  is  calculated  as  follows:
Ki save DC = 8  +  your  proficiency  bonus  +
your  Wisdom  modifier
Flurry of Blows
Immediately  after  you  take  the  Attack  action  on  your
turn,  you  can  spend  1  ki  point  to  make  two  unarmed
strikes  as  a  bonus  action.
Patient Defense
You  can  spend  1  ki  point  to  take  the  Dodge  action  as
a  bonus  action  on  your  turn.
Step of the Wind
You  can  spend  1  ki  point  to  take  the  Disengage  or
Dash  action  as  a  bonus  action  on  your  turn,  and  your
jump  distance  is  doubled  for  the  turn.
Unarmored Movement
Starting  at  2nd  level,  your  speed  increases  by  10  feet
while  you  are  not  wearing  armor  or  wielding  a
shield.  This  bonus  increases  when  you  reach  certain
monk  levels,  as  shown  in  the  Monk  table.
 At  9th  level,  you  gain  the  ability  to  move  along
vertical  surfaces  and  across  liquids  on  your  turn
without  falling  during  the  move.
Monastic Tradition
When  you  reach  3rd  level,  you  commit  yourself  to  a
monastic  tradition,  such  as  the  Way  of  the  Open
Hand.  Your  tradition  grants  you  features  at  3rd  level
and  again  at  6th,  11th,  and  17th  level.
Deflect Missiles
Starting  at  3rd  level,  you  can  use  your  reaction  to
deflect  or  catch  the  missile  when  you  are  hit  by  a
ranged  weapon  attack.  When  you  do  so,  the  damage
you  take  from  the  attack  is  reduced  by  1d10  +  your
Dexterity  modifier  +  your  monk  level.
 If  you  reduce  the  damage  to  0,  you  can  catch  the
missile  if  it  is  small  enough  for  you  to  hold  in  one
hand  and  you  have  at  least  one  hand  free.  If  you
catch  a  missile  in  this  way,  you  can  spend  1  ki  point
to  make  a  ranged  attack  with  the  weapon  or  piece  of
ammunition  you  just  caught,  as  part  of  the  same
reaction.  You  make  this  attack  with  proficiency,
regardless  of  your  weapon  proficiencies,  and  the
missile  counts  as  a  monk  weapon  for  the  attack,
which  has  a  normal  range  of  20  feet  and  a  long  range
of  60  feet.
Ability Score Improvement
When  you  reach  4th  level,  and  again  at  8th,  12th,
16th,  and  19th  level,  you  can  increase  one  ability
score  of  your  choice  by  2,  or  you  can  increase  two
ability  scores  of  your  choice  by  1.  As  normal,  you
can’t  increase  an  ability  score  above  20  using  this
feature.
Slow Fall
Beginning  at  4th  level,  you  can  use  your  reaction
when  you  fall  to  reduce  any  falling  damage  you  take
by  an  amount  equal  to  five  times  your  monk  level.
Extra Attack
Beginning  at  5th  level,  you  can  attack  twice,  instead
of  once,  whenever  you  take  the  Attack  action  on  your
turn.
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Stunning Strike
Starting  at  5th  level,  you  can  interfere  with  the  flow
of  ki  in  an  opponent’s  body.  When  you  hit  another
creature  with  a  melee  weapon  attack,  you  can  spend
1  ki  point  to  attempt  a  stunning  strike.  The  target
must  succeed  on  a  Constitution  saving  throw  or  be
stunned  until  the  end  of  your  next  turn.
Ki-Empowered Strikes
Starting  at  6th  level,  your  unarmed  strikes  count  as
magical  for  the  purpose  of  overcoming  resistance
and  immunity  to  nonmagical  attacks  and  damage.
Evasion
At  7th  level,  your  instinctive  agility  lets  you  dodge
out  of  the  way  of  certain  area  effects,  such  as  a  blue
dragon’s  lightning  breath  or  a  fireball  spell.  When
you  are  subjected  to  an  effect  that  allows  you  to
make  a  Dexterity  saving  throw  to  take  only  half
damage,  you  instead  take  no  damage  if  you  succeed
on  the  saving  throw,  and  only  half  damage  if  you  fail.
Stillness of Mind
Starting  at  7th  level,  you  can  use  your  action  to  end
one  effect  on  yourself  that  is  causing  you  to  be
charmed  or  frightened.
Purity of Body
At  10th  level,  your  mastery  of  the  ki  flowing  through
you  makes  you  immune  to  disease  and  poison.
Tongue of the Sun and Moon
Starting  at  13th  level,  you  learn  to  touch  the  ki  of
other  minds  so  that  you  understand  all  spoken
languages.  Moreover,  any  creature  that  can
understand  a  language  can  understand  what  you  say.
Diamond Soul
Beginning  at  14th  level,  your  mastery  of  ki  grants
you  proficiency  in  all  saving  throws.
 Additionally,  whenever  you  make  a  saving  throw
and  fail,  you  can  spend  1  ki  point  to  reroll  it  and  take
the  second  result.
Timeless Body
At  15th  level,  your  ki  sustains  you  so  that  you  suffer
none  of  the  frailty  of  old  age,  and  you  can’t  be  aged
magically.  You  can  still  die  of  old  age,  however.  In
addition,  you  no  longer  need  food  or  water.
Empty Body
Beginning  at  18th  level,  you  can  use  your  action  to
spend  4  ki  points  to  become  invisible  for  1  minute.
During  that  time,  you  also  have  resistance  to  all
damage  but  force  damage.
 Additionally,  you  can  spend  8  ki  points  to  cast  the
astral  projection  spell,  without  needing  material
components.  When  you  do  so,  you  can’t  take  any
other  creatures  with  you.
Perfect Self
At  20th  level,  when  you  roll  for  initiative  and  have
no  ki  points  remaining,  you  regain  4  ki  points.
Monastic Traditions
Three  traditions  of  monastic  pursuit  are  common  in
the  monasteries  scattered  across  the  multiverse.
Most  monasteries  practice  one  tradition  exclusively,
but  a  few  honor  the  three  traditions  and  instruct
each  monk  according  to  his  or  her  aptitude  and
interest.  All  three  traditions  rely  on  the  same  basic
techniques,  diverging  as  the  student  grows  more
adept.  Thus,  a  monk  need  choose  a  tradition  only
upon  reaching  3rd  level.
Way of the Open Hand
Monks  of  the  Way  of  the  Open  Hand  are  the  ultimate
masters  of  martial  arts  combat,  whether  armed  or
unarmed.  They  learn  techniques  to  push  and  trip
their  opponents,  manipulate  ki  to  heal  damage  to
their  bodies,  and  practice  advanced  meditation  that
can  protect  them  from  harm.
Open Hand Technique
Starting  when  you  choose  this  tradition  at  3rd  level,
you  can  manipulate  your  enemy’s  ki  when  you
harness  your  own.  Whenever  you  hit  a  creature  with
one  of  the  attacks  granted  by  your  Flurry  of  Blows,
you  can  impose  one  of  the  following  effects  on  that
target:
• It  must  succeed  on  a  Dexterity  saving  throw  or  be
knocked  prone.
• It  must  make  a  Strength  saving  throw.  If  it  fails,
you  can  push  it  up  to  15  feet  away  from  you.
• It  can’t  take  reactions  until  the  end  of  your  next
turn.
Wholeness of Body
At  6th  level,  you  gain  the  ability  to  heal  yourself.  As
an  action,  you  can  regain  hit  points  equal  to  three
System  Reference  Document  5.1   29
times  your  monk  level.  You  must  finish  a  long  rest
before  you  can  use  this  feature  again.
Tranquility
Beginning  at  11th  level,  you  can  enter  a  special
meditation  that  surrounds  you  with  an  aura  of  peace.
At  the  end  of  a  long  rest,  you  gain  the  effect  of  a
sanctuary  spell  that  lasts  until  the  start  of  your  next
long  rest  (the  spell  can  end  early  as  normal).  The
saving  throw  DC  for  the  spell  equals  8  +  your
Wisdom  modifier  +  your  proficiency  bonus.
Quivering Palm
At  17th  level,  you  gain  the  ability  to  set  up  lethal
vibrations  in  someone’s  body.  When  you  hit  a
creature  with  an  unarmed  strike,  you  can  spend  3  ki
points  to  start  these  imperceptible  vibrations,  which
last  for  a  number  of  days  equal  to  your  monk  level.
The  vibrations  are  harmless  unless  you  use  your
action  to  end  them.  To  do  so,  you  and  the  target
must  be  on  the  same  plane  of  existence.  When  you
use  this  action,  the  creature  must  make  a
Constitution  saving  throw.  If  it  fails,  it  is  reduced  to  0
hit  points.  If  it  succeeds,  it  takes  10d10  necrotic
damage.
 You  can  have  only  one  creature  under  the  effect  of
this  feature  at  a  time.  You  can  choose  to  end  the
vibrations  harmlessly  without  using  an  action.
System  Reference  Document  5.1   30
Paladin
Class Features
As  a  paladin,  you  gain  the  following  class  features.
Hit Points
Hit  Dice:  1d10  per  paladin  level
Hit  Points  at  1st  Level:  10  +  your  Constitution
modifier
Hit  Points  at  Higher  Levels:  1d10  (or  6)  +  your
Constitution  modifier  per  paladin  level  after  1st
Proficiencies
Armor:  All  armor,  shields
Weapons:  Simple  weapons,  martial  weapons
Tools:  None
Saving  Throws:  Wisdom,  Charisma
Skills:  Choose  two  from  Athletics,  Insight,
Intimidation,  Medicine,  Persuasion,  and  Religion
Equipment
You  start  with  the  following  equipment,  in  addition
to  the  equipment  granted  by  your  background:
• (a)  a  martial  weapon  and  a  shield  or  (b)  two
martial  weapons
• (a)  five  javelins  or  (b)  any  simple  melee  weapon
• (a)  a  priest’s  pack  or  (b)  an  explorer’s  pack
• Chain  mail  and  a  holy  symbol
The  Paladin
Proficiency   ̶ Spell  Slots  per  Spell  Level ̶
Level   Bonus   Features   1st   2nd   3rd   4th   5th
1st   +2 Divine  Sense,  Lay  on  Hands   ̶ ̶ ̶ ̶ ̶
2nd   +2 Fighting  Style,  Spellcasting,  Divine  Smite   2   ̶ ̶ ̶ ̶
3rd   +2 Divine  Health,  Sacred  Oath   3   ̶ ̶ ̶ ̶
4th   +2 Ability  Score  Improvement   3   ̶ ̶ ̶ ̶
5th   +3 Extra  Attack   4   2   ̶ ̶ ̶
6th   +3 Aura  of  Protection   4   2   ̶ ̶ ̶
7th   +3 Sacred  Oath  feature   4   3   ̶ ̶ ̶
8th   +3 Ability  Score  Improvement   4   3   ̶ ̶ ̶
9th   +4 ̶ 4   3   2   ̶ ̶
10th   +4 Aura  of  Courage   4   3   2   ̶ ̶
11th   +4 Improved  Divine  Smite   4   3   3   ̶ ̶
12th   +4 Ability  Score  Improvement   4   3   3   ̶ ̶
13th   +5 ̶ 4   3   3   1   ̶
14th   +5 Cleansing  Touch   4   3   3   1   ̶
15th   +5 Sacred  Oath  feature   4   3   3   2   ̶
16th   +5 Ability  Score  Improvement   4   3   3   2   ̶
17th   +6 ̶ 4   3   3   3   1
18th   +6 Aura  improvements   4   3   3   3   1
19th   +6 Ability  Score  Improvement   4   3   3   3   2
20th   +6 Sacred  Oath  feature   4   3   3   3   2
Divine Sense
The  presence  of  strong  evil  registers  on  your  senses
like  a  noxious  odor,  and  powerful  good  rings  like
heavenly  music  in  your  ears.  As  an  action,  you  can
open  your  awareness  to  detect  such  forces.  Until  the
end  of  your  next  turn,  you  know  the  location  of  any
celestial,  fiend,  or  undead  within  60  feet  of  you  that
is  not  behind  total  cover.  You  know  the  type
(celestial,  fiend,  or  undead)  of  any  being  whose
presence  you  sense,  but  not  its  identity  (the  vampire
Count  Strahd  von  Zarovich,  for  instance).  Within  the
same  radius,  you  also  detect  the  presence  of  any
place  or  object  that  has  been  consecrated  or
desecrated,  as  with  the  hallow  spell.
 You  can  use  this  feature  a  number  of  times  equal
to  1  +  your  Charisma  modifier.  When  you  finish  a
long  rest,  you  regain  all  expended  uses.
System  Reference  Document  5.1   31
Lay on Hands
Your  blessed  touch  can  heal  wounds.  You  have  a
pool  of  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  paladin  level
×  5.
 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  your  pool.
 Alternatively,  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  Lay  on  Hands,  expending  hit
points  separately  for  each  one.
 This  feature  has  no  effect  on  undead  and
constructs.
Fighting Style
At  2nd  level,  you  adopt  a  style  of  fighting  as  your
specialty.  Choose  one  of  the  following  options.  You
can’t  take  a  Fighting  Style  option  more  than  once,
even  if  you  later  get  to  choose  again.
Defense
While  you  are  wearing  armor,  you  gain  a  +1  bonus  to
AC.
Dueling
When  you  are  wielding  a  melee  weapon  in  one  hand
and  no  other  weapons,  you  gain  a  +2  bonus  to
damage  rolls  with  that  weapon.
Great Weapon Fighting
When  you  roll  a  1  or  2  on  a  damage  die  for  an  attack
you  make  with  a  melee  weapon  that  you  are
wielding  with  two  hands,  you  can  reroll  the  die  and
must  use  the  new  roll.  The  weapon  must  have  the
two-­‐‑handed  or  versatile  property  for  you  to  gain  this
benefit.
Protection
When  a  creature  you  can  see  attacks  a  target  other
than  you  that  is  within  5  feet  of  you,  you  can  use
your  reaction  to  impose  disadvantage  on  the  attack
roll.  You  must  be  wielding  a  shield.
Spellcasting
By  2nd  level,  you  have  learned  to  draw  on  divine
magic  through  meditation  and  prayer  to  cast  spells
as  a  cleric  does.
Preparing and Casting Spells
The  Paladin  table  shows  how  many  spell  slots  you
have  to  cast  your  spells.  To  cast  one  of  your  paladin
spells  of  1st  level  or  higher,  you  must  expend  a  slot
of  the  spell’s  level  or  higher.  You  regain  all  expended
spell  slots  when  you  finish  a  long  rest.
 You  prepare  the  list  of  paladin  spells  that  are
available  for  you  to  cast,  choosing  from  the  paladin
spell  list.  When  you  do  so,  choose  a  number  of
paladin  spells  equal  to  your  Charisma  modifier  +  half
your  paladin  level,  rounded  down  (minimum  of  one
spell).  The  spells  must  be  of  a  level  for  which  you
have  spell  slots.
 For  example,  if  you  are  a  5th-­‐‑level  paladin,  you
have  four  1st-­‐‑level  and  two  2nd-­‐‑level  spell  slots.
With  a  Charisma  of  14,  your  list  of  prepared  spells
can  include  four  spells  of  1st  or  2nd  level,  in  any
combination.  If  you  prepare  the  1st-­‐‑level  spell  cure
wounds,  you  can  cast  it  using  a  1st-­‐‑level  or  a  2nd-­‐‑
level  slot.  Casting  the  spell  doesn’t  remove  it  from
your  list  of  prepared  spells.
 You  can  change  your  list  of  prepared  spells  when
you  finish  a  long  rest.  Preparing  a  new  list  of  paladin
spells  requires  time  spent  in  prayer  and  meditation:
at  least  1  minute  per  spell  level  for  each  spell  on
your  list.
Spellcasting Ability
Charisma  is  your  spellcasting  ability  for  your  paladin
spells,  since  their  power  derives  from  the  strength  of
your  convictions.  You  use  your  Charisma  whenever  a
spell  refers  to  your  spellcasting  ability.  In  addition,
you  use  your  Charisma  modifier  when  setting  the
saving  throw  DC  for  a  paladin  spell  you  cast  and
when  making  an  attack  roll  with  one.
Spell save DC = 8  +  your  proficiency  bonus  +
your  Charisma  modifier
Spell attack modifier = your  proficiency  bonus  +
your  Charisma  modifier
Spellcasting Focus
You  can  use  a  holy  symbol  as  a  spellcasting  focus  for
your  paladin  spells.
Divine Smite
Starting  at  2nd  level,  when  you  hit  a  creature  with  a
melee  weapon  attack,  you  can  expend  one  spell  slot
to  deal  radiant  damage  to  the  target,  in  addition  to
the  weapon’s  damage.  The  extra  damage  is  2d8  for  a
1st-­‐‑level  spell  slot,  plus  1d8  for  each  spell  level
System  Reference  Document  5.1   32
higher  than  1st,  to  a  maximum  of  5d8.  The  damage
increases  by  1d8  if  the  target  is  an  undead  or  a  fiend.
Divine Health
By  3rd  level,  the  divine  magic  flowing  through  you
makes  you  immune  to  disease.
Sacred Oath
When  you  reach  3rd  level,  you  swear  the  oath  that
binds  you  as  a  paladin  forever.  Up  to  this  time  you
have  been  in  a  preparatory  stage,  committed  to  the
path  but  not  yet  sworn  to  it.  Now  you  choose  an  oath,
such  as  the  Oath  of  Devotion.
 Your  choice  grants  you  features  at  3rd  level  and
again  at  7th,  15th,  and  20th  level.  Those  features
include  oath  spells  and  the  Channel  Divinity  feature.
Oath Spells
Each  oath  has  a  list  of  associated  spells.  You  gain
access  to  these  spells  at  the  levels  specified  in  the
oath  description.  Once  you  gain  access  to  an  oath
spell,  you  always  have  it  prepared.  Oath  spells  don’t
count  against  the  number  of  spells  you  can  prepare
each  day.
 If  you  gain  an  oath  spell  that  doesn’t  appear  on  the
paladin  spell  list,  the  spell  is  nonetheless  a  paladin
spell  for  you.
Channel Divinity
Your  oath  allows  you  to  channel  divine  energy  to
fuel  magical  effects.  Each  Channel  Divinity  option
provided  by  your  oath  explains  how  to  use  it.
 When  you  use  your  Channel  Divinity,  you  choose
which  option  to  use.  You  must  then  finish  a  short  or
long  rest  to  use  your  Channel  Divinity  again.
 Some  Channel  Divinity  effects  require  saving
throws.  When  you  use  such  an  effect  from  this  class,
the  DC  equals  your  paladin  spell  save  DC.
Ability Score Improvement
When  you  reach  4th  level,  and  again  at  8th,  12th,
16th,  and  19th  level,  you  can  increase  one  ability
score  of  your  choice  by  2,  or  you  can  increase  two
ability  scores  of  your  choice  by  1.  As  normal,  you
can’t  increase  an  ability  score  above  20  using  this
feature.
Extra Attack
Beginning  at  5th  level,  you  can  attack  twice,  instead
of  once,  whenever  you  take  the  Attack  action  on  your
turn.
Aura of Protection
Starting  at  6th  level,  whenever  you  or  a  friendly
creature  within  10  feet  of  you  must  make  a  saving
throw,  the  creature  gains  a  bonus  to  the  saving
throw  equal  to  your  Charisma  modifier  (with  a
minimum  bonus  of  +1).  You  must  be  conscious  to
grant  this  bonus.
 At  18th  level,  the  range  of  this  aura  increases  to  30
feet.
Aura of Courage
Starting  at  10th  level,  you  and  friendly  creatures
within  10  feet  of  you  can’t  be  frightened  while  you
are  conscious.
 At  18th  level,  the  range  of  this  aura  increases  to  30
feet.
Improved Divine Smite
By  11th  level,  you  are  so  suffused  with  righteous
might  that  all  your  melee  weapon  strikes  carry
divine  power  with  them.  Whenever  you  hit  a
creature  with  a  melee  weapon,  the  creature  takes  an
extra  1d8  radiant  damage.  If  you  also  use  your
Divine  Smite  with  an  attack,  you  add  this  damage  to
the  extra  damage  of  your  Divine  Smite.
Cleansing Touch
Beginning  at  14th  level,  you  can  use  your  action  to
end  one  spell  on  yourself  or  on  one  willing  creature
that  you  touch.
 You  can  use  this  feature  a  number  of  times  equal
to  your  Charisma  modifier  (a  minimum  of  once).  You
regain  expended  uses  when  you  finish  a  long  rest.
Sacred Oaths
Becoming  a  paladin  involves  taking  vows  that
commit  the  paladin  to  the  cause  of  righteousness,  an
active  path  of  fighting  wickedness.  The  final  oath,
taken  when  he  or  she  reaches  3rd  level,  is  the
culmination  of  all  the  paladin’s  training.  Some
characters  with  this  class  don’t  consider  themselves
true  paladins  until  they  have  reached  3rd  level  and
made  this  oath.  For  others,  the  actual  swearing  of  the
oath  is  a  formality,  an  official  stamp  on  what  has
always  been  true  in  the  paladin’s  heart.
Oath of Devotion
The  Oath  of  Devotion  binds  a  paladin  to  the  loftiest
ideals  of  justice,  virtue,  and  order.  Sometimes  called
cavaliers,  white  knights,  or  holy  warriors,  these
System  Reference  Document  5.1   33
paladins  meet  the  ideal  of  the  knight  in  shining
armor,  acting  with  honor  in  pursuit  of  justice  and  the
greater  good.  They  hold  themselves  to  the  highest
standards  of  conduct,  and  some,  for  better  or  worse,
hold  the  rest  of  the  world  to  the  same  standards.
Many  who  swear  this  oath  are  devoted  to  gods  of
law  and  good  and  use  their  gods’  tenets  as  the
measure  of  their  devotion.  They  hold  angels—the
perfect  servants  of  good—as  their  ideals,  and
incorporate  images  of  angelic  wings  into  their
helmets  or  coats  of  arms.
Tenets of Devotion
Though  the  exact  words  and  strictures  of  the  Oath  of
Devotion  vary,  paladins  of  this  oath  share  these
tenets.
 Honesty. Don’t  lie  or  cheat.  Let  your  word  be  your
promise.
Courage. Never  fear  to  act,  though  caution  is  wise.
 Compassion. Aid  others,  protect  the  weak,  and
punish  those  who  threaten  them.  Show  mercy  to
your  foes,  but  temper  it  with  wisdom.
Honor. Treat  others  with  fairness,  and  let  your
honorable  deeds  be  an  example  to  them.  Do  as  much
good  as  possible  while  causing  the  least  amount  of
harm.
 Duty. Be  responsible  for  your  actions  and  their
consequences,  protect  those  entrusted  to  your  care,
and  obey  those  who  have  just  authority  over  you.
Oath Spells
You  gain  oath  spells  at  the  paladin  levels  listed.
Oath  of  Devotion  Spells
Paladin
Level   Spells
3rd   protection  from  evil  and  good,  sanctuary
5th   lesser  restoration,  zone  of  truth
9th   beacon  of  hope,  dispel  magic
13th   freedom  of  movement,  guardian  of  faith
17th   commune,  flame  strike
Channel Divinity
When  you  take  this  oath  at  3rd  level,  you  gain  the
following  two  Channel  Divinity  options.
 Sacred  Weapon.  As  an  action,  you  can  imbue  one
weapon  that  you  are  holding  with  positive  energy,
using  your  Channel  Divinity.  For  1  minute,  you  add
your  Charisma  modifier  to  attack  rolls  made  with
that  weapon  (with  a  minimum  bonus  of  +1).  The
weapon  also  emits  bright  light  in  a  20-­‐‑foot  radius
and  dim  light  20  feet  beyond  that.  If  the  weapon  is
not  already  magical,  it  becomes  magical  for  the
duration.
 You  can  end  this  effect  on  your  turn  as  part  of  any
other  action.  If  you  are  no  longer  holding  or  carrying
this  weapon,  or  if  you  fall  unconscious,  this  effect
ends.
 Turn  the  Unholy.  As  an  action,  you  present  your
holy  symbol  and  speak  a  prayer  censuring  fiends
and  undead,  using  your  Channel  Divinity.  Each  fiend
or  undead  that  can  see  or  hear  you  within  30  feet  of
you  must  make  a  Wisdom  saving  throw.  If  the
creature  fails  its  saving  throw,  it  is  turned  for  1
minute  or  until  it  takes  damage.
 A  turned  creature  must  spend  its  turns  trying  to
move  as  far  away  from  you  as  it  can,  and  it  can’t
willingly  move  to  a  space  within  30  feet  of  you.  It
also  can’t  take  reactions.  For  its  action,  it  can  use
only  the  Dash  action  or  try  to  escape  from  an  effect
that  prevents  it  from  moving.  If  there’s  nowhere  to
move,  the  creature  can  use  the  Dodge  action.
Aura of Devotion
Starting  at  7th  level,  you  and  friendly  creatures
within  10  feet  of  you  can’t  be  charmed  while  you  are
conscious.
 At  18th  level,  the  range  of  this  aura  increases  to  30
feet.
Purity of Spirit
Beginning  at  15th  level,  you  are  always  under  the
effects  of  a  protection  from  evil  and  good  spell.
Holy Nimbus
At  20th  level,  as  an  action,  you  can  emanate  an  aura
of  sunlight.  For  1  minute,  bright  light  shines  from
you  in  a  30-­‐‑foot  radius,  and  dim  light  shines  30  feet
beyond  that.
 Whenever  an  enemy  creature  starts  its  turn  in  the
bright  light,  the  creature  takes  10  radiant  damage.
 In  addition,  for  the  duration,  you  have  advantage
on  saving  throws  against  spells  cast  by  fiends  or
undead.
 Once  you  use  this  feature,  you  can’t  use  it  again
until  you  finish  a  long  rest.
Breaking Your Oath
A  paladin  tries  to  hold  to  the  highest  standards  of  conduct,
but  even  the  most  virtuous  paladin  is  fallible.  Sometimes  the
right  path  proves  too  demanding,  sometimes  a  situation  calls
for  the  lesser  of  two  evils,  and  sometimes  the  heat  of
emotion  causes  a  paladin  to  transgress  his  or  her  oath.
A  paladin  who  has  broken  a  vow  typically  seeks  absolution
from  a  cleric  who  shares  his  or  her  faith  or  from  another
paladin  of  the  same  order.  The  paladin  might  spend  an  all-­‐
night  vigil  in  prayer  as  a  sign  of  penitence,  or  undertake  a  fast
System  Reference  Document  5.1   34
or  similar  act  of  self-­‐denial.  After  a  rite  of  confession  and
forgiveness,  the  paladin  starts  fresh.
If  a  paladin  willfully  violates  his  or  her  oath  and  shows  no
sign  of  repentance,  the  consequences  can  be  more  serious.
At  the  GM’s  discretion,  an  impenitent  paladin  might  be
forced  to  abandon  this  class  and  adopt  another.
System  Reference  Document  5.1   35
Ranger
Class Features
As  a  ranger,  you  gain  the  following  class  features.
Hit Points
Hit  Dice:  1d10  per  ranger  level
Hit  Points  at  1st  Level:  10  +  your  Constitution
modifier
Hit  Points  at  Higher  Levels:  1d10  (or  6)  +  your
Constitution  modifier  per  ranger  level  after  1st
Proficiencies
Armor:  Light  armor,  medium  armor,  shields
Weapons:  Simple  weapons,  martial  weapons
Tools:  None
Saving  Throws:  Strength,  Dexterity
Skills:  Choose  three  from  Animal  Handling,  Athletics,
Insight,  Investigation,  Nature,  Perception,  Stealth,
and  Survival
Equipment
You  start  with  the  following  equipment,  in  addition
to  the  equipment  granted  by  your  background:
• (a)  scale  mail  or  (b)  leather  armor
• (a)  two  shortswords  or  (b)  two  simple  melee
weapons
• (a)  a  dungeoneer’s  pack  or  (b)  an  explorer’s  pack
• A  longbow  and  a  quiver  of  20  arrows
The  Ranger
Proficiency   ̶ Spell  Slots  per  Spell  Level ̶
Level   Bonus   Features   Spells  Known   1st   2nd   3rd   4th   5th
1st   +2 Favored  Enemy,  Natural  Explorer   ̶ ̶ ̶ ̶ ̶ ̶
2nd   +2 Fighting  Style,  Spellcasting   2   2   ̶ ̶ ̶ ̶
3rd   +2 Ranger  Archetype,  Primeval  Awareness   3   3   ̶ ̶ ̶ ̶
4th   +2 Ability  Score  Improvement   3   3   ̶ ̶ ̶ ̶
5th   +3 Extra  Attack   4   4   2   ̶ ̶ ̶
6th   +3 Favored  Enemy  and  Natural  Explorer  improvements   4   4   2   ̶ ̶ ̶
7th   +3 Ranger  Archetype  feature   5   4   3   ̶ ̶ ̶
8th   +3 Ability  Score  Improvement,  Land’s  Stride 5   4   3   ̶ ̶ ̶
9th   +4 ̶ 6   4   3   2   ̶ ̶
10th   +4 Natural  Explorer  improvement,  Hide  in  Plain  Sight   6   4   3   2   ̶ ̶
11th   +4 Ranger  Archetype  feature   7   4   3   3   ̶ ̶
12th   +4 Ability  Score  Improvement   7   4   3   3   ̶ ̶
13th   +5 ̶ 8   4   3   3   1   ̶
14th   +5 Favored  Enemy  improvement,  Vanish   8   4   3   3   1   ̶
15th   +5 Ranger  Archetype  feature   9   4   3   3   2   ̶
16th   +5 Ability  Score  Improvement   9   4   3   3   2   ̶
17th   +6 ̶ 10   4   3   3   3   1
18th   +6 Feral  Senses   10   4   3   3   3   1
19th   +6 Ability  Score  Improvement   11   4   3   3   3   2
20th   +6 Foe  Slayer   11   4   3   3   3   2
Favored Enemy
Beginning  at  1st  level,  you  have  significant
experience  studying,  tracking,  hunting,  and  even
talking  to  a  certain  type  of  enemy.
 Choose  a  type  of  favored  enemy:  aberrations,
beasts,  celestials,  constructs,  dragons,  elementals,
fey,  fiends,  giants,  monstrosities,  oozes,  plants,  or
undead.  Alternatively,  you  can  select  two  races  of
humanoid  (such  as  gnolls  and  orcs)  as  favored
enemies.
 You  have  advantage  on  Wisdom  (Survival)  checks
to  track  your  favored  enemies,  as  well  as  on
Intelligence  checks  to  recall  information  about  them.
 When  you  gain  this  feature,  you  also  learn  one
language  of  your  choice  that  is  spoken  by  your
favored  enemies,  if  they  speak  one  at  all.
 You  choose  one  additional  favored  enemy,  as  well
as  an  associated  language,  at  6th  and  14th  level.  As
System  Reference  Document  5.1   36
you  gain  levels,  your  choices  should  reflect  the  types
of  monsters  you  have  encountered  on  your
adventures.
Natural Explorer
You  are  particularly  familiar  with  one  type  of  natural
environment  and  are  adept  at  traveling  and
surviving  in  such  regions.  Choose  one  type  of
favored  terrain:  arctic,  coast,  desert,  forest,
grassland,  mountain,  or  swamp.  When  you  make  an
Intelligence  or  Wisdom  check  related  to  your
favored  terrain,  your  proficiency  bonus  is  doubled  if
you  are  using  a  skill  that  you’re  proficient  in.
 While  traveling  for  an  hour  or  more  in  your
favored  terrain,  you  gain  the  following  benefits:
• Difficult  terrain  doesn’t  slow  your  group’s  travel.
• Your  group  can’t  become  lost  except  by  magical
means.
• Even  when  you  are  engaged  in  another  activity
while  traveling  (such  as  foraging,  navigating,  or
tracking),  you  remain  alert  to  danger.
• If  you  are  traveling  alone,  you  can  move  stealthily
at  a  normal  pace.
• When  you  forage,  you  find  twice  as  much  food  as
you  normally  would.
• While  tracking  other  creatures,  you  also  learn
their  exact  number,  their  sizes,  and  how  long  ago
they  passed  through  the  area.
You  choose  additional  favored  terrain  types  at  6th
and  10th  level.
Fighting Style
At  2nd  level,  you  adopt  a  particular  style  of  fighting
as  your  specialty.  Choose  one  of  the  following
options.  You  can’t  take  a  Fighting  Style  option  more
than  once,  even  if  you  later  get  to  choose  again.
Archery
You  gain  a  +2  bonus  to  attack  rolls  you  make  with
ranged  weapons.
Defense
While  you  are  wearing  armor,  you  gain  a  +1  bonus  to
AC.
Dueling
When  you  are  wielding  a  melee  weapon  in  one  hand
and  no  other  weapons,  you  gain  a  +2  bonus  to
damage  rolls  with  that  weapon.
Two-Weapon Fighting
When  you  engage  in  two-­‐‑weapon  fighting,  you  can
add  your  ability  modifier  to  the  damage  of  the
second  attack.
Spellcasting
By  the  time  you  reach  2nd  level,  you  have  learned  to
use  the  magical  essence  of  nature  to  cast  spells,
much  as  a  druid  does.
Spell Slots
The  Ranger  table  shows  how  many  spell  slots  you
have  to  cast  your  spells  of  1st  level  and  higher.  To
cast  one  of  these  spells,  you  must  expend  a  slot  of
the  spell’s  level  or  higher.  You  regain  all  expended
spell  slots  when  you  finish  a  long  rest.
 For  example,  if  you  know  the  1st-­‐‑level  spell  animal
friendship  and  have  a  1st-­‐‑level  and  a  2nd-­‐‑level  spell
slot  available,  you  can  cast  animal  friendship  using
either  slot.
Spells Known of 1st Level and Higher
You  know  two  1st-­‐‑level  spells  of  your  choice  from
the  ranger  spell  list.
 The  Spells  Known  column  of  the  Ranger  table
shows  when  you  learn  more  ranger  spells  of  your
choice.  Each  of  these  spells  must  be  of  a  level  for
which  you  have  spell  slots.  For  instance,  when  you
reach  5th  level  in  this  class,  you  can  learn  one  new
spell  of  1st  or  2nd  level.
 Additionally,  when  you  gain  a  level  in  this  class,
you  can  choose  one  of  the  ranger  spells  you  know
and  replace  it  with  another  spell  from  the  ranger
spell  list,  which  also  must  be  of  a  level  for  which  you
have  spell  slots.
Spellcasting Ability
Wisdom  is  your  spellcasting  ability  for  your  ranger
spells,  since  your  magic  draws  on  your  attunement
to  nature.  You  use  your  Wisdom  whenever  a  spell
refers  to  your  spellcasting  ability.  In  addition,  you
use  your  Wisdom  modifier  when  setting  the  saving
throw  DC  for  a  ranger  spell  you  cast  and  when
making  an  attack  roll  with  one.
Spell save DC = 8  +  your  proficiency  bonus  +
your  Wisdom  modifier
Spell attack modifier = your  proficiency  bonus  +
your  Wisdom  modifier
System  Reference  Document  5.1   37
Ranger Archetype
At  3rd  level,  you  choose  an  archetype  that  you  strive
to  emulate,  such  as  the  Hunter.  Your  choice  grants
you  features  at  3rd  level  and  again  at  7th,  11th,  and
15th  level.
Primeval Awareness
Beginning  at  3rd  level,  you  can  use  your  action  and
expend  one  ranger  spell  slot  to  focus  your
awareness  on  the  region  around  you.  For  1  minute
per  level  of  the  spell  slot  you  expend,  you  can  sense
whether  the  following  types  of  creatures  are  present
within  1  mile  of  you  (or  within  up  to  6  miles  if  you
are  in  your  favored  terrain):  aberrations,  celestials,
dragons,  elementals,  fey,  fiends,  and  undead.  This
feature  doesn’t  reveal  the  creatures’  location  or
number.
Ability Score Improvement
When  you  reach  4th  level,  and  again  at  8th,  12th,
16th,  and  19th  level,  you  can  increase  one  ability
score  of  your  choice  by  2,  or  you  can  increase  two
ability  scores  of  your  choice  by  1.  As  normal,  you
can’t  increase  an  ability  score  above  20  using  this
feature.
Extra Attack
Beginning  at  5th  level,  you  can  attack  twice,  instead
of  once,  whenever  you  take  the  Attack  action  on  your
turn.
Land’s Stride
Starting  at  8th  level,  moving  through  nonmagical
difficult  terrain  costs  you  no  extra  movement.  You
can  also  pass  through  nonmagical  plants  without
being  slowed  by  them  and  without  taking  damage
from  them  if  they  have  thorns,  spines,  or  a  similar
hazard.
 In  addition,  you  have  advantage  on  saving  throws
against  plants  that  are  magically  created  or
manipulated  to  impede  movement,  such  those
created  by  the  entangle  spell.
Hide in Plain Sight
Starting  at  10th  level,  you  can  spend  1  minute
creating  camouflage  for  yourself.  You  must  have
access  to  fresh  mud,  dirt,  plants,  soot,  and  other
naturally  occurring  materials  with  which  to  create
your  camouflage.
 Once  you  are  camouflaged  in  this  way,  you  can  try
to  hide  by  pressing  yourself  up  against  a  solid
surface,  such  as  a  tree  or  wall,  that  is  at  least  as  tall
and  wide  as  you  are.  You  gain  a  +10  bonus  to
Dexterity  (Stealth)  checks  as  long  as  you  remain
there  without  moving  or  taking  actions.  Once  you
move  or  take  an  action  or  a  reaction,  you  must
camouflage  yourself  again  to  gain  this  benefit.
Vanish
Starting  at  14th  level,  you  can  use  the  Hide  action  as
a  bonus  action  on  your  turn.  Also,  you  can’t  be
tracked  by  nonmagical  means,  unless  you  choose  to
leave  a  trail.
Feral Senses
At  18th  level,  you  gain  preternatural  senses  that  help
you  fight  creatures  you  can’t  see.  When  you  attack  a
creature  you  can’t  see,  your  inability  to  see  it  doesn’t
impose  disadvantage  on  your  attack  rolls  against  it.
 You  are  also  aware  of  the  location  of  any  invisible
creature  within  30  feet  of  you,  provided  that  the
creature  isn’t  hidden  from  you  and  you  aren’t
blinded  or  deafened.
Foe Slayer
At  20th  level,  you  become  an  unparalleled  hunter  of
your  enemies.  Once  on  each  of  your  turns,  you  can
add  your  Wisdom  modifier  to  the  attack  roll  or  the
damage  roll  of  an  attack  you  make  against  one  of
your  favored  enemies.  You  can  choose  to  use  this
feature  before  or  after  the  roll,  but  before  any  effects
of  the  roll  are  applied.
Ranger Archetypes
A  classic  expression  of  the  ranger  ideal  is  the  Hunter.
Hunter
Emulating  the  Hunter  archetype  means  accepting
your  place  as  a  bulwark  between  civilization  and  the
terrors  of  the  wilderness.  As  you  walk  the  Hunter’s
path,  you  learn  specialized  techniques  for  fighting
the  threats  you  face,  from  rampaging  ogres  and
hordes  of  orcs  to  towering  giants  and  terrifying
dragons.
Hunter’s Prey
At  3rd  level,  you  gain  one  of  the  following  features  of
your  choice.
 Colossus  Slayer.  Your  tenacity  can  wear  down  the
most  potent  foes.  When  you  hit  a  creature  with  a
System  Reference  Document  5.1   38
weapon  attack,  the  creature  takes  an  extra  1d8
damage  if  it’s  below  its  hit  point  maximum.  You  can
deal  this  extra  damage  only  once  per  turn.
 Giant  Killer.  When  a  Large  or  larger  creature
within  5  feet  of  you  hits  or  misses  you  with  an  attack,
you  can  use  your  reaction  to  attack  that  creature
immediately  after  its  attack,  provided  that  you  can
see  the  creature.
 Horde  Breaker.  Once  on  each  of  your  turns  when
you  make  a  weapon  attack,  you  can  make  another
attack  with  the  same  weapon  against  a  different
creature  that  is  within  5  feet  of  the  original  target
and  within  range  of  your  weapon.
Defensive Tactics
At  7th  level,  you  gain  one  of  the  following  features  of
your  choice.
 Escape  the  Horde.  Opportunity  attacks  against
you  are  made  with  disadvantage.
 Multiattack  Defense.  When  a  creature  hits  you
with  an  attack,  you  gain  a  +4  bonus  to  AC  against  all
subsequent  attacks  made  by  that  creature  for  the
rest  of  the  turn.
 Steel  Will.  You  have  advantage  on  saving  throws
against  being  frightened.
Multiattack
At  11th  level,  you  gain  one  of  the  following  features
of  your  choice.
 Volley.  You  can  use  your  action  to  make  a  ranged
attack  against  any  number  of  creatures  within  10
feet  of  a  point  you  can  see  within  your  weapon’s
range.  You  must  have  ammunition  for  each  target,  as
normal,  and  you  make  a  separate  attack  roll  for  each
target.
 Whirlwind  Attack.  You  can  use  your  action  to
make  a  melee  attack  against  any  number  of
creatures  within  5  feet  of  you,  with  a  separate  attack
roll  for  each  target.
Superior Hunter’s Defense
At  15th  level,  you  gain  one  of  the  following  features
of  your  choice.
 Evasion.  When  you  are  subjected  to  an  effect,  such
as  a  red  dragon’s  fiery  breath  or  a  lightning  bolt  spell,
that  allows  you  to  make  a  Dexterity  saving  throw  to
take  only  half  damage,  you  instead  take  no  damage  if
you  succeed  on  the  saving  throw,  and  only  half
damage  if  you  fail.
 Stand  Against  the  Tide.  When  a  hostile  creature
misses  you  with  a  melee  attack,  you  can  use  your
reaction  to  force  that  creature  to  repeat  the  same
attack  against  another  creature  (other  than  itself)  of
your  choice.
 Uncanny  Dodge.  When  an  attacker  that  you  can
see  hits  you  with  an  attack,  you  can  use  your
reaction  to  halve  the  attack’s  damage  against  you.
System  Reference  Document  5.1   39
Rogue
Class Features
As  a  rogue,  you  have  the  following  class  features.
Hit Points
Hit  Dice:  1d8  per  rogue  level
Hit  Points  at  1st  Level:  8  +  your  Constitution
modifier
Hit  Points  at  Higher  Levels:  1d8  (or  5)  +  your
Constitution  modifier  per  rogue  level  after  1st
Proficiencies
Armor:  Light  armor
Weapons:  Simple  weapons,  hand  crossbows,
longswords,  rapiers,  shortswords
Tools:  Thieves’  tools
Saving  Throws:  Dexterity,  Intelligence
Skills:  Choose  four  from  Acrobatics,  Athletics,
Deception,  Insight,  Intimidation,  Investigation,
Perception,  Performance,  Persuasion,  Sleight  of
Hand,  and  Stealth
Equipment
You  start  with  the  following  equipment,  in  addition
to  the  equipment  granted  by  your  background:
• (a)  a  rapier  or  (b)  a  shortsword
• (a)  a  shortbow  and  quiver  of  20  arrows  or  (b)  a
shortsword
• (a)  a  burglar’s  pack,  (b)  a  dungeoneer’s  pack,  or
(c) an  explorer’s  pack
• (a)  Leather  armor,  two  daggers,  and  thieves’  tools
The  Rogue
Level
Proficiency
Bonus
Sneak
Attack   Features
1st   +2 1d6   Expertise,  Sneak  Attack,
Thieves’  Cant
2nd   +2 1d6   Cunning  Action
3rd   +2 2d6   Roguish  Archetype
4th   +2 2d6   Ability  Score
Improvement
5th   +3 3d6   Uncanny  Dodge
6th   +3 3d6   Expertise
7th   +3 4d6   Evasion
8th   +3 4d6   Ability  Score
Improvement
9th   +4 5d6   Roguish  Archetype
feature
10th   +4 5d6   Ability  Score
Improvement
11th   +4 6d6   Reliable  Talent
12th   +4 6d6   Ability  Score
Improvement
13th   +5 7d6   Roguish  Archetype
feature
14th   +5 7d6   Blindsense
15th   +5 8d6   Slippery  Mind
16th   +5 8d6   Ability  Score
Improvement
17th   +6 9d6   Roguish  Archetype
feature
18th   +6 9d6   Elusive
19th   +6 10d6   Ability  Score
Improvement
20th   +6 10d6   Stroke  of  Luck
Expertise
At  1st  level,  choose  two  of  your  skill  proficiencies,  or
one  of  your  skill  proficiencies  and  your  proficiency
with  thieves’  tools.  Your  proficiency  bonus  is
doubled  for  any  ability  check  you  make  that  uses
either  of  the  chosen  proficiencies.
 At  6th  level,  you  can  choose  two  more  of  your
proficiencies  (in  skills  or  with  thieves’  tools)  to  gain
this  benefit.
Sneak Attack
Beginning  at  1st  level,  you  know  how  to  strike  subtly
and  exploit  a  foe’s  distraction.  Once  per  turn,  you  can
deal  an  extra  1d6  damage  to  one  creature  you  hit
with  an  attack  if  you  have  advantage  on  the  attack
roll.  The  attack  must  use  a  finesse  or  a  ranged
weapon.
 You  don’t  need  advantage  on  the  attack  roll  if
another  enemy  of  the  target  is  within  5  feet  of  it,  that
enemy  isn’t  incapacitated,  and  you  don’t  have
disadvantage  on  the  attack  roll.
 The  amount  of  the  extra  damage  increases  as  you
gain  levels  in  this  class,  as  shown  in  the  Sneak  Attack
column  of  the  Rogue  table.
Thieves’ Cant
During  your  rogue  training  you  learned  thieves’  cant,
a  secret  mix  of  dialect,  jargon,  and  code  that  allows
you  to  hide  messages  in  seemingly  normal
conversation.  Only  another  creature  that  knows
thieves’  cant  understands  such  messages.  It  takes
four  times  longer  to  convey  such  a  message  than  it
does  to  speak  the  same  idea  plainly.
 In  addition,  you  understand  a  set  of  secret  signs
and  symbols  used  to  convey  short,  simple  messages,
System  Reference  Document  5.1   40
such  as  whether  an  area  is  dangerous  or  the
territory  of  a  thieves’  guild,  whether  loot  is  nearby,
or  whether  the  people  in  an  area  are  easy  marks  or
will  provide  a  safe  house  for  thieves  on  the  run.
Cunning Action
Starting  at  2nd  level,  your  quick  thinking  and  agility
allow  you  to  move  and  act  quickly.  You  can  take  a
bonus  action  on  each  of  your  turns  in  combat.  This
action  can  be  used  only  to  take  the  Dash,  Disengage,
or  Hide  action.
Roguish Archetype
At  3rd  level,  you  choose  an  archetype  that  you
emulate  in  the  exercise  of  your  rogue  abilities,  such
as  Thief.  Your  archetype  choice  grants  you  features
at  3rd  level  and  then  again  at  9th,  13th,  and  17th
level.
Ability Score Improvement
When  you  reach  4th  level,  and  again  at  8th,  10th,
12th,  16th,  and  19th  level,  you  can  increase  one
ability  score  of  your  choice  by  2,  or  you  can  increase
two  ability  scores  of  your  choice  by  1.  As  normal,
you  can’t  increase  an  ability  score  above  20  using
this  feature.
Uncanny Dodge
Starting  at  5th  level,  when  an  attacker  that  you  can
see  hits  you  with  an  attack,  you  can  use  your
reaction  to  halve  the  attack’s  damage  against  you.
Evasion
Beginning  at  7th  level,  you  can  nimbly  dodge  out  of
the  way  of  certain  area  effects,  such  as  a  red  dragon’s
fiery  breath  or  an  ice  storm  spell.  When  you  are
subjected  to  an  effect  that  allows  you  to  make  a
Dexterity  saving  throw  to  take  only  half  damage,  you
instead  take  no  damage  if  you  succeed  on  the  saving
throw,  and  only  half  damage  if  you  fail.
Reliable Talent
By  11th  level,  you  have  refined  your  chosen  skills
until  they  approach  perfection.  Whenever  you  make
an  ability  check  that  lets  you  add  your  proficiency
bonus,  you  can  treat  a  d20  roll  of  9  or  lower  as  a  10.
Blindsense
Starting  at  14th  level,  if  you  are  able  to  hear,  you  are
aware  of  the  location  of  any  hidden  or  invisible
creature  within  10  feet  of  you.
Slippery Mind
By  15th  level,  you  have  acquired  greater  mental
strength.  You  gain  proficiency  in  Wisdom  saving
throws.
Elusive
Beginning  at  18th  level,  you  are  so  evasive  that
attackers  rarely  gain  the  upper  hand  against  you.  No
attack  roll  has  advantage  against  you  while  you
aren’t  incapacitated.
Stroke of Luck
At  20th  level,  you  have  an  uncanny  knack  for
succeeding  when  you  need  to.  If  your  attack  misses  a
target  within  range,  you  can  turn  the  miss  into  a  hit.
Alternatively,  if  you  fail  an  ability  check,  you  can  treat
the  d20  roll  as  a  20.
 Once  you  use  this  feature,  you  can’t  use  it  again
until  you  finish  a  short  or  long  rest.
Roguish Archetypes
Rogues  have  many  features  in  common,  including
their  emphasis  on  perfecting  their  skills,  their
precise  and  deadly  approach  to  combat,  and  their
increasingly  quick  reflexes.  But  different  rogues
steer  those  talents  in  varying  directions,  embodied
by  the  rogue  archetypes.  Your  choice  of  archetype  is
a  reflection  of  your  focus—not  necessarily  an
indication  of  your  chosen  profession,  but  a
description  of  your  preferred  techniques.
Thief
You  hone  your  skills  in  the  larcenous  arts.  Burglars,
bandits,  cutpurses,  and  other  criminals  typically
follow  this  archetype,  but  so  do  rogues  who  prefer  to
think  of  themselves  as  professional  treasure  seekers,
explorers,  delvers,  and  investigators.  In  addition  to
improving  your  agility  and  stealth,  you  learn  skills
useful  for  delving  into  ancient  ruins,  reading
unfamiliar  languages,  and  using  magic  items  you
normally  couldn’t  employ.
Fast Hands
Starting  at  3rd  level,  you  can  use  the  bonus  action
granted  by  your  Cunning  Action  to  make  a  Dexterity
System  Reference  Document  5.1   41
(Sleight  of  Hand)  check,  use  your  thieves’  tools  to
disarm  a  trap  or  open  a  lock,  or  take  the  Use  an
Object  action.
Second-Story Work
When  you  choose  this  archetype  at  3rd  level,  you
gain  the  ability  to  climb  faster  than  normal;  climbing
no  longer  costs  you  extra  movement.
 In  addition,  when  you  make  a  running  jump,  the
distance  you  cover  increases  by  a  number  of  feet
equal  to  your  Dexterity  modifier.
Supreme Sneak
Starting  at  9th  level,  you  have  advantage  on  a
Dexterity  (Stealth)  check  if  you  move  no  more  than
half  your  speed  on  the  same  turn.
Use Magic Device
By  13th  level,  you  have  learned  enough  about  the
workings  of  magic  that  you  can  improvise  the  use  of
items  even  when  they  are  not  intended  for  you.  You
ignore  all  class,  race,  and  level  requirements  on  the
use  of  magic  items.
Thief’s Reflexes
When  you  reach  17th  level,  you  have  become  adept
at  laying  ambushes  and  quickly  escaping  danger.  You
can  take  two  turns  during  the  first  round  of  any
combat.  You  take  your  first  turn  at  your  normal
initiative  and  your  second  turn  at  your  initiative
minus  10.  You  can’t  use  this  feature  when  you  are
surprised.
System  Reference  Document  5.1   42
Sorcerer
Class Features
As  a  sorcerer,  you  gain  the  following  class  features.
Hit Points
Hit  Dice:  1d6  per  sorcerer  level
Hit  Points  at  1st  Level:  6  +  your  Constitution
modifier
Hit  Points  at  Higher  Levels:  1d6  (or  4)  +  your
Constitution  modifier  per  sorcerer  level  after  1st
Proficiencies
Armor:  None
Weapons:  Daggers,  darts,  slings,  quarterstaffs,  light
crossbows
Tools:  None
Saving  Throws:  Constitution,  Charisma
Skills:  Choose  two  from  Arcana,  Deception,  Insight,
Intimidation,  Persuasion,  and  Religion
Equipment
You  start  with  the  following  equipment,  in  addition
to  the  equipment  granted  by  your  background:
• (a)  a  light  crossbow  and  20  bolts  or  (b)  any  simple
weapon
• (a)  a  component  pouch  or  (b)  an  arcane  focus
• (a)  a  dungeoneer’s  pack  or  (b)  an  explorer’s  pack
• Two  daggers
The  Sorcerer
Proficiency   Sorcery   Cantrips   Spells   —Spell  Slots  per  Spell  Level—
Level   Bonus   Points   Features   Known   Known   1st   2nd   3rd   4th   5th   6th   7th   8th   9th
1st   +2 ̶ Spellcasting,  Sorcerous
Origin
4   2   2   ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
2nd   +2 2   Font  of  Magic   4   3   3   ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
3rd   +2 3   Metamagic   4   4   4   2   ̶ ̶ ̶ ̶ ̶ ̶ ̶
4th   +2 4   Ability  Score
Improvement
5   5   4   3   ̶ ̶ ̶ ̶ ̶ ̶ ̶
5th   +3 5   ̶ 5   6   4   3   2   ̶ ̶ ̶ ̶ ̶ ̶
6th   +3 6   Sorcerous  Origin
feature
5   7   4   3   3   ̶ ̶ ̶ ̶ ̶ ̶
7th   +3 7   ̶ 5   8   4   3   3   1   ̶ ̶ ̶ ̶ ̶
8th   +3 8   Ability  Score
Improvement
5   9   4   3   3   2   ̶ ̶ ̶ ̶ ̶
9th   +4 9   ̶ 5   10   4   3   3   3   1   ̶ ̶ ̶ ̶
10th   +4 10   Metamagic   6   11   4   3   3   3   2   ̶ ̶ ̶ ̶
11th   +4 11   ̶ 6   12   4   3   3   3   2   1   ̶ ̶ ̶
12th   +4 12   Ability  Score
Improvement
6   12   4   3   3   3   2   1   ̶ ̶ ̶
13th   +5 13   ̶ 6   13   4   3   3   3   2   1   1   ̶ ̶
14th   +5 14   Sorcerous  Origin
feature
6   13   4   3   3   3   2   1   1   ̶ ̶
15th   +5 15   ̶ 6   14   4   3   3   3   2   1   1   1   ̶
16th   +5 16   Ability  Score
Improvement
6   14   4   3   3   3   2   1   1   1   ̶
17th   +6 17   Metamagic   6   15   4   3   3   3   2   1   1   1   1
18th   +6 18   Sorcerous  Origin
feature
6   15   4   3   3   3   3   1   1   1   1
19th   +6 19   Ability  Score
Improvement
6   15   4   3   3   3   3   2   1   1   1
20th   +6 20   Sorcerous  Restoration   6   15   4   3   3   3   3   2   2   1   1
System  Reference  Document  5.1   43
Spellcasting
An  event  in  your  past,  or  in  the  life  of  a  parent  or
ancestor,  left  an  indelible  mark  on  you,  infusing  you
with  arcane  magic.  This  font  of  magic,  whatever  its
origin,  fuels  your  spells.
Cantrips
At  1st  level,  you  know  four  cantrips  of  your  choice
from  the  sorcerer  spell  list.  You  learn  additional
sorcerer  cantrips  of  your  choice  at  higher  levels,  as
shown  in  the  Cantrips  Known  column  of  the  Sorcerer
table.
Spell Slots
The  Sorcerer  table  shows  how  many  spell  slots  you
have  to  cast  your  spells  of  1st  level  and  higher.  To
cast  one  of  these  sorcerer  spells,  you  must  expend  a
slot  of  the  spell’s  level  or  higher.  You  regain  all
expended  spell  slots  when  you  finish  a  long  rest.
 For  example,  if  you  know  the  1st-­‐‑level  spell
burning  hands  and  have  a  1st-­‐‑level  and  a  2nd-­‐‑level
spell  slot  available,  you  can  cast  burning  hands  using
either  slot.
Spells Known of 1st Level and Higher
You  know  two  1st-­‐‑level  spells  of  your  choice  from
the  sorcerer  spell  list.
 The  Spells  Known  column  of  the  Sorcerer  table
shows  when  you  learn  more  sorcerer  spells  of  your
choice.  Each  of  these  spells  must  be  of  a  level  for
which  you  have  spell  slots.  For  instance,  when  you
reach  3rd  level  in  this  class,  you  can  learn  one  new
spell  of  1st  or  2nd  level.
 Additionally,  when  you  gain  a  level  in  this  class,
you  can  choose  one  of  the  sorcerer  spells  you  know
and  replace  it  with  another  spell  from  the  sorcerer
spell  list,  which  also  must  be  of  a  level  for  which  you
have  spell  slots.
Spellcasting Ability
Charisma  is  your  spellcasting  ability  for  your
sorcerer  spells,  since  the  power  of  your  magic  relies
on  your  ability  to  project  your  will  into  the  world.
You  use  your  Charisma  whenever  a  spell  refers  to
your  spellcasting  ability.  In  addition,  you  use  your
Charisma  modifier  when  setting  the  saving  throw  DC
for  a  sorcerer  spell  you  cast  and  when  making  an
attack  roll  with  one.
Spell save DC = 8  +  your  proficiency  bonus  +
your  Charisma  modifier
Spell attack modifier = your  proficiency  bonus  +
your  Charisma  modifier
Spellcasting Focus
You  can  use  an  arcane  focus  as  a  spellcasting  focus
for  your  sorcerer  spells.
Sorcerous Origin
Choose  a  sorcerous  origin,  which  describes  the
source  of  your  innate  magical  power,  such  as
Draconic  Bloodline.
 Your  choice  grants  you  features  when  you  choose
it  at  1st  level  and  again  at  6th,  14th,  and  18th  level.
Font of Magic
At  2nd  level,  you  tap  into  a  deep  wellspring  of  magic
within  yourself.  This  wellspring  is  represented  by
sorcery  points,  which  allow  you  to  create  a  variety  of
magical  effects.
Sorcery Points
You  have  2  sorcery  points,  and  you  gain  more  as  you
reach  higher  levels,  as  shown  in  the  Sorcery  Points
column  of  the  Sorcerer  table.  You  can  never  have
more  sorcery  points  than  shown  on  the  table  for
your  level.  You  regain  all  spent  sorcery  points  when
you  finish  a  long  rest.
Flexible Casting
You  can  use  your  sorcery  points  to  gain  additional
spell  slots,  or  sacrifice  spell  slots  to  gain  additional
sorcery  points.  You  learn  other  ways  to  use  your
sorcery  points  as  you  reach  higher  levels.
 Creating  Spell  Slots.  You  can  transform
unexpended  sorcery  points  into  one  spell  slot  as  a
bonus  action  on  your  turn.  The  Creating  Spell  Slots
table  shows  the  cost  of  creating  a  spell  slot  of  a  given
level.  You  can  create  spell  slots  no  higher  in  level
than  5th.
 Any  spell  slot  you  create  with  this  feature  vanishes
when  you  finish  a  long  rest.
Creating  Spell  Slots
Spell  Slot
Level
Sorcery
Point  Cost
1st   2
2nd   3
3rd   5
4th   6
5th   7
 Converting  a  Spell  Slot  to  Sorcery  Points.  As  a
bonus  action  on  your  turn,  you  can  expend  one  spell
System  Reference  Document  5.1   44
slot  and  gain  a  number  of  sorcery  points  equal  to  the
slot’s  level.
Metamagic
At  3rd  level,  you  gain  the  ability  to  twist  your  spells
to  suit  your  needs.  You  gain  two  of  the  following
Metamagic  options  of  your  choice.  You  gain  another
one  at  10th  and  17th  level.
 You  can  use  only  one  Metamagic  option  on  a  spell
when  you  cast  it,  unless  otherwise  noted.
Careful Spell
When  you  cast  a  spell  that  forces  other  creatures  to
make  a  saving  throw,  you  can  protect  some  of  those
creatures  from  the  spell’s  full  force.  To  do  so,  you
spend  1  sorcery  point  and  choose  a  number  of  those
creatures  up  to  your  Charisma  modifier  (minimum
of  one  creature).  A  chosen  creature  automatically
succeeds  on  its  saving  throw  against  the  spell.
Distant Spell
When  you  cast  a  spell  that  has  a  range  of  5  feet  or
greater,  you  can  spend  1  sorcery  point  to  double  the
range  of  the  spell.
 When  you  cast  a  spell  that  has  a  range  of  touch,
you  can  spend  1  sorcery  point  to  make  the  range  of
the  spell  30  feet.
Empowered Spell
When  you  roll  damage  for  a  spell,  you  can  spend  1
sorcery  point  to  reroll  a  number  of  the  damage  dice
up  to  your  Charisma  modifier  (minimum  of  one).
You  must  use  the  new  rolls.
 You  can  use  Empowered  Spell  even  if  you  have
already  used  a  different  Metamagic  option  during
the  casting  of  the  spell.
Extended Spell
When  you  cast  a  spell  that  has  a  duration  of  1  minute
or  longer,  you  can  spend  1  sorcery  point  to  double
its  duration,  to  a  maximum  duration  of  24  hours.
Heightened Spell
When  you  cast  a  spell  that  forces  a  creature  to  make
a  saving  throw  to  resist  its  effects,  you  can  spend  3
sorcery  points  to  give  one  target  of  the  spell
disadvantage  on  its  first  saving  throw  made  against
the  spell.
Quickened Spell
When  you  cast  a  spell  that  has  a  casting  time  of  1
action,  you  can  spend  2  sorcery  points  to  change  the
casting  time  to  1  bonus  action  for  this  casting.
Subtle Spell
When  you  cast  a  spell,  you  can  spend  1  sorcery  point
to  cast  it  without  any  somatic  or  verbal  components.
Twinned Spell
When  you  cast  a  spell  that  targets  only  one  creature
and  doesn’t  have  a  range  of  self,  you  can  spend  a
number  of  sorcery  points  equal  to  the  spell’s  level  to
target  a  second  creature  in  range  with  the  same  spell
(1  sorcery  point  if  the  spell  is  a  cantrip).
 To  be  eligible,  a  spell  must  be  incapable  of
targeting  more  than  one  creature  at  the  spell’s
current  level.  For  example,  magic  missile  and
scorching  ray  aren’t  eligible,  but  ray  of  frost  is.
Ability Score Improvement
When  you  reach  4th  level,  and  again  at  8th,  12th,
16th,  and  19th  level,  you  can  increase  one  ability
score  of  your  choice  by  2,  or  you  can  increase  two
ability  scores  of  your  choice  by  1.  As  normal,  you
can’t  increase  an  ability  score  above  20  using  this
feature.
Sorcerous Restoration
At  20th  level,  you  regain  4  expended  sorcery  points
whenever  you  finish  a  short  rest.
Sorcerous Origins
Different  sorcerers  claim  different  origins  for  their
innate  magic,  such  as  a  draconic  bloodline.
Draconic Bloodline
Your  innate  magic  comes  from  draconic  magic  that
was  mingled  with  your  blood  or  that  of  your
ancestors.  Most  often,  sorcerers  with  this  origin
trace  their  descent  back  to  a  mighty  sorcerer  of
ancient  times  who  made  a  bargain  with  a  dragon  or
who  might  even  have  claimed  a  dragon  parent.  Some
of  these  bloodlines  are  well  established  in  the  world,
but  most  are  obscure.  Any  given  sorcerer  could  be
the  first  of  a  new  bloodline,  as  a  result  of  a  pact  or
some  other  exceptional  circumstance.
Dragon Ancestor
At  1st  level,  you  choose  one  type  of  dragon  as  your
ancestor.  The  damage  type  associated  with  each
dragon  is  used  by  features  you  gain  later.
Draconic  Ancestry
Dragon   Damage  Type
Black   Acid
System  Reference  Document  5.1   45
Blue   Lightning
Brass   Fire
Bronze   Lightning
Copper   Acid
Gold   Fire
Green   Poison
Red   Fire
Silver   Cold
White   Cold
You  can  speak,  read,  and  write  Draconic.
Additionally,  whenever  you  make  a  Charisma  check
when  interacting  with  dragons,  your  proficiency
bonus  is  doubled  if  it  applies  to  the  check.
Draconic Resilience
As  magic  flows  through  your  body,  it  causes  physical
traits  of  your  dragon  ancestors  to  emerge.  At  1st
level,  your  hit  point  maximum  increases  by  1  and
increases  by  1  again  whenever  you  gain  a  level  in
this  class.
 Additionally,  parts  of  your  skin  are  covered  by  a
thin  sheen  of  dragon-­‐‑like  scales.  When  you  aren’t
wearing  armor,  your  AC  equals  13  +  your  Dexterity
modifier.
Elemental Affinity
Starting  at  6th  level,  when  you  cast  a  spell  that  deals
damage  of  the  type  associated  with  your  draconic
ancestry,  you  can  add  your  Charisma  modifier  to  one
damage  roll  of  that  spell.  At  the  same  time,  you  can
spend  1  sorcery  point  to  gain  resistance  to  that
damage  type  for  1  hour.
Dragon Wings
At  14th  level,  you  gain  the  ability  to  sprout  a  pair  of
dragon  wings  from  your  back,  gaining  a  flying  speed
equal  to  your  current  speed.  You  can  create  these
wings  as  a  bonus  action  on  your  turn.  They  last  until
you  dismiss  them  as  a  bonus  action  on  your  turn.
 You  can’t  manifest  your  wings  while  wearing
armor  unless  the  armor  is  made  to  accommodate
them,  and  clothing  not  made  to  accommodate  your
wings  might  be  destroyed  when  you  manifest  them.
Draconic Presence
Beginning  at  18th  level,  you  can  channel  the  dread
presence  of  your  dragon  ancestor,  causing  those
around  you  to  become  awestruck  or  frightened.  As
an  action,  you  can  spend  5  sorcery  points  to  draw  on
this  power  and  exude  an  aura  of  awe  or  fear  (your
choice)  to  a  distance  of  60  feet.  For  1  minute  or  until
you  lose  your  concentration  (as  if  you  were  casting  a
concentration  spell),  each  hostile  creature  that  starts
its  turn  in  this  aura  must  succeed  on  a  Wisdom
saving  throw  or  be  charmed  (if  you  chose  awe)  or
frightened  (if  you  chose  fear)  until  the  aura  ends.  A
creature  that  succeeds  on  this  saving  throw  is
immune  to  your  aura  for  24  hours.
System  Reference  Document  5.1   46
Warlock
Class Features
As  a  warlock,  you  gain  the  following  class  features.
Hit Points
Hit  Dice:  1d8  per  warlock  level
Hit  Points  at  1st  Level:  8  +  your  Constitution
modifier
Hit  Points  at  Higher  Levels:  1d8  (or  5)  +  your
Constitution  modifier  per  warlock  level  after  1st
Proficiencies
Armor:  Light  armor
Weapons:  Simple  weapons
Tools:  None
Saving  Throws:  Wisdom,  Charisma
Skills:  Choose  two  skills  from  Arcana,  Deception,
History,  Intimidation,  Investigation,  Nature,  and
Religion
Equipment
You  start  with  the  following  equipment,  in  addition
to  the  equipment  granted  by  your  background:
• (a)  a  light  crossbow  and  20  bolts  or  (b)  any  simple
weapon
• (a)  a  component  pouch  or  (b)  an  arcane  focus
• (a)  a  scholar’s  pack  or  (b)  a  dungeoneer’s  pack
• Leather  armor,  any  simple  weapon,  and  two
daggers
The  Warlock
Level
Proficiency
Bonus   Features
Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
Invocations
Known
1st   +2 Otherworldly  Patron,  Pact
Magic
2   2   1   1st   ̶
2nd   +2 Eldritch  Invocations   2   3   2   1st   2
3rd   +2 Pact  Boon   2   4   2   2nd   2
4th   +2 Ability  Score  Improvement   3   5   2   2nd   2
5th   +3 ̶ 3   6   2   3rd   3
6th   +3 Otherworldly  Patron  feature   3   7   2   3rd   3
7th   +3 ̶ 3   8   2   4th   4
8th   +3 Ability  Score  Improvement   3   9   2   4th   4
9th   +4 ̶ 3   10   2   5th   5
10th   +4 Otherworldly  Patron  feature   4   10   2   5th   5
11th   +4 Mystic  Arcanum  (6th  level)   4   11   3   5th   5
12th   +4 Ability  Score  Improvement   4   11   3   5th   6
13th   +5 Mystic  Arcanum  (7th  level)   4   12   3   5th   6
14th   +5 Otherworldly  Patron  feature   4   12   3   5th   6
15th   +5 Mystic  Arcanum  (8th  level)   4   13   3   5th   7
16th   +5 Ability  Score  Improvement   4   13   3   5th   7
17th   +6 Mystic  Arcanum  (9th  level)   4   14   4   5th   7
18th   +6 ̶ 4   14   4   5th   8
19th   +6 Ability  Score  Improvement   4   15   4   5th   8
20th   +6 Eldritch  Master   4   15   4   5th   8
Otherworldly Patron
At  1st  level,  you  have  struck  a  bargain  with  an
otherworldly  being  of  your  choice:  the  Archfey,  the
Fiend,  or  the  Great  Old  One,  each  of  which  is  detailed
at  the  end  of  the  class  description.  Your  choice
grants  you  features  at  1st  level  and  again  at  6th,  10th,
and  14th  level.
Pact Magic
Your  arcane  research  and  the  magic  bestowed  on
you  by  your  patron  have  given  you  facility  with
spells.
Cantrips
You  know  two  cantrips  of  your  choice  from  the
warlock  spell  list.  You  learn  additional  warlock
System  Reference  Document  5.1   47
cantrips  of  your  choice  at  higher  levels,  as  shown  in
the  Cantrips  Known  column  of  the  Warlock  table.
Spell Slots
The  Warlock  table  shows  how  many  spell  slots  you
have.  The  table  also  shows  what  the  level  of  those
slots  is;  all  of  your  spell  slots  are  the  same  level.  To
cast  one  of  your  warlock  spells  of  1st  level  or  higher,
you  must  expend  a  spell  slot.  You  regain  all
expended  spell  slots  when  you  finish  a  short  or  long
rest.
 For  example,  when  you  are  5th  level,  you  have  two
3rd-­‐‑level  spell  slots.  To  cast  the  1st-­‐‑level  spell
thunderwave,  you  must  spend  one  of  those  slots,  and
you  cast  it  as  a  3rd-­‐‑level  spell.
Spells Known of 1st Level and Higher
At  1st  level,  you  know  two  1st-­‐‑level  spells  of  your
choice  from  the  warlock  spell  list.
 The  Spells  Known  column  of  the  Warlock  table
shows  when  you  learn  more  warlock  spells  of  your
choice  of  1st  level  and  higher.  A  spell  you  choose
must  be  of  a  level  no  higher  than  what’s  shown  in
the  table’s  Slot  Level  column  for  your  level.  When
you  reach  6th  level,  for  example,  you  learn  a  new
warlock  spell,  which  can  be  1st,  2nd,  or  3rd  level.
 Additionally,  when  you  gain  a  level  in  this  class,
you  can  choose  one  of  the  warlock  spells  you  know
and  replace  it  with  another  spell  from  the  warlock
spell  list,  which  also  must  be  of  a  level  for  which  you
have  spell  slots.
Spellcasting Ability
Charisma  is  your  spellcasting  ability  for  your
warlock  spells,  so  you  use  your  Charisma  whenever
a  spell  refers  to  your  spellcasting  ability.  In  addition,
you  use  your  Charisma  modifier  when  setting  the
saving  throw  DC  for  a  warlock  spell  you  cast  and
when  making  an  attack  roll  with  one.
Spell save DC = 8  +  your  proficiency  bonus  +
your  Charisma  modifier
Spell attack modifier = your  proficiency  bonus  +
your  Charisma  modifier
Spellcasting Focus
You  can  use  an  arcane  focus  as  a  spellcasting  focus
for  your  warlock  spells.
Eldritch Invocations
In  your  study  of  occult  lore,  you  have  unearthed
eldritch  invocations,  fragments  of  forbidden
knowledge  that  imbue  you  with  an  abiding  magical
ability.
 At  2nd  level,  you  gain  two  eldritch  invocations  of
your  choice.  Your  invocation  options  are  detailed  at
the  end  of  the  class  description.  When  you  gain
certain  warlock  levels,  you  gain  additional
invocations  of  your  choice,  as  shown  in  the
Invocations  Known  column  of  the  Warlock  table.
 Additionally,  when  you  gain  a  level  in  this  class,
you  can  choose  one  of  the  invocations  you  know  and
replace  it  with  another  invocation  that  you  could
learn  at  that  level.
Pact Boon
At  3rd  level,  your  otherworldly  patron  bestows  a  gift
upon  you  for  your  loyal  service.  You  gain  one  of  the
following  features  of  your  choice.
Pact of the Chain
You  learn  the  find  familiar  spell  and  can  cast  it  as  a
ritual.  The  spell  doesn’t  count  against  your  number
of  spells  known.
 When  you  cast  the  spell,  you  can  choose  one  of  the
normal  forms  for  your  familiar  or  one  of  the
following  special  forms:  imp,  pseudodragon,  quasit,
or  sprite.
 Additionally,  when  you  take  the  Attack  action,  you
can  forgo  one  of  your  own  attacks  to  allow  your
familiar  to  make  one  attack  of  its  own  with  its
reaction.
Pact of the Blade
You  can  use  your  action  to  create  a  pact  weapon  in
your  empty  hand.  You  can  choose  the  form  that  this
melee  weapon  takes  each  time  you  create  it.  You  are
proficient  with  it  while  you  wield  it.  This  weapon
counts  as  magical  for  the  purpose  of  overcoming
resistance  and  immunity  to  nonmagical  attacks  and
damage.
 Your  pact  weapon  disappears  if  it  is  more  than  5
feet  away  from  you  for  1  minute  or  more.  It  also
disappears  if  you  use  this  feature  again,  if  you
dismiss  the  weapon  (no  action  required),  or  if  you
die.
 You  can  transform  one  magic  weapon  into  your
pact  weapon  by  performing  a  special  ritual  while
you  hold  the  weapon.  You  perform  the  ritual  over
the  course  of  1  hour,  which  can  be  done  during  a
short  rest.  You  can  then  dismiss  the  weapon,
shunting  it  into  an  extradimensional  space,  and  it
appears  whenever  you  create  your  pact  weapon
thereafter.  You  can’t  affect  an  artifact  or  a  sentient
weapon  in  this  way.  The  weapon  ceases  being  your
System  Reference  Document  5.1   48
pact  weapon  if  you  die,  if  you  perform  the  1-­‐‑hour
ritual  on  a  different  weapon,  or  if  you  use  a  1-­‐‑hour
ritual  to  break  your  bond  to  it.  The  weapon  appears
at  your  feet  if  it  is  in  the  extradimensional  space
when  the  bond  breaks.
Pact of the Tome
Your  patron  gives  you  a  grimoire  called  a  Book  of
Shadows.  When  you  gain  this  feature,  choose  three
cantrips  from  any  class’s  spell  list  (the  three  needn’t
be  from  the  same  list).  While  the  book  is  on  your
person,  you  can  cast  those  cantrips  at  will.  They
don’t  count  against  your  number  of  cantrips  known.
If  they  don’t  appear  on  the  warlock  spell  list,  they
are  nonetheless  warlock  spells  for  you.
 If  you  lose  your  Book  of  Shadows,  you  can  perform
a  1-­‐‑hour  ceremony  to  receive  a  replacement  from
your  patron.  This  ceremony  can  be  performed
during  a  short  or  long  rest,  and  it  destroys  the
previous  book.  The  book  turns  to  ash  when  you  die.
Ability Score Improvement
When  you  reach  4th  level,  and  again  at  8th,  12th,
16th,  and  19th  level,  you  can  increase  one  ability
score  of  your  choice  by  2,  or  you  can  increase  two
ability  scores  of  your  choice  by  1.  As  normal,  you
can’t  increase  an  ability  score  above  20  using  this
feature.
Mystic Arcanum
At  11th  level,  your  patron  bestows  upon  you  a
magical  secret  called  an  arcanum.  Choose  one  6th-­‐‑
level  spell  from  the  warlock  spell  list  as  this  arcanum.
 You  can  cast  your  arcanum  spell  once  without
expending  a  spell  slot.  You  must  finish  a  long  rest
before  you  can  do  so  again.
 At  higher  levels,  you  gain  more  warlock  spells  of
your  choice  that  can  be  cast  in  this  way:  one  7th-­‐‑
level  spell  at  13th  level,  one  8th-­‐‑level  spell  at  15th
level,  and  one  9th-­‐‑level  spell  at  17th  level.  You
regain  all  uses  of  your  Mystic  Arcanum  when  you
finish  a  long  rest.
Eldritch Master
At  20th  level,  you  can  draw  on  your  inner  reserve  of
mystical  power  while  entreating  your  patron  to
regain  expended  spell  slots.  You  can  spend  1  minute
entreating  your  patron  for  aid  to  regain  all  your
expended  spell  slots  from  your  Pact  Magic  feature.
Once  you  regain  spell  slots  with  this  feature,  you
must  finish  a  long  rest  before  you  can  do  so  again.
Eldritch Invocations
If  an  eldritch  invocation  has  prerequisites,  you  must
meet  them  to  learn  it.  You  can  learn  the  invocation  at
the  same  time  that  you  meet  its  prerequisites.  A  level
prerequisite  refers  to  your  level  in  this  class.
Agonizing Blast
Prerequisite:  eldritch  blast  cantrip
When  you  cast  eldritch  blast,  add  your  Charisma
modifier  to  the  damage  it  deals  on  a  hit.
Armor of Shadows
You  can  cast  mage  armor  on  yourself  at  will,  without
expending  a  spell  slot  or  material  components.
Ascendant Step
Prerequisite:  9th  level
You  can  cast  levitate  on  yourself  at  will,  without
expending  a  spell  slot  or  material  components.
Beast Speech
You  can  cast  speak  with  animals  at  will,  without
expending  a  spell  slot.
Beguiling Influence
You  gain  proficiency  in  the  Deception  and
Persuasion  skills.
Bewitching Whispers
Prerequisite:  7th  level
You  can  cast  compulsion  once  using  a  warlock  spell
slot.  You  can’t  do  so  again  until  you  finish  a  long  rest.
Book of Ancient Secrets
Prerequisite:  Pact  of  the  Tome  feature
You  can  now  inscribe  magical  rituals  in  your  Book  of
Shadows.  Choose  two  1st-­‐‑level  spells  that  have  the
ritual  tag  from  any  class’s  spell  list  (the  two  needn’t
be  from  the  same  list).  The  spells  appear  in  the  book
and  don’t  count  against  the  number  of  spells  you
know.  With  your  Book  of  Shadows  in  hand,  you  can
cast  the  chosen  spells  as  rituals.  You  can’t  cast  the
spells  except  as  rituals,  unless  you’ve  learned  them
by  some  other  means.  You  can  also  cast  a  warlock
spell  you  know  as  a  ritual  if  it  has  the  ritual  tag.
 On  your  adventures,  you  can  add  other  ritual
spells  to  your  Book  of  Shadows.  When  you  find  such
a  spell,  you  can  add  it  to  the  book  if  the  spell’s  level
is  equal  to  or  less  than  half  your  warlock  level
(rounded  up)  and  if  you  can  spare  the  time  to
System  Reference  Document  5.1   49
transcribe  the  spell.  For  each  level  of  the  spell,  the
transcription  process  takes  2  hours  and  costs  50  gp
for  the  rare  inks  needed  to  inscribe  it.
Chains of Carceri
Prerequisite:  15th  level,  Pact  of  the  Chain  feature
You  can  cast  hold  monster  at  will—targeting  a
celestial,  fiend,  or  elemental—without  expending  a
spell  slot  or  material  components.  You  must  finish  a
long  rest  before  you  can  use  this  invocation  on  the
same  creature  again.
Devil’s Sight
You  can  see  normally  in  darkness,  both  magical  and
nonmagical,  to  a  distance  of  120  feet.
Dreadful Word
Prerequisite:  7th  level
You  can  cast  confusion  once  using  a  warlock  spell
slot.  You  can’t  do  so  again  until  you  finish  a  long  rest.
Eldritch Sight
You  can  cast  detect  magic  at  will,  without  expending
a  spell  slot.
Eldritch Spear
Prerequisite:  eldritch  blast  cantrip
When  you  cast  eldritch  blast,  its  range  is  300  feet.
Eyes of the Rune Keeper
You  can  read  all  writing.
Fiendish Vigor
You  can  cast  false  life  on  yourself  at  will  as  a  1st-­‐‑level
spell,  without  expending  a  spell  slot  or  material
components.
Gaze of Two Minds
You  can  use  your  action  to  touch  a  willing  humanoid
and  perceive  through  its  senses  until  the  end  of  your
next  turn.  As  long  as  the  creature  is  on  the  same
plane  of  existence  as  you,  you  can  use  your  action  on
subsequent  turns  to  maintain  this  connection,
extending  the  duration  until  the  end  of  your  next
turn.  While  perceiving  through  the  other  creature’s
senses,  you  benefit  from  any  special  senses
possessed  by  that  creature,  and  you  are  blinded  and
deafened  to  your  own  surroundings.
Lifedrinker
Prerequisite:  12th  level,  Pact  of  the  Blade  feature
When  you  hit  a  creature  with  your  pact  weapon,  the
creature  takes  extra  necrotic  damage  equal  to  your
Charisma  modifier  (minimum  1).
Mask of Many Faces
You  can  cast  disguise  self  at  will,  without  expending  a
spell  slot.
Master of Myriad Forms
Prerequisite:  15th  level
You  can  cast  alter  self  at  will,  without  expending  a
spell  slot.
Minions of Chaos
Prerequisite:  9th  level
You  can  cast  conjure  elemental  once  using  a  warlock
spell  slot.  You  can’t  do  so  again  until  you  finish  a
long  rest.
Mire the Mind
Prerequisite:  5th  level
You  can  cast  slow  once  using  a  warlock  spell  slot.
You  can’t  do  so  again  until  you  finish  a  long  rest.
Misty Visions
You  can  cast  silent  image  at  will,  without  expending  a
spell  slot  or  material  components.
One with Shadows
Prerequisite:  5th  level
When  you  are  in  an  area  of  dim  light  or  darkness,
you  can  use  your  action  to  become  invisible  until  you
move  or  take  an  action  or  a  reaction.
Otherworldly Leap
Prerequisite:  9th  level
You  can  cast  jump  on  yourself  at  will,  without
expending  a  spell  slot  or  material  components.
Repelling Blast
Prerequisite:  eldritch  blast  cantrip
When  you  hit  a  creature  with  eldritch  blast,  you  can
push  the  creature  up  to  10  feet  away  from  you  in  a
straight  line.
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Sculptor of Flesh
Prerequisite:  7th  level
You  can  cast  polymorph  once  using  a  warlock  spell
slot.  You  can’t  do  so  again  until  you  finish  a  long  rest.
Sign of Ill Omen
Prerequisite:  5th  level
You  can  cast  bestow  curse  once  using  a  warlock  spell
slot.  You  can’t  do  so  again  until  you  finish  a  long  rest.
Thief of Five Fates
You  can  cast  bane  once  using  a  warlock  spell  slot.
You  can’t  do  so  again  until  you  finish  a  long  rest.
Thirsting Blade
Prerequisite:  5th  level,  Pact  of  the  Blade  feature
You  can  attack  with  your  pact  weapon  twice,  instead
of  once,  whenever  you  take  the  Attack  action  on  your
turn.
Visions of Distant Realms
Prerequisite:  15th  level
You  can  cast  arcane  eye  at  will,  without  expending  a
spell  slot.
Voice of the Chain Master
Prerequisite:  Pact  of  the  Chain  feature
You  can  communicate  telepathically  with  your
familiar  and  perceive  through  your  familiar’s  senses
as  long  as  you  are  on  the  same  plane  of  existence.
Additionally,  while  perceiving  through  your
familiar’s  senses,  you  can  also  speak  through  your
familiar  in  your  own  voice,  even  if  your  familiar  is
normally  incapable  of  speech.
Whispers of the Grave
Prerequisite:  9th  level
You  can  cast  speak  with  dead  at  will,  without
expending  a  spell  slot.
Witch Sight
Prerequisite:  15th  level
You  can  see  the  true  form  of  any  shapechanger  or
creature  concealed  by  illusion  or  transmutation
magic  while  the  creature  is  within  30  feet  of  you  and
within  line  of  sight.
Otherworldly Patrons
The  beings  that  serve  as  patrons  for  warlocks  are
mighty  inhabitants  of  other  planes  of  existence—not
gods,  but  almost  godlike  in  their  power.  Various
patrons  give  their  warlocks  access  to  different
powers  and  invocations,  and  expect  significant
favors  in  return.
 Some  patrons  collect  warlocks,  doling  out  mystic
knowledge  relatively  freely  or  boasting  of  their
ability  to  bind  mortals  to  their  will.  Other  patrons
bestow  their  power  only  grudgingly,  and  might
make  a  pact  with  only  one  warlock.  Warlocks  who
serve  the  same  patron  might  view  each  other  as
allies,  siblings,  or  rivals.
The Fiend
You  have  made  a  pact  with  a  fiend  from  the  lower
planes  of  existence,  a  being  whose  aims  are  evil,
even  if  you  strive  against  those  aims.  Such  beings
desire  the  corruption  or  destruction  of  all  things,
ultimately  including  you.  Fiends  powerful  enough  to
forge  a  pact  include  demon  lords  such  as
Demogorgon,  Orcus,  Fraz’Urb-­‐‑luu,  and  Baphomet;
archdevils  such  as  Asmodeus,  Dispater,
Mephistopheles,  and  Belial;  pit  fiends  and  balors  that
are  especially  mighty;  and  ultroloths  and  other  lords
of  the  yugoloths.
Expanded Spell List
The  Fiend  lets  you  choose  from  an  expanded  list  of
spells  when  you  learn  a  warlock  spell.  The  following
spells  are  added  to  the  warlock  spell  list  for  you.
Fiend  Expanded  Spells
Spell  Level   Spells
1st   burning  hands,  command
2nd   blindness/deafness,  scorching  ray
3rd   fireball,  stinking  cloud
4th   fire  shield,  wall  of  fire
5th   flame  strike,  hallow
Dark One’s Blessing
Starting  at  1st  level,  when  you  reduce  a  hostile
creature  to  0  hit  points,  you  gain  temporary  hit
points  equal  to  your  Charisma  modifier  +  your
warlock  level  (minimum  of  1).
Dark One’s Own Luck
Starting  at  6th  level,  you  can  call  on  your  patron  to
alter  fate  in  your  favor.  When  you  make  an  ability
check  or  a  saving  throw,  you  can  use  this  feature  to
System  Reference  Document  5.1   51
add  a  d10  to  your  roll.  You  can  do  so  after  seeing  the
initial  roll  but  before  any  of  the  roll’s  effects  occur.
 Once  you  use  this  feature,  you  can’t  use  it  again
until  you  finish  a  short  or  long  rest.
Fiendish Resilience
Starting  at  10th  level,  you  can  choose  one  damage
type  when  you  finish  a  short  or  long  rest.  You  gain
resistance  to  that  damage  type  until  you  choose  a
different  one  with  this  feature.  Damage  from  magical
weapons  or  silver  weapons  ignores  this  resistance.
Hurl Through Hell
Starting  at  14th  level,  when  you  hit  a  creature  with
an  attack,  you  can  use  this  feature  to  instantly
transport  the  target  through  the  lower  planes.  The
creature  disappears  and  hurtles  through  a
nightmare  landscape.
 At  the  end  of  your  next  turn,  the  target  returns  to
the  space  it  previously  occupied,  or  the  nearest
unoccupied  space.  If  the  target  is  not  a  fiend,  it  takes
10d10  psychic  damage  as  it  reels  from  its  horrific
experience.
 Once  you  use  this  feature,  you  can’t  use  it  again
until  you  finish  a  long  rest.
Your Pact Boon
Each  Pact  Boon  option  produces  a  special  creature  or  an
object  that  reflects  your  patron’s  nature.
Pact  of  the  Chain.  Your  familiar  is  more  cunning  than  a
typical  familiar.  Its  default  form  can  be  a  reflection  of  your
patron,  with  imps  and  quasits  tied  to  the  Fiend.
Pact  of  the  Blade.  If  you  serve  the  Fiend,  your  weapon
could  be  an  axe  made  of  black  metal  and  adorned  with
decorative  flames.
Pact  of  the  Tome.  Your  Book  of  Shadows  could  be  a
weighty  tome  bound  in  demon  hide  studded  with  iron,
holding  spells  of  conjuration  and  a  wealth  of  forbidden  lore
about  the  sinister  regions  of  the  cosmos,  a  gift  of  the  Fiend.
System  Reference  Document  5.1   52
Wizard
Class Features
As  a  wizard,  you  gain  the  following  class  features.
Hit Points
Hit  Dice:  1d6  per  wizard  level
Hit  Points  at  1st  Level:  6  +  your  Constitution
modifier
Hit  Points  at  Higher  Levels:  1d6  (or  4)  +  your
Constitution  modifier  per  wizard  level  after  1st
Proficiencies
Armor:  None
Weapons:  Daggers,  darts,  slings,  quarterstaffs,  light
crossbows
Tools:  None
Saving  Throws:  Intelligence,  Wisdom
Skills:  Choose  two  from  Arcana,  History,  Insight,
Investigation,  Medicine,  and  Religion
Equipment
You  start  with  the  following  equipment,  in  addition
to  the  equipment  granted  by  your  background:
• (a)  a  quarterstaff  or  (b)  a  dagger
• (a)  a  component  pouch  or  (b)  an  arcane  focus
• (a)  a  scholar’s  pack  or  (b)  an  explorer’s  pack
• A  spellbook
The  Wizard
Proficiency   Cantrips   —Spell  Slots  per  Spell  Level—
Level   Bonus   Features   Known   1st   2nd   3rd   4th   5th   6th   7th   8th   9th
1st   +2 Spellcasting,  Arcane  Recovery   3   2   ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
2nd   +2 Arcane  Tradition   3   3   ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
3rd   +2 ̶ 3   4   2   ̶ ̶ ̶ ̶ ̶ ̶ ̶
4th   +2 Ability  Score  Improvement   4   4   3   ̶ ̶ ̶ ̶ ̶ ̶ ̶
5th   +3 ̶ 4   4   3   2   ̶ ̶ ̶ ̶ ̶ ̶
6th   +3 Arcane  Tradition  feature   4   4   3   3   ̶ ̶ ̶ ̶ ̶ ̶
7th   +3 ̶ 4   4   3   3   1   ̶ ̶ ̶ ̶ ̶
8th   +3 Ability  Score  Improvement   4   4   3   3   2   ̶ ̶ ̶ ̶ ̶
9th   +4 ̶ 4   4   3   3   3   1   ̶ ̶ ̶ ̶
10th   +4 Arcane  Tradition  feature   5   4   3   3   3   2   ̶ ̶ ̶ ̶
11th   +4 ̶ 5   4   3   3   3   2   1   ̶ ̶ ̶
12th   +4 Ability  Score  Improvement   5   4   3   3   3   2   1   ̶ ̶ ̶
13th   +5 ̶ 5   4   3   3   3   2   1   1   ̶ ̶
14th   +5 Arcane  Tradition  feature   5   4   3   3   3   2   1   1   ̶ ̶
15th   +5 ̶ 5   4   3   3   3   2   1   1   1   ̶
16th   +5 Ability  Score  Improvement   5   4   3   3   3   2   1   1   1   ̶
17th   +6 ̶ 5   4   3   3   3   2   1   1   1   1
18th   +6 Spell  Mastery   5   4   3   3   3   3   1   1   1   1
19th   +6 Ability  Score  Improvement   5   4   3   3   3   3   2   1   1   1
20th   +6 Signature  Spell   5   4   3   3   3   3   2   2   1   1
Spellcasting
As  a  student  of  arcane  magic,  you  have  a  spellbook
containing  spells  that  show  the  first  glimmerings  of
your  true  power.
Cantrips
At  1st  level,  you  know  three  cantrips  of  your  choice
from  the  wizard  spell  list.  You  learn  additional
wizard  cantrips  of  your  choice  at  higher  levels,  as
shown  in  the  Cantrips  Known  column  of  the  Wizard
table.
Spellbook
At  1st  level,  you  have  a  spellbook  containing  six  1st-­‐‑
level  wizard  spells  of  your  choice.  Your  spellbook  is
the  repository  of  the  wizard  spells  you  know,  except
your  cantrips,  which  are  fixed  in  your  mind.
System  Reference  Document  5.1   53
Preparing and Casting Spells
The  Wizard  table  shows  how  many  spell  slots  you
have  to  cast  your  spells  of  1st  level  and  higher.  To
cast  one  of  these  spells,  you  must  expend  a  slot  of
the  spell’s  level  or  higher.  You  regain  all  expended
spell  slots  when  you  finish  a  long  rest.  
 You  prepare  the  list  of  wizard  spells  that  are
available  for  you  to  cast.  To  do  so,  choose  a  number
of  wizard  spells  from  your  spellbook  equal  to  your
Intelligence  modifier  +  your  wizard  level  (minimum
of  one  spell).  The  spells  must  be  of  a  level  for  which
you  have  spell  slots.
 For  example,  if  you’re  a  3rd-­‐‑level  wizard,  you  have
four  1st-­‐‑level  and  two  2nd-­‐‑level  spell  slots.  With  an
Intelligence  of  16,  your  list  of  prepared  spells  can
include  six  spells  of  1st  or  2nd  level,  in  any
combination,  chosen  from  your  spellbook.  If  you
prepare  the  1st-­‐‑level  spell  magic  missile,  you  can  cast
it  using  a  1st-­‐‑level  or  a  2nd-­‐‑level  slot.  Casting  the
spell  doesn’t  remove  it  from  your  list  of  prepared
spells.
 You  can  change  your  list  of  prepared  spells  when
you  finish  a  long  rest.  Preparing  a  new  list  of  wizard
spells  requires  time  spent  studying  your  spellbook
and  memorizing  the  incantations  and  gestures  you
must  make  to  cast  the  spell:  at  least  1  minute  per
spell  level  for  each  spell  on  your  list.
Spellcasting Ability
Intelligence  is  your  spellcasting  ability  for  your
wizard  spells,  since  you  learn  your  spells  through
dedicated  study  and  memorization.  You  use  your
Intelligence  whenever  a  spell  refers  to  your
spellcasting  ability.  In  addition,  you  use  your
Intelligence  modifier  when  setting  the  saving  throw
DC  for  a  wizard  spell  you  cast  and  when  making  an
attack  roll  with  one.
Spell save DC = 8  +  your  proficiency  bonus  +
your  Intelligence  modifier
Spell attack modifier = your  proficiency  bonus  +
your  Intelligence  modifier
Ritual Casting
You  can  cast  a  wizard  spell  as  a  ritual  if  that  spell  has
the  ritual  tag  and  you  have  the  spell  in  your
spellbook.  You  don’t  need  to  have  the  spell  prepared.
Spellcasting Focus
You  can  use  an  arcane  focus  as  a  spellcasting  focus
for  your  wizard  spells.
Learning Spells of 1st Level and Higher
Each  time  you  gain  a  wizard  level,  you  can  add  two
wizard  spells  of  your  choice  to  your  spellbook  for
free.  Each  of  these  spells  must  be  of  a  level  for  which
you  have  spell  slots,  as  shown  on  the  Wizard  table.
On  your  adventures,  you  might  find  other  spells  that
you  can  add  to  your  spellbook  (see  the  “Your
Spellbook”  sidebar).
Arcane Recovery
You  have  learned  to  regain  some  of  your  magical
energy  by  studying  your  spellbook.  Once  per  day
when  you  finish  a  short  rest,  you  can  choose
expended  spell  slots  to  recover.  The  spell  slots  can
have  a  combined  level  that  is  equal  to  or  less  than
half  your  wizard  level  (rounded  up),  and  none  of  the
slots  can  be  6th  level  or  higher.
 For  example,  if  you’re  a  4th-­‐‑level  wizard,  you  can
recover  up  to  two  levels  worth  of  spell  slots.  You  can
recover  either  a  2nd-­‐‑level  spell  slot  or  two  1st-­‐‑level
spell  slots.
Arcane Tradition
When  you  reach  2nd  level,  you  choose  an  arcane
tradition,  shaping  your  practice  of  magic  through
one  of  eight  schools,  such  as  Evocation.
 Your  choice  grants  you  features  at  2nd  level  and
again  at  6th,  10th,  and  14th  level.
Ability Score Improvement
When  you  reach  4th  level,  and  again  at  8th,  12th,
16th,  and  19th  level,  you  can  increase  one  ability
score  of  your  choice  by  2,  or  you  can  increase  two
ability  scores  of  your  choice  by  1.  As  normal,  you
can’t  increase  an  ability  score  above  20  using  this
feature.
Spell Mastery
At  18th  level,  you  have  achieved  such  mastery  over
certain  spells  that  you  can  cast  them  at  will.  Choose  a
1st-­‐‑level  wizard  spell  and  a  2nd-­‐‑level  wizard  spell
that  are  in  your  spellbook.  You  can  cast  those  spells
at  their  lowest  level  without  expending  a  spell  slot
when  you  have  them  prepared.  If  you  want  to  cast
either  spell  at  a  higher  level,  you  must  expend  a  spell
slot  as  normal.
 By  spending  8  hours  in  study,  you  can  exchange
one  or  both  of  the  spells  you  chose  for  different
spells  of  the  same  levels.
System  Reference  Document  5.1   54
Signature Spells
When  you  reach  20th  level,  you  gain  mastery  over
two  powerful  spells  and  can  cast  them  with  little
effort.  Choose  two  3rd-­‐‑level  wizard  spells  in  your
spellbook  as  your  signature  spells.  You  always  have
these  spells  prepared,  they  don’t  count  against  the
number  of  spells  you  have  prepared,  and  you  can
cast  each  of  them  once  at  3rd  level  without
expending  a  spell  slot.  When  you  do  so,  you  can’t  do
so  again  until  you  finish  a  short  or  long  rest.
 If  you  want  to  cast  either  spell  at  a  higher  level,
you  must  expend  a  spell  slot  as  normal.
Arcane Traditions
The  study  of  wizardry  is  ancient,  stretching  back  to
the  earliest  mortal  discoveries  of  magic.  It  is  firmly
established  in  fantasy  gaming  worlds,  with  various
traditions  dedicated  to  its  complex  study.
 The  most  common  arcane  traditions  in  the
multiverse  revolve  around  the  schools  of  magic.
Wizards  through  the  ages  have  cataloged  thousands
of  spells,  grouping  them  into  eight  categories  called
schools.  In  some  places,  these  traditions  are  literally
schools.  In  other  institutions,  the  schools  are  more
like  academic  departments,  with  rival  faculties
competing  for  students  and  funding.  Even  wizards
who  train  apprentices  in  the  solitude  of  their  own
towers  use  the  division  of  magic  into  schools  as  a
learning  device,  since  the  spells  of  each  school
require  mastery  of  different  techniques.
School of Evocation
You  focus  your  study  on  magic  that  creates  powerful
elemental  effects  such  as  bitter  cold,  searing  flame,
rolling  thunder,  crackling  lightning,  and  burning  acid.
Some  evokers  find  employment  in  military  forces,
serving  as  artillery  to  blast  enemy  armies  from  afar.
Others  use  their  spectacular  power  to  protect  the
weak,  while  some  seek  their  own  gain  as  bandits,
adventurers,  or  aspiring  tyrants.
Evocation Savant
Beginning  when  you  select  this  school  at  2nd  level,
the  gold  and  time  you  must  spend  to  copy  an
evocation  spell  into  your  spellbook  is  halved.
Sculpt Spells
Beginning  at  2nd  level,  you  can  create  pockets  of
relative  safety  within  the  effects  of  your  evocation
spells.  When  you  cast  an  evocation  spell  that  affects
other  creatures  that  you  can  see,  you  can  choose  a
number  of  them  equal  to  1  +  the  spell’s  level.  The
chosen  creatures  automatically  succeed  on  their
saving  throws  against  the  spell,  and  they  take  no
damage  if  they  would  normally  take  half  damage  on
a  successful  save.
Potent Cantrip
Starting  at  6th  level,  your  damaging  cantrips  affect
even  creatures  that  avoid  the  brunt  of  the  effect.
When  a  creature  succeeds  on  a  saving  throw  against
your  cantrip,  the  creature  takes  half  the  cantrip’s
damage  (if  any)  but  suffers  no  additional  effect  from
the  cantrip.
Empowered Evocation
Beginning  at  10th  level,  you  can  add  your
Intelligence  modifier  to  one  damage  roll  of  any
wizard  evocation  spell  you  cast.
Overchannel
Starting  at  14th  level,  you  can  increase  the  power  of
your  simpler  spells.  When  you  cast  a  wizard  spell  of
1st  through  5th  level  that  deals  damage,  you  can  deal
maximum  damage  with  that  spell.
 The  first  time  you  do  so,  you  suffer  no  adverse
effect.  If  you  use  this  feature  again  before  you  finish
a  long  rest,  you  take  2d12  necrotic  damage  for  each
level  of  the  spell,  immediately  after  you  cast  it.  Each
time  you  use  this  feature  again  before  finishing  a
long  rest,  the  necrotic  damage  per  spell  level
increases  by  1d12.  This  damage  ignores  resistance
and  immunity.
Your Spellbook
The  spells  that  you  add  to  your  spellbook  as  you  gain  levels
reflect  the  arcane  research  you  conduct  on  your  own,  as  well
as  intellectual  breakthroughs  you  have  had  about  the  nature
of  the  multiverse.  You  might  find  other  spells  during  your
adventures.  You  could  discover  a  spell  recorded  on  a  scroll  in
an  evil  wizard’s  chest,  for  example,  or  in  a  dusty  tome  in  an
ancient  library.
Copying  a  Spell  into  the  Book.  When  you  find  a  wizard
spell  of  1st  level  or  higher,  you  can  add  it  to  your  spellbook  if
it  is  of  a  spell  level  you  can  prepare  and  if  you  can  spare  the
time  to  decipher  and  copy  it.
Copying  that  spell  into  your  spellbook  involves  reproducing
the  basic  form  of  the  spell,  then  deciphering  the  unique
system  of  notation  used  by  the  wizard  who  wrote  it.  You
must  practice  the  spell  until  you  understand  the  sounds  or
gestures  required,  then  transcribe  it  into  your  spellbook  using
your  own  notation.
For  each  level  of  the  spell,  the  process  takes  2  hours  and
costs  50  gp.  The  cost  represents  material  components  you
System  Reference  Document  5.1   55
expend  as  you  experiment  with  the  spell  to  master  it,  as  well
as  the  fine  inks  you  need  to  record  it.  Once  you  have  spent
this  time  and  money,  you  can  prepare  the  spell  just  like  your
other  spells.
Replacing  the  Book.  You  can  copy  a  spell  from  your  own
spellbook  into  another  book—for  example,  if  you  want  to
make  a  backup  copy  of  your  spellbook.  This  is  just  like
copying  a  new  spell  into  your  spellbook,  but  faster  and  easier,
since  you  understand  your  own  notation  and  already  know
how  to  cast  the  spell.  You  need  spend  only  1  hour  and  10  gp
for  each  level  of  the  copied  spell.
If  you  lose  your  spellbook,  you  can  use  the  same
procedure  to  transcribe  the  spells  that  you  have  prepared
into  a  new  spellbook.  Filling  out  the  remainder  of  your
spellbook  requires  you  to  find  new  spells  to  do  so,  as  normal.
For  this  reason,  many  wizards  keep  backup  spellbooks  in  a  safe
place.
The  Book’s  Appearance.  Your  spellbook  is  a  unique
compilation  of  spells,  with  its  own  decorative  flourishes  and
margin  notes.  It  might  be  a  plain,  functional  leather  volume
that  you  received  as  a  gift  from  your  master,  a  finely  bound
gilt-­‐edged  tome  you  found  in  an  ancient  library,  or  even  a
loose  collection  of  notes  scrounged  together  after  you  lost
your  previous  spellbook  in  a  mishap.
System  Reference  Document  5.1   56
Beyond 1st Level
As  your  character  goes  on  adventures  and
overcomes  challenges,  he  or  she  gains  experience,
represented  by  experience  points.  A  character  who
reaches  a  specified  experience  point  total  advances
in  capability.  This  advancement  is  called  gaining  a
level.
 When  your  character  gains  a  level,  his  or  her  class
often  grants  additional  features,  as  detailed  in  the
class  description.  Some  of  these  features  allow  you
to  increase  your  ability  scores,  either  increasing  two
scores  by  1  each  or  increasing  one  score  by  2.  You
can’t  increase  an  ability  score  above  20.  In  addition,
every  character’s  proficiency  bonus  increases  at
certain  levels.
 Each  time  you  gain  a  level,  you  gain  1  additional
Hit  Die.  Roll  that  Hit  Die,  add  your  Constitution
modifier  to  the  roll,  and  add  the  total  to  your  hit
point  maximum.  Alternatively,  you  can  use  the  fixed
value  shown  in  your  class  entry,  which  is  the  average
result  of  the  die  roll  (rounded  up).
 When  your  Constitution  modifier  increases  by  1,
your  hit  point  maximum  increases  by  1  for  each  level
you  have  attained.  For  example,  if  your  7th-­‐‑level
fighter  has  a  Constitution  score  of  17,  when  he
reaches  8th  level,  he  increases  his  Constitution  score
from  17  to  18,  thus  increasing  his  Constitution
modifier  from  +3  to  +4.  His  hit  point  maximum  then
increases  by  8.
 The  Character  Advancement  table  summarizes  the
XP  you  need  to  advance  in  levels  from  level  1
through  level  20,  and  the  proficiency  bonus  for  a
character  of  that  level.  Consult  the  information  in
your  character’s  class  description  to  see  what  other
improvements  you  gain  at  each  level.
Character  Advancement
Experience  Points   Level   Proficiency  Bonus
0   1   +2
300   2   +2
900   3   +2
2,700   4   +2
6,500   5   +3
14,000   6   +3
23,000   7   +3
34,000   8   +3
48,000   9   +4
64,000   10   +4
85,000   11   +4
100,000   12   +4
120,000   13   +5
140,000   14   +5
165,000   15   +5
195,000   16   +5
225,000   17   +6
265,000   18   +6
305,000   19   +6
355,000   20   +6
Multiclassing
Multiclassing  allows  you  to  gain  levels  in  multiple
classes.  Doing  so  lets  you  mix  the  abilities  of  those
classes  to  realize  a  character  concept  that  might  not
be  reflected  in  one  of  the  standard  class  options.
 With  this  rule,  you  have  the  option  of  gaining  a
level  in  a  new  class  whenever  you  advance  in  level,
instead  of  gaining  a  level  in  your  current  class.  Your
levels  in  all  your  classes  are  added  together  to
determine  your  character  level.  For  example,  if  you
have  three  levels  in  wizard  and  two  in  fighter,  you’re
a  5th-­‐‑level  character.
 As  you  advance  in  levels,  you  might  primarily
remain  a  member  of  your  original  class  with  just  a
few  levels  in  another  class,  or  you  might  change
course  entirely,  never  looking  back  at  the  class  you
left  behind.  You  might  even  start  progressing  in  a
third  or  fourth  class.  Compared  to  a  single-­‐‑class
character  of  the  same  level,  you’ll  sacrifice  some
focus  in  exchange  for  versatility.
Prerequisites
To  qualify  for  a  new  class,  you  must  meet  the  ability
score  prerequisites  for  both  your  current  class  and
your  new  one,  as  shown  in  the  Multiclassing
Prerequisites  table.  For  example,  a  barbarian  who
decides  to  multiclass  into  the  druid  class  must  have
both  Strength  and  Wisdom  scores  of  13  or  higher.
Without  the  full  training  that  a  beginning  character
receives,  you  must  be  a  quick  study  in  your  new  class,
having  a  natural  aptitude  that  is  reflected  by  higher-­‐‑
than-­‐‑average  ability  scores.
Multiclassing  Prerequisites
Class   Ability  Score  Minimum
Barbarian   Strength  13
Bard   Charisma  13
Cleric   Wisdom  13
Druid   Wisdom  13
Fighter   Strength  13  or  Dexterity  13
Monk   Dexterity  13  and  Wisdom  13
Paladin   Strength  13  and  Charisma  13
Ranger   Dexterity  13  and  Wisdom  13
Rogue   Dexterity  13
Sorcerer   Charisma  13
Warlock   Charisma  13
Wizard   Intelligence  13
System  Reference  Document  5.1   57
Experience Points
The  experience  point  cost  to  gain  a  level  is  always
based  on  your  total  character  level,  as  shown  in  the
Character  Advancement  table,  not  your  level  in  a
particular  class.  So,  if  you  are  a  cleric  6/fighter  1,  you
must  gain  enough  XP  to  reach  8th  level  before  you
can  take  your  second  level  as  a  fighter  or  your
seventh  level  as  a  cleric.
Hit Points and Hit Dice
You  gain  the  hit  points  from  your  new  class  as
described  for  levels  after  1st.  You  gain  the  1st-­‐‑level
hit  points  for  a  class  only  when  you  are  a  1st-­‐‑level
character.
 You  add  together  the  Hit  Dice  granted  by  all  your
classes  to  form  your  pool  of  Hit  Dice.  If  the  Hit  Dice
are  the  same  die  type,  you  can  simply  pool  them
together.  For  example,  both  the  fighter  and  the
paladin  have  a  d10,  so  if  you  are  a  paladin  5/fighter
5,  you  have  ten  d10  Hit  Dice.  If  your  classes  give  you
Hit  Dice  of  different  types,  keep  track  of  them
separately.  If  you  are  a  paladin  5/cleric  5,  for
example,  you  have  five  d10  Hit  Dice  and  five  d8  Hit
Dice.
Proficiency Bonus
Your  proficiency  bonus  is  always  based  on  your  total
character  level,  as  shown  in  the  Character
Advancement  table,  not  your  level  in  a  particular
class.  For  example,  if  you  are  a  fighter  3/rogue  2,  you
have  the  proficiency  bonus  of  a  5th-­‐‑level  character,
which  is  +3.
Proficiencies
When  you  gain  your  first  level  in  a  class  other  than
your  initial  class,  you  gain  only  some  of  new  class’s
starting  proficiencies,  as  shown  in  the  Multiclassing
Proficiencies  table.
Multiclassing  Proficiencies
Class   Proficiencies  Gained
Barbarian   Shields,  simple  weapons,  martial  weapons
Bard   Light  armor,  one  skill  of  your  choice,  one  musical
instrument  of  your  choice
Cleric   Light  armor,  medium  armor,  shields
Druid   Light  armor,  medium  armor,  shields  (druids  will
not  wear  armor  or  use  shields  made  of  metal)
Fighter   Light  armor,  medium  armor,  shields,  simple
weapons,  martial  weapons
Monk   Simple  weapons,  shortswords
Paladin   Light  armor,  medium  armor,  shields,  simple
weapons,  martial  weapons
Ranger   Light  armor,  medium  armor,  shields,  simple
weapons,  martial  weapons,  one  skill  from  the
class’s  skill  list
Rogue   Light  armor,  one  skill  from  the  class’s  skill  list,
thieves’  tools
Sorcerer   —
Warlock   Light  armor,  simple  weapons
Wizard   —
Class Features
When  you  gain  a  new  level  in  a  class,  you  get  its
features  for  that  level.  You  don’t,  however,  receive
the  class’s  starting  equipment,  and  a  few  features
have  additional  rules  when  you’re  multiclassing:
Channel  Divinity,  Extra  Attack,  Unarmored  Defense,
and  Spellcasting.
Channel Divinity
If  you  already  have  the  Channel  Divinity  feature  and
gain  a  level  in  a  class  that  also  grants  the  feature,  you
gain  the  Channel  Divinity  effects  granted  by  that
class,  but  getting  the  feature  again  doesn’t  give  you
an  additional  use  of  it.  You  gain  additional  uses  only
when  you  reach  a  class  level  that  explicitly  grants
them  to  you.  For  example,  if  you  are  a  cleric
6/paladin  4,  you  can  use  Channel  Divinity  twice
between  rests  because  you  are  high  enough  level  in
the  cleric  class  to  have  more  uses.  Whenever  you  use
the  feature,  you  can  choose  any  of  the  Channel
Divinity  effects  available  to  you  from  your  two
classes.
Extra Attack
If  you  gain  the  Extra  Attack  class  feature  from  more
than  one  class,  the  features  don’t  add  together.  You
can’t  make  more  than  two  attacks  with  this  feature
unless  it  says  you  do  (as  the  fighter’s  version  of
Extra  Attack  does).  Similarly,  the  warlock’s  eldritch
invocation  Thirsting  Blade  doesn’t  give  you
additional  attacks  if  you  also  have  Extra  Attack.
Unarmored Defense
If  you  already  have  the  Unarmored  Defense  feature,
you  can’t  gain  it  again  from  another  class.
Spellcasting
Your  capacity  for  spellcasting  depends  partly  on
your  combined  levels  in  all  your  spellcasting  classes
and  partly  on  your  individual  levels  in  those  classes.
Once  you  have  the  Spellcasting  feature  from  more
than  one  class,  use  the  rules  below.  If  you  multiclass
System  Reference  Document  5.1   58
but  have  the  Spellcasting  feature  from  only  one  class,
you  follow  the  rules  as  described  in  that  class.
 Spells  Known  and  Prepared.  You  determine  what
spells  you  know  and  can  prepare  for  each  class
individually,  as  if  you  were  a  single-­‐‑classed  member
of  that  class.  If  you  are  a  ranger  4/wizard  3,  for
example,  you  know  three  1st-­‐‑level  ranger  spells
based  on  your  levels  in  the  ranger  class.  As  3rd-­‐‑level
wizard,  you  know  three  wizard  cantrips,  and  your
spellbook  contains  ten  wizard  spells,  two  of  which
(the  two  you  gained  when  you  reached  3rd  level  as  a
wizard)  can  be  2nd-­‐‑level  spells.  If  your  Intelligence
is  16,  you  can  prepare  six  wizard  spells  from  your
spellbook.  
 Each  spell  you  know  and  prepare  is  associated
with  one  of  your  classes,  and  you  use  the
spellcasting  ability  of  that  class  when  you  cast  the
spell.  Similarly,  a  spellcasting  focus,  such  as  a  holy
symbol,  can  be  used  only  for  the  spells  from  the  class
associated  with  that  focus.
 Spell  Slots.  You  determine  your  available  spell
slots  by  adding  together  all  your  levels  in  the  bard,
cleric,  druid,  sorcerer,  and  wizard  classes,  and  half
your  levels  (rounded  down)  in  the  paladin  and
ranger  classes.  Use  this  total  to  determine  your  spell
slots  by  consulting  the  Multiclass  Spellcaster  table.
 If  you  have  more  than  one  spellcasting  class,  this
table  might  give  you  spell  slots  of  a  level  that  is
higher  than  the  spells  you  know  or  can  prepare.  You
can  use  those  slots,  but  only  to  cast  your  lower-­‐‑level
spells.  If  a  lower-­‐‑level  spell  that  you  cast,  like
burning  hands,  has  an  enhanced  effect  when  cast
using  a  higher-­‐‑level  slot,  you  can  use  the  enhanced
effect,  even  though  you  don’t  have  any  spells  of  that
higher  level.  
 For  example,  if  you  are  the  aforementioned  ranger
4/wizard  3,  you  count  as  a  5th-­‐‑level  character  when
determining  your  spell  slots:  you  have  four  1st-­‐‑level
slots,  three  2nd-­‐‑level  slots,  and  two  3rd-­‐‑level  slots.
However,  you  don’t  know  any  3rd-­‐‑level  spells,  nor
do  you  know  any  2nd-­‐‑level  ranger  spells.  You  can
use  the  spell  slots  of  those  levels  to  cast  the  spells
you  do  know—and  potentially  enhance  their  effects.
 Pact  Magic.  If  you  have  both  the  Spellcasting  class
feature  and  the  Pact  Magic  class  feature  from  the
warlock  class,  you  can  use  the  spell  slots  you  gain
from  the  Pact  Magic  feature  to  cast  spells  you  know
or  have  prepared  from  classes  with  the  Spellcasting
class  feature,  and  you  can  use  the  spell  slots  you  gain
from  the  Spellcasting  class  feature  to  cast  warlock
spells  you  know.
Multiclass  Spellcaster:  
Spell  Slots  per  Spell  Level
Lvl.   1st  2nd  3rd  4th  5th  6th  7th  8th  9th
1st   2   —   —   —   —   —   —   —   —
2nd   3   —   —   —   —   —   —   —   —
3rd   4   2   —   —   —   —   —   —   —
4th   4   3   —   —   —   —   —   —   —
5th   4   3   2   —   —   —   —   —   —
6th   4   3   3   —   —   —   —   —   —
7th   4   3   3   1   —   —   —   —   —
8th   4   3   3   2   —   —   —   —   —
9th   4   3   3   3   1   —   —   —   —
10th   4   3   3   3   2   —   —   —   —
11th   4   3   3   3   2   1   —   —   —
12th   4   3   3   3   2   1   —   —   —
13th   4   3   3   3   2   1   1   —   —
14th   4   3   3   3   2   1   1   —   —
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
Alignment
A  typical  creature  in  the  game  world  has  an
alignment,  which  broadly  describes  its  moral  and
personal  attitudes.  Alignment  is  a  combination  of
two  factors:  one  identifies  morality  (good,  evil,  or
neutral),  and  the  other  describes  attitudes  toward
society  and  order  (lawful,  chaotic,  or  neutral).  Thus,
nine  distinct  alignments  define  the  possible
combinations.
 These  brief  summaries  of  the  nine  alignments
describe  the  typical  behavior  of  a  creature  with  that
alignment.  Individuals  might  vary  significantly  from
that  typical  behavior,  and  few  people  are  perfectly
and  consistently  faithful  to  the  precepts  of  their
alignment.
 Lawful  good  (LG)  creatures  can  be  counted  on  to
do  the  right  thing  as  expected  by  society.  Gold
dragons,  paladins,  and  most  dwarves  are  lawful
good.
 Neutral  good  (NG)  folk  do  the  best  they  can  to
help  others  according  to  their  needs.  Many  celestials,
some  cloud  giants,  and  most  gnomes  are  neutral
good.
 Chaotic  good  (CG)  creatures  act  as  their
conscience  directs,  with  little  regard  for  what  others
expect.  Copper  dragons,  many  elves,  and  unicorns
are  chaotic  good.
System  Reference  Document  5.1   59
 Lawful  neutral  (LN)  individuals  act  in  accordance
with  law,  tradition,  or  personal  codes.  Many  monks
and  some  wizards  are  lawful  neutral.
 Neutral  (N)  is  the  alignment  of  those  who  prefer
to  steer  clear  of  moral  questions  and  don’t  take  sides,
doing  what  seems  best  at  the  time.  Lizardfolk,  most
druids,  and  many  humans  are  neutral.
 Chaotic  neutral  (CN)  creatures  follow  their
whims,  holding  their  personal  freedom  above  all  else.
Many  barbarians  and  rogues,  and  some  bards,  are
chaotic  neutral.
 Lawful  evil  (LE)  creatures  methodically  take  what
they  want,  within  the  limits  of  a  code  of  tradition,
loyalty,  or  order.  Devils,  blue  dragons,  and
hobgoblins  are  lawful  evil.
 Neutral  evil  (NE)  is  the  alignment  of  those  who
do  whatever  they  can  get  away  with,  without
compassion  or  qualms.  Many  drow,  some  cloud
giants,  and  goblins  are  neutral  evil.
 Chaotic  evil  (CE)  creatures  act  with  arbitrary
violence,  spurred  by  their  greed,  hatred,  or  bloodlust.
Demons,  red  dragons,  and  orcs  are  chaotic  evil.
Alignment in the Multiverse
For  many  thinking  creatures,  alignment  is  a  moral
choice.  Humans,  dwarves,  elves,  and  other  humanoid
races  can  choose  whether  to  follow  the  paths  of  good
or  evil,  law  or  chaos.  According  to  myth,  the  good-­‐‑
aligned  gods  who  created  these  races  gave  them  free
will  to  choose  their  moral  paths,  knowing  that  good
without  free  will  is  slavery.
 The  evil  deities  who  created  other  races,  though,
made  those  races  to  serve  them.  Those  races  have
strong  inborn  tendencies  that  match  the  nature  of
their  gods.  Most  orcs  share  the  violent,  savage
nature  of  the  orc  gods,  and  are  thus  inclined  toward
evil.  Even  if  an  orc  chooses  a  good  alignment,  it
struggles  against  its  innate  tendencies  for  its  entire
life.  (Even  half-­‐‑orcs  feel  the  lingering  pull  of  the  orc
god’s  influence.)
 Alignment  is  an  essential  part  of  the  nature  of
celestials  and  fiends.  A  devil  does  not  choose  to  be
lawful  evil,  and  it  doesn’t  tend  toward  lawful  evil,
but  rather  it  is  lawful  evil  in  its  essence.  If  it
somehow  ceased  to  be  lawful  evil,  it  would  cease  to
be  a  devil.
 Most  creatures  that  lack  the  capacity  for  rational
thought  do  not  have  alignments—they  are
unaligned.  Such  a  creature  is  incapable  of  making  a
moral  or  ethical  choice  and  acts  according  to  its
bestial  nature.  Sharks  are  savage  predators,  for
example,  but  they  are  not  evil;  they  have  no
alignment.
Languages
Your  race  indicates  the  languages  your  character  can
speak  by  default,  and  your  background  might  give
you  access  to  one  or  more  additional  languages  of
your  choice.  Note  these  languages  on  your  character
sheet.
 Choose  your  languages  from  the  Standard
Languages  table,  or  choose  one  that  is  common  in
your  campaign.  With  your  GM’s  permission,  you  can
instead  choose  a  language  from  the  Exotic
Languages  table  or  a  secret  language,  such  as  thieves’
cant  or  the  tongue  of  druids.
 Some  of  these  languages  are  actually  families  of
languages  with  many  dialects.  For  example,  the
Primordial  language  includes  the  Auran,  Aquan,
Ignan,  and  Terran  dialects,  one  for  each  of  the  four
elemental  planes.  Creatures  that  speak  different
dialects  of  the  same  language  can  communicate  with
one  another.
Standard  Languages
Language   Typical  Speakers   Script
Common   Humans   Common
Dwarvish   Dwarves   Dwarvish
Elvish   Elves   Elvish
Giant   Ogres,  giants   Dwarvish
Gnomish   Gnomes   Dwarvish
Goblin   Goblinoids   Dwarvish
Halfling   Halflings   Common
Orc   Orcs   Dwarvish
Exotic  Languages
Language   Typical  Speakers   Script
Abyssal   Demons   Infernal
Celestial   Celestials   Celestial
Draconic   Dragons,  dragonborn   Draconic
Deep  Speech   Aboleths,   cloakers   —
Infernal   Devils   Infernal
Primordial   Elementals   Dwarvish
Sylvan   Fey  creatures   Elvish
Undercommon   Underworld  traders   Elvish
Inspiration
Inspiration  is  a  rule  the  game  master  can  use  to
reward  you  for  playing  your  character  in  a  way
that’s  true  to  his  or  her  personality  traits,  ideal,  bond,
and  flaw.  By  using  inspiration,  you  can  draw  on  your
personality  trait  of  compassion  for  the  downtrodden
to  give  you  an  edge  in  negotiating  with  the  Beggar
Prince.  Or  inspiration  can  let  you  call  on  your  bond
to  the  defense  of  your  home  village  to  push  past  the
effect  of  a  spell  that  has  been  laid  on  you.
System  Reference  Document  5.1   60
Gaining Inspiration
Your  GM  can  choose  to  give  you  inspiration  for  a
variety  of  reasons.  Typically,  GMs  award  it  when  you
play  out  your  personality  traits,  give  in  to  the
drawbacks  presented  by  a  flaw  or  bond,  and
otherwise  portray  your  character  in  a  compelling
way.  Your  GM  will  tell  you  how  you  can  earn
inspiration  in  the  game.
 You  either  have  inspiration  or  you  don’t—you
can’t  stockpile  multiple  “inspirations”  for  later  use.
Using Inspiration
If  you  have  inspiration,  you  can  expend  it  when  you
make  an  attack  roll,  saving  throw,  or  ability  check.
Spending  your  inspiration  gives  you  advantage  on
that  roll.
 Additionally,  if  you  have  inspiration,  you  can
reward  another  player  for  good  roleplaying,  clever
thinking,  or  simply  doing  something  exciting  in  the
game.  When  another  player  character  does
something  that  really  contributes  to  the  story  in  a
fun  and  interesting  way,  you  can  give  up  your
inspiration  to  give  that  character  inspiration.
Backgrounds
Every  story  has  a  beginning.  Your  character’s
background  reveals  where  you  came  from,  how  you
became  an  adventurer,  and  your  place  in  the  world.
Your  fighter  might  have  been  a  courageous  knight  or
a  grizzled  soldier.  Your  wizard  could  have  been  a
sage  or  an  artisan.  Your  rogue  might  have  gotten  by
as  a  guild  thief  or  commanded  audiences  as  a  jester.
 Choosing  a  background  provides  you  with
important  story  cues  about  your  character’s  identity.
The  most  important  question  to  ask  about  your
background  is  what  changed?  Why  did  you  stop
doing  whatever  your  background  describes  and  start
adventuring?  Where  did  you  get  the  money  to
purchase  your  starting  gear,  or,  if  you  come  from  a
wealthy  background,  why  don’t  you  have  more
money?  How  did  you  learn  the  skills  of  your  class?
What  sets  you  apart  from  ordinary  people  who  share
your  background?
 The  sample  background  presented  here  provides
both  concrete  benefits  (features,  proficiencies,  and
languages)  and  roleplaying  suggestions.
Proficiencies
Each  background  gives  a  character  proficiency  in
two  skills  (described  in  “Using  Ability  Scores”).
 In  addition,  most  backgrounds  give  a  character
proficiency  with  one  or  more  tools  (detailed  in
“Equipment”).
 If  a  character  would  gain  the  same  proficiency
from  two  different  sources,  he  or  she  can  choose  a
different  proficiency  of  the  same  kind  (skill  or  tool)
instead.
Languages
Some  backgrounds  also  allow  characters  to  learn
additional  languages  beyond  those  given  by  race.  See
“Languages.”
Equipment
Each  background  provides  a  package  of  starting
equipment.  If  you  use  the  optional  rule  to  spend  coin
on  gear,  you  do  not  receive  the  starting  equipment
from  your  background.
Suggested Characteristics
A  background  contains  suggested  personal
characteristics  based  on  your  background.  You  can
pick  characteristics,  roll  dice  to  determine  them
randomly,  or  use  the  suggestions  as  inspiration  for
characteristics  of  your  own  creation.
Customizing a Background
You  might  want  to  tweak  some  of  the  features  of  a
background  so  it  better  fits  your  character  or  the
campaign  setting.  To  customize  a  background,  you
can  replace  one  feature  with  any  other  one,  choose
any  two  skills,  and  choose  a  total  of  two  tool
proficiencies  or  languages  from  the  sample
backgrounds.  You  can  either  use  the  equipment
package  from  your  background  or  spend  coin  on
gear  as  described  in  the  equipment  section.  (If  you
spend  coin,  you  can’t  also  take  the  equipment
package  suggested  for  your  class.)  Finally,  choose
two  personality  traits,  one  ideal,  one  bond,  and  one
flaw.  If  you  can’t  find  a  feature  that  matches  your
desired  background,  work  with  your  GM  to  create
one.
Acolyte
You  have  spent  your  life  in  the  service  of  a  temple  to
a  specific  god  or  pantheon  of  gods.  You  act  as  an
intermediary  between  the  realm  of  the  holy  and  the
mortal  world,  performing  sacred  rites  and  offering
sacrifices  in  order  to  conduct  worshipers  into  the
presence  of  the  divine.  You  are  not  necessarily  a
cleric—performing  sacred  rites  is  not  the  same  thing
as  channeling  divine  power.
System  Reference  Document  5.1   61
 Choose  a  god,  a  pantheon  of  gods,  or  some  other
quasi-­‐‑divine  being  from  among  those  listed  in
"Fantasy-­‐‑Historical  Pantheons"  or  those  specified  by
your  GM,  and  work  with  your  GM  to  detail  the  nature
of  your  religious  service.  Were  you  a  lesser
functionary  in  a  temple,  raised  from  childhood  to
assist  the  priests  in  the  sacred  rites?  Or  were  you  a
high  priest  who  suddenly  experienced  a  call  to  serve
your  god  in  a  different  way?  Perhaps  you  were  the
leader  of  a  small  cult  outside  of  any  established
temple  structure,  or  even  an  occult  group  that
served  a  fiendish  master  that  you  now  deny.
Skill  Proficiencies:  Insight,  Religion
Languages:  Two  of  your  choice
Equipment:  A  holy  symbol  (a  gift  to  you  when  you
entered  the  priesthood),  a  prayer  book  or  prayer
wheel,  5  sticks  of  incense,  vestments,  a  set  of
common  clothes,  and  a  pouch  containing  15  gp
Feature: Shelter of the Faithful
As  an  acolyte,  you  command  the  respect  of  those
who  share  your  faith,  and  you  can  perform  the
religious  ceremonies  of  your  deity.  You  and  your
adventuring  companions  can  expect  to  receive  free
healing  and  care  at  a  temple,  shrine,  or  other
established  presence  of  your  faith,  though  you  must
provide  any  material  components  needed  for  spells.
Those  who  share  your  religion  will  support  you  (but
only  you)  at  a  modest  lifestyle.
 You  might  also  have  ties  to  a  specific  temple
dedicated  to  your  chosen  deity  or  pantheon,  and  you
have  a  residence  there.  This  could  be  the  temple
where  you  used  to  serve,  if  you  remain  on  good
terms  with  it,  or  a  temple  where  you  have  found  a
new  home.  While  near  your  temple,  you  can  call
upon  the  priests  for  assistance,  provided  the
assistance  you  ask  for  is  not  hazardous  and  you
remain  in  good  standing  with  your  temple.
Suggested Characteristics
Acolytes  are  shaped  by  their  experience  in  temples
or  other  religious  communities.  Their  study  of  the
history  and  tenets  of  their  faith  and  their
relationships  to  temples,  shrines,  or  hierarchies
affect  their  mannerisms  and  ideals.  Their  flaws
might  be  some  hidden  hypocrisy  or  heretical  idea,  or
an  ideal  or  bond  taken  to  an  extreme.
d8   Personality  Trait
1   I  idolize  a  particular  hero  of  my  faith,  and  constantly
refer  to  that  person’s  deeds  and  example.
2   I  can  find  common  ground  between  the  fiercest
enemies,  empathizing  with  them  and  always
working  toward  peace.
3   I  see  omens  in  every  event  and  action.  The  gods  try
to  speak  to  us,  we  just  need  to  listen
4   Nothing  can  shake  my  optimistic  attitude.
5   I  quote  (or  misquote)  sacred  texts  and  proverbs  in
almost  every  situation.
6   I  am  tolerant  (or  intolerant)  of  other  faiths  and
respect  (or  condemn)  the  worship  of  other  gods.
7   I’ve  enjoyed  fine  food,  drink,  and  high  society
among  my  temple’s  elite.  Rough  living  grates  on  me.
8   I’ve  spent  so  long  in  the  temple  that  I  have  little
practical  experience  dealing  with  people  in  the
outside  world.
d6   Ideal
1   Tradition.  The  ancient  traditions  of  worship  and
sacrifice  must  be  preserved  and  upheld.  (Lawful)
2   Charity.  I  always  try  to  help  those  in  need,  no  matter
what  the  personal  cost.  (Good)
3   Change.  We  must  help  bring  about  the  changes  the
gods  are  constantly  working  in  the  world.  (Chaotic)
4   Power.  I  hope  to  one  day  rise  to  the  top  of  my  faith’s
religious  hierarchy.  (Lawful)
5   Faith.  I  trust  that  my  deity  will  guide  my  actions.  I
have  faith  that  if  I  work  hard,  things  will  go  well.
(Lawful)
6   Aspiration.  I  seek  to  prove  myself  worthy  of  my
god’s  favor  by  matching  my  actions  against  his  or
her  teachings.  (Any)
d6   Bond
1   I  would  die  to  recover  an  ancient  relic  of  my  faith
that  was  lost  long  ago.
2   I  will  someday  get  revenge  on  the  corrupt  temple
hierarchy  who  branded  me  a  heretic.
3   I  owe  my  life  to  the  priest  who  took  me  in  when  my
parents  died.
4   Everything  I  do  is  for  the  common  people.
5   I  will  do  anything  to  protect  the  temple  where  I
served.
6   I  seek  to  preserve  a  sacred  text  that  my  enemies
consider  heretical  and  seek  to  destroy.
d6   Flaw
1   I  judge  others  harshly,  and  myself  even  more
severely.
2   I  put  too  much  trust  in  those  who  wield  power
within  my  temple’s  hierarchy.
3   My  piety  sometimes  leads  me  to  blindly  trust  those
that  profess  faith  in  my  god.
4   I  am  inflexible  in  my  thinking.
5   I  am  suspicious  of  strangers  and  expect  the  worst  of
them.
6   Once  I  pick  a  goal,  I  become  obsessed  with  it  to  the
detriment  of  everything  else  in  my  life.