{"_id":"0WP5n56sPcWRqXL7","name":"Cleric (Life Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

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Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

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Starting Equipment

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

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Life Domain

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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).

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Class Features

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Bonus Proficiency

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

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Disciple of Life

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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.

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Channel Divinity: Preserve Life

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Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

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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.

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Blessed Healer

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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.

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Divine Strike

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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.

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Supreme Healing

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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 each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

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Spellcasting

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As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

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Cantrips
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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.

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Preparing and Casting Spells
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The Cleric table shows how many spell slots you have to cast your cleric 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.

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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.

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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.

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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.

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Spellcasting Ability
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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.

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Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

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Spell attack modifier = your proficiency bonus + your Wisdom modifier

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Ritual Casting
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You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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Spellcasting Focus
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You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

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Divine Domain

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Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

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Domain Spells
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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.

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If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

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Channel Divinity

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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.

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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.

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Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

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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.

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Channel Divinity: Turn Undead
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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.

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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.

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Ability Score Improvement

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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.

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Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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Destroy Undead

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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.

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Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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Cleric Level

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Destroys Undead of CR ...

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5th

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1/2 or lower

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8th

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1 or lower

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11th

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2 or lower

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14th

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3 or lower

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17th

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4 or lower

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\n

 

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Divine Intervention

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Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

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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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

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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.

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At 20th level, your call for intervention succeeds automatically, no roll required.

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Proficiencies

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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

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Hit Points

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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

\n\n","chat":"","unidentified":""},"source":"Basic Rules","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":2,"data":{"id":2,"name":"Cleric","description":"

A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":108,"name":"Spellcasting","prerequisite":null,"description":"

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
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The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

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Spellcasting Ability
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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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

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Spell attack modifier = your proficiency bonus + your Wisdom modifier

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Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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Spellcasting Focus
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You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

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Channel Divinity: Turn Undead
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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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

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\r\n

5th

\r\n
\r\n

1/2 or lower

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\r\n

8th

\r\n
\r\n

1 or lower

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\r\n

11th

\r\n
\r\n

2 or lower

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\r\n

14th

\r\n
\r\n

3 or lower

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\r\n

17th

\r\n
\r\n

4 or lower

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\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric#LifeDomain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":2,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"1vgvG2mhU9QL8SHa","name":"Bard (College of Valor)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"

An inspiring magician whose power echoes the music of creation

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Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

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Starting Equipment

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

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College of Valor

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Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

\n\n

Class Features

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Bonus Proficiencies

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When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

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Combat Inspiration @Compendium[world.ddb-graus-dnd-class-features.YLBEQpUn9SUFlDcp]{Combat Inspiration}

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Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

\n\n

Extra Attack

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

\n\n

Battle Magic @Compendium[world.ddb-graus-dnd-class-features.iKuxWZzRDSy7D4aA]{Battle Magic}

\n

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

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Bard table shows how many spell slots you have to cast your bard 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know four 1st-level spells of your choice from the bard spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

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Spell save DC = 8 + your proficiency bonus + your Charisma modifier

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Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Ritual Casting
\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

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Spellcasting Focus
\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

\n\n

Bardic Inspiration

\n

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.

\n

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 DM 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.

\n

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.

\n

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.

\n\n

Jack of All Trades

\n

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.

\n\n

Song of Rest

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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.

\n

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.

\n\n

Bard College

\n

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

\n\n

Expertise

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Font of Inspiration

\n

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

\n\n

Countercharm

\n

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).

\n\n

Superior Inspiration

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At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

\n\n

Proficiencies

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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

\n\n

Hit Points

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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

\n\n

Magical Secrets

\n

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\n

You learn two additional spells from any classes at 14th level and again at 18th level.

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 51","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","prf","per","rel","slt","ste","sur"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":1,"data":{"id":1,"name":"Bard","description":"

An inspiring magician whose power echoes the music of creation

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/bard","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":51,"sourceType":1}],"classFeatures":[{"id":74,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Bard table shows how many spell slots you have to cast your bard 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know four 1st-level spells of your choice from the bard spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Ritual Casting
\r\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\r\n
Spellcasting Focus
\r\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

","requiredLevel":1,"displayOrder":3},{"id":75,"name":"Bardic Inspiration","prerequisite":null,"description":"

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.

\r\n

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 DM 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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":79,"name":"Jack of All Trades","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":80,"name":"Song of Rest","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":84,"name":"Bard College","prerequisite":null,"description":"

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

","requiredLevel":3,"displayOrder":7},{"id":85,"name":"Expertise","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":86,"name":"Expertise","prerequisite":null,"description":"

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

","requiredLevel":10,"displayOrder":14},{"id":87,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":88,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":89,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":90,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":16},{"id":91,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":17},{"id":92,"name":"Font of Inspiration","prerequisite":null,"description":"

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

","requiredLevel":5,"displayOrder":11},{"id":93,"name":"Countercharm","prerequisite":null,"description":"

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).

","requiredLevel":6,"displayOrder":12},{"id":94,"name":"Superior Inspiration","prerequisite":null,"description":"

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

","requiredLevel":20,"displayOrder":18},{"id":460,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":531,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":592,"name":"Magical Secrets","prerequisite":null,"description":"

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 14th level and again at 18th level.

","requiredLevel":10,"displayOrder":14},{"id":593,"name":"Magical Secrets","prerequisite":null,"description":"

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 18th level.

","requiredLevel":14,"displayOrder":15},{"id":594,"name":"Magical Secrets","prerequisite":null,"description":"

At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

","requiredLevel":18,"displayOrder":16}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":51,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,4,5,6,7,8,9,10,11,12,14,15,15,16,18,19,19,20,22,22,22],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10356,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/bard#CollegeofValor","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":1,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"2AZicj5qP80vMl8B","name":"Sorcerer (Aberrant Mind)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"

A spellcaster who draws on inherent magic from a gift or bloodline

\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Aberrant Mind

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An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse.

\n\n

Class Features

\n\n

Psionic Spells @Compendium[world.ddb-graus-dnd-class-features.BN4h5NUejt666k1V]{Psionic Spells}

\n

1st-level Aberrant Mind feature

\n

You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

\n

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

\n
Psionic Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Sorcerer LevelSpells
1starms of Hadar, dissonant whispers, mind sliver
3rdcalm emotions, detect thoughts
5thhunger of Hadar, sending
7thEvard’s black tentacles, summon aberration (a spell in chapter 3)
9thRary’s telepathic bond, telekinesis
\n\n

Telepathic Speech @Compendium[world.ddb-graus-dnd-class-features.H1Sw0StmbTmjJLDq]{Telepathic Speech}

\n

1st-level Aberrant Mind feature

\n

You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

\n

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

\n\n

Psionic Sorcery @Compendium[world.ddb-graus-dnd-class-features.riPqOFZZ3C3y8EKf]{Psionic Sorcery}

\n

6th-level Aberrant Mind feature

\n

When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

\n\n

Psychic Defenses @Compendium[world.ddb-graus-dnd-class-features.bPngYzPEGFc4eDUh]{Psychic Defenses}

\n

6th-level Aberrant Mind feature

\n

You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

\n\n

Revelation in Flesh @Compendium[world.ddb-graus-dnd-class-features.zWRK1HMx5emH0aiG]{Revelation in Flesh}

\n

14th-level Aberrant Mind feature

\n

You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

\n\n\n

Warping Implosion @Compendium[world.ddb-graus-dnd-class-features.x4X3jN4NnU0SXGAT]{Warping Implosion}

\n

18th-level Aberrant Mind feature

\n

You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn’t pulled.

\n

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

\n\n

Sorcerous Origin

\n

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

\n\n

Font of Magic

\n

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.

\n
Sorcery Points
\n

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.

\n
Flexible Casting
\n

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.

\n

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.

\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\n
Creating Spell Slots
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

SPELL SLOT LEVEL

\n
\n

SORCERY POINT COST

\n
\n

1st

\n
\n

2

\n
\n

2nd

\n
\n

3

\n
\n

3rd

\n
\n

5

\n
\n

4th

\n
\n

6

\n
\n

5th

\n
\n

7

\n
\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

\n\n

Metamagic

\n

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.

\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

\n\n

Sorcerous Restoration

\n

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 99","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":6,"data":{"id":6,"name":"Sorcerer","description":"

A spellcaster who draws on inherent magic from a gift or bloodline

\r\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/sorcerer","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":99,"sourceType":1}],"classFeatures":[{"id":318,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":319,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":320,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":321,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":11},{"id":322,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":13},{"id":369,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

","requiredLevel":1,"displayOrder":3},{"id":370,"name":"Sorcerous Origin","prerequisite":null,"description":"

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\r\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

","requiredLevel":1,"displayOrder":4},{"id":371,"name":"Font of Magic","prerequisite":null,"description":"

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.

\r\n
Sorcery Points
\r\n

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.

\r\n
Flexible Casting
\r\n

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.

\r\n

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.

\r\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\r\n
Creating Spell Slots
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

SPELL SLOT LEVEL

\r\n
\r\n

SORCERY POINT COST

\r\n
\r\n

1st

\r\n
\r\n

2

\r\n
\r\n

2nd

\r\n
\r\n

3

\r\n
\r\n

3rd

\r\n
\r\n

5

\r\n
\r\n

4th

\r\n
\r\n

6

\r\n
\r\n

5th

\r\n
\r\n

7

\r\n
\r\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

","requiredLevel":2,"displayOrder":5},{"id":372,"name":"Metamagic","prerequisite":null,"description":"

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.

\r\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

","requiredLevel":3,"displayOrder":6},{"id":373,"name":"Sorcerous Restoration","prerequisite":null,"description":"

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

","requiredLevel":20,"displayOrder":14},{"id":468,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":540,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":3,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"3d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":99,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,4,4,4,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,6],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,11,12,12,13,13,14,14,15,15,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10363,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/sorcerer#AberrantMind","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":6,"hitDice":6,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"2oQHwWwONIbDcMMN","name":"Druid","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Class Features

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement @Compendium[world.ddb-graus-dnd-class-features.NGOxkeq0UK0P7hE0]{Wild Shape Improvement}

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 64","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","ins","med","nat","prc","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":3,"data":{"id":3,"name":"Druid","description":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":true}}} {"_id":"3I3xA8LpobLijO28","name":"Fighter","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"

A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Class Features

\n\n

Fighting Style

\n

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.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 70","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":10,"data":{"id":10,"name":"Fighter","description":"

A master of martial combat, skilled with a variety of weapons and armor

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/fighter","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":70,"sourceType":1}],"classFeatures":[{"id":191,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":192,"name":"Second Wind","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":193,"name":"Action Surge","prerequisite":null,"description":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":194,"name":"Martial Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":6},{"id":195,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":196,"name":"Extra Attack","prerequisite":null,"description":"

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

\r\n

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.

","requiredLevel":5,"displayOrder":8},{"id":197,"name":"Indomitable","prerequisite":null,"description":"

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.

\r\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","requiredLevel":9,"displayOrder":11},{"id":199,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 6th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":6,"displayOrder":9},{"id":200,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":201,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":13},{"id":202,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 14th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":14,"displayOrder":14},{"id":203,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":15},{"id":204,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":205,"name":"Extra Attack","prerequisite":null,"description":"

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

\r\n

The number of attacks increases to four when you reach 20th level in this class.

","requiredLevel":11,"displayOrder":12},{"id":206,"name":"Extra Attack","prerequisite":null,"description":"

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

","requiredLevel":20,"displayOrder":17},{"id":463,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":535,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":70,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1,2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10367,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]},{"description":"or Dexterity 13","prerequisiteMappings":[{"id":10368,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/fighter","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":10,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"3ZUqMOytuM1DXjT9","name":"Paladin","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"

A holy warrior bound to a sacred oath

\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Class Features

\n\n

Divine Sense

\n

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.

\n

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.

\n\n

Lay on Hands

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n\n

Fighting Style

\n

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.

\n\n

Spellcasting

\n

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

\n\n

Divine Smite

\n

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n\n

Divine Health

\n

By 3rd level, the divine magic flowing through you makes you immune to disease.

\n\n

Sacred Oath

\n

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\n

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.

\n

Oath Spells

\n

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.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Aura of Protection

\n

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.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Aura of Courage

\n

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Improved Divine Smite

\n

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.

\n\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\n

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.

\n\n

Aura Improvements @Compendium[world.ddb-graus-dnd-class-features.wZYsgqAgyIUNmGlD]{Aura Improvements}

\n

At 18th level, the range of your auras increase to 30 feet.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 82","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"spellcasting":{"progression":"half","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":4,"data":{"id":4,"name":"Paladin","description":"

A holy warrior bound to a sacred oath

\r\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/paladin","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":82,"sourceType":1}],"classFeatures":[{"id":260,"name":"Divine Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":261,"name":"Lay on Hands","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

This feature has no effect on undead and constructs.

","requiredLevel":1,"displayOrder":4},{"id":262,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":263,"name":"Spellcasting","prerequisite":null,"description":"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\r\n
Preparing and Casting Spells
\r\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

","requiredLevel":2,"displayOrder":6},{"id":264,"name":"Divine Smite","prerequisite":null,"description":"

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

","requiredLevel":2,"displayOrder":7},{"id":265,"name":"Divine Health","prerequisite":null,"description":"

By 3rd level, the divine magic flowing through you makes you immune to disease.

","requiredLevel":3,"displayOrder":8},{"id":266,"name":"Sacred Oath","prerequisite":null,"description":"

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\r\n

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.

\r\n

Oath Spells

\r\n

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.

\r\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\r\n

Channel Divinity

\r\n

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

","requiredLevel":3,"displayOrder":9},{"id":268,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":10},{"id":269,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":270,"name":"Aura of Protection","prerequisite":null,"description":"

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.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":6,"displayOrder":12},{"id":271,"name":"Aura of Courage","prerequisite":null,"description":"

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":10,"displayOrder":14},{"id":272,"name":"Improved Divine Smite","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":15},{"id":273,"name":"Cleansing Touch","prerequisite":null,"description":"

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\r\n

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.

","requiredLevel":14,"displayOrder":17},{"id":274,"name":"Aura Improvements","prerequisite":null,"description":"

At 18th level, the range of your auras increase to 30 feet.

","requiredLevel":18,"displayOrder":19},{"id":275,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":276,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":16},{"id":277,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":278,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":465,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":537,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":82,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13 and Charisma 13","prerequisiteMappings":[{"id":10359,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"},{"id":10360,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/paladin","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":10,"spellCastingAbilityId":6,"canCastSpells":true}}} {"_id":"4U33RVZ3BdWzTTVP","name":"Bard (College of Glamour)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"

An inspiring magician whose power echoes the music of creation

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

College of Glamour

\n

The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.

\n\n

Class Features

\n\n

Mantle of Inspiration @Compendium[world.ddb-graus-dnd-class-features.pdFKY2DVOvVk0d4L]{Mantle of Inspiration}

\n

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

\n

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

\n

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

\n\n

Enthralling Performance @Compendium[world.ddb-graus-dnd-class-features.6ahTkxSF6XfTqRyK]{Enthralling Performance}

\n

Starting at 3rd level, you can charge your performance with seductive, fey magic.

\n

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

\n

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

\n

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

\n\n

Mantle of Majesty @Compendium[world.ddb-graus-dnd-class-features.DHaow2JLl2FlUGZm]{Mantle of Majesty}

\n

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.

\n

Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.

\n

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

\n\n

Unbreakable Majesty @Compendium[world.ddb-graus-dnd-class-features.zhXx6TRrRDB9C1Js]{Unbreakable Majesty}

\n

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.

\n

In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

\n

Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Bard table shows how many spell slots you have to cast your bard 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know four 1st-level spells of your choice from the bard spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Ritual Casting
\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\n
Spellcasting Focus
\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

\n\n

Bardic Inspiration

\n

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.

\n

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 DM 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.

\n

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.

\n

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.

\n\n

Jack of All Trades

\n

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.

\n\n

Song of Rest

\n

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.

\n

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.

\n\n

Bard College

\n

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

\n\n

Expertise

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Font of Inspiration

\n

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

\n\n

Countercharm

\n

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).

\n\n

Superior Inspiration

\n

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n

Magical Secrets

\n

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\n

You learn two additional spells from any classes at 14th level and again at 18th level.

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 51","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","prf","per","rel","slt","ste","sur"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":1,"data":{"id":1,"name":"Bard","description":"

An inspiring magician whose power echoes the music of creation

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/bard","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":51,"sourceType":1}],"classFeatures":[{"id":74,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Bard table shows how many spell slots you have to cast your bard 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know four 1st-level spells of your choice from the bard spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Ritual Casting
\r\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\r\n
Spellcasting Focus
\r\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

","requiredLevel":1,"displayOrder":3},{"id":75,"name":"Bardic Inspiration","prerequisite":null,"description":"

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.

\r\n

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 DM 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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":79,"name":"Jack of All Trades","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":80,"name":"Song of Rest","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":84,"name":"Bard College","prerequisite":null,"description":"

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

","requiredLevel":3,"displayOrder":7},{"id":85,"name":"Expertise","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":86,"name":"Expertise","prerequisite":null,"description":"

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

","requiredLevel":10,"displayOrder":14},{"id":87,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":88,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":89,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":90,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":16},{"id":91,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":17},{"id":92,"name":"Font of Inspiration","prerequisite":null,"description":"

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

","requiredLevel":5,"displayOrder":11},{"id":93,"name":"Countercharm","prerequisite":null,"description":"

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).

","requiredLevel":6,"displayOrder":12},{"id":94,"name":"Superior Inspiration","prerequisite":null,"description":"

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

","requiredLevel":20,"displayOrder":18},{"id":460,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":531,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":592,"name":"Magical Secrets","prerequisite":null,"description":"

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 14th level and again at 18th level.

","requiredLevel":10,"displayOrder":14},{"id":593,"name":"Magical Secrets","prerequisite":null,"description":"

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 18th level.

","requiredLevel":14,"displayOrder":15},{"id":594,"name":"Magical Secrets","prerequisite":null,"description":"

At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

","requiredLevel":18,"displayOrder":16}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":51,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,4,5,6,7,8,9,10,11,12,14,15,15,16,18,19,19,20,22,22,22],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10356,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/bard#CollegeofGlamour","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":1,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"55EYY1JQ5FmuP6l8","name":"Monk (Way of Mercy)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Way of Mercy

\n

Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.

\n\n

Class Features

\n\n

Implements of Mercy @Compendium[world.ddb-graus-dnd-class-features.jEoFwz1ftd7qHwlj]{Implements of Mercy}

\n

3rd-level Way of Mercy feature

\n

You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

\n
Merciful Mask
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Mask Appearance
1Raven
2Blank and white
3Crying visage
4Laughing visage
5Skull
6Butterfly
\n
\n\n

Hand of Healing @Compendium[world.ddb-graus-dnd-class-features.n6SJnkRik2crpbDn]{Hand of Healing}

\n

3rd-level Way of Mercy feature

\n

Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

\n

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

\n\n

Hand of Harm @Compendium[world.ddb-graus-dnd-class-features.Lt6bP2uUiSIbNQdl]{Hand of Harm}

\n

3rd-level Way of Mercy feature

\n

You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

\n\n

Physician’s Touch @Compendium[world.ddb-graus-dnd-class-features.gUjUTvnpzTVR9QoH]{Physician’s Touch}

\n

6th-level Way of Mercy feature

\n

You can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm.

\n

When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

\n

When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

\n\n

Flurry of Healing and Harm @Compendium[world.ddb-graus-dnd-class-features.WMBIxq7TSoWKHhoQ]{Flurry of Healing and Harm}

\n

11th-level Way of Mercy feature

\n

You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.

\n

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.

\n\n

Hand of Ultimate Mercy @Compendium[world.ddb-graus-dnd-class-features.kWxmzpJ7iy7DfRUs]{Hand of Ultimate Mercy}

\n

17th-level Way of Mercy feature

\n

Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

\n

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

\n\n

Unarmored Defense

\n

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.

\n\n

Martial Arts

\n

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.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n

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 in the Weapons section.

\n\n

Ki

\n

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.

\n

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.

\n

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.

\n

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:

\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\n
Flurry of Blows
\n

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.

\n
Patient Defense
\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\n
Step of the Wind
\n

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.

\n\n

Unarmored Movement

\n

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.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n

Monastic Tradition

\n

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n\n

Deflect Missiles

\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Slow Fall

\n

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.

\n\n

Extra Attack

\n

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

\n\n

Stunning Strike

\n

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.

\n\n

Ki-Empowered Strikes

\n

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Evasion

\n

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.

\n\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n\n

Purity of Body

\n

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

\n\n

Tongue of the Sun and Moon

\n

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.

\n\n

Diamond Soul

\n

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

\n\n

Timeless Body

\n

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.

\n\n

Empty Body

\n

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.

\n

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.

\n\n

Perfect Self

\n

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

\n\n

Unarmored Movement Improvement

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 76","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":11,"data":{"id":11,"name":"Monk","description":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\r\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/monk","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":76,"sourceType":1}],"classFeatures":[{"id":226,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":227,"name":"Martial Arts","prerequisite":null,"description":"

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.

\r\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\r\n\r\n

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 in the Weapons section.

","requiredLevel":1,"displayOrder":4},{"id":228,"name":"Ki","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

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:

\r\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n
Flurry of Blows
\r\n

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.

\r\n
Patient Defense
\r\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\r\n
Step of the Wind
\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":229,"name":"Unarmored Movement","prerequisite":null,"description":"

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.

\r\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

","requiredLevel":2,"displayOrder":6},{"id":230,"name":"Monastic Tradition","prerequisite":null,"description":"

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":231,"name":"Deflect Missiles","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":3,"displayOrder":8},{"id":232,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":233,"name":"Slow Fall","prerequisite":null,"description":"

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.

","requiredLevel":4,"displayOrder":10},{"id":234,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":235,"name":"Stunning Strike","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":12},{"id":236,"name":"Ki-Empowered Strikes","prerequisite":null,"description":"

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

","requiredLevel":6,"displayOrder":13},{"id":237,"name":"Evasion","prerequisite":null,"description":"

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.

","requiredLevel":7,"displayOrder":15},{"id":238,"name":"Stillness of Mind","prerequisite":null,"description":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","requiredLevel":7,"displayOrder":16},{"id":239,"name":"Purity of Body","prerequisite":null,"description":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

","requiredLevel":10,"displayOrder":19},{"id":240,"name":"Tongue of the Sun and Moon","prerequisite":null,"description":"

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.

","requiredLevel":13,"displayOrder":22},{"id":241,"name":"Diamond Soul","prerequisite":null,"description":"

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\r\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

","requiredLevel":14,"displayOrder":23},{"id":242,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":25},{"id":243,"name":"Empty Body","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":27},{"id":244,"name":"Perfect Self","prerequisite":null,"description":"

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

","requiredLevel":20,"displayOrder":30},{"id":245,"name":"Unarmored Movement Improvement","prerequisite":null,"description":"

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

","requiredLevel":9,"displayOrder":18},{"id":246,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":17},{"id":247,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":21},{"id":248,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":26},{"id":249,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":29},{"id":455,"name":"Unarmored Movement","prerequisite":null,"description":"

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

","requiredLevel":6,"displayOrder":14},{"id":456,"name":"Unarmored Movement","prerequisite":null,"description":"

At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

","requiredLevel":10,"displayOrder":20},{"id":457,"name":"Unarmored Movement","prerequisite":null,"description":"

At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

","requiredLevel":14,"displayOrder":24},{"id":458,"name":"Unarmored Movement","prerequisite":null,"description":"

At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

","requiredLevel":18,"displayOrder":28},{"id":464,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":536,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":76,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10369,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10370,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/monk#WayofMercy","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":11,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"5V6OuWE8jRWp9ezL","name":"Paladin (Oath of the Watchers)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"

A holy warrior bound to a sacred oath

\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Oath of the Watchers

\n

The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.

\n\n

Class Features

\n\n

Oath Spells

\n

3rd-level Oath of the Watchers feature

\n

You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.

\n
Oath of the Watchers Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
3rdalarm, detect magic
5thmoonbeam, see invisibility
9thcounterspell, nondetection
13thaura of purity, banishment
17thhold monster, scrying
\n\n

Channel Divinity

\n

3rd-level Oath of the Watchers feature

\n

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

\n

Watcher’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

\n

Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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 end its move in a space within 30 feet of you. 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 take the Dodge action.

\n\n

Aura of the Sentinel @Compendium[world.ddb-graus-dnd-class-features.YaOBTnE1swqJd84V]{Aura of the Sentinel}

\n

7th-level Oath of the Watchers feature

\n

You emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Vigilant Rebuke @Compendium[world.ddb-graus-dnd-class-features.xEQru5ZspjnN8LE4]{Vigilant Rebuke}

\n

15th-level Oath of the Watchers feature

\n

You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

\n\n

Mortal Bulwark @Compendium[world.ddb-graus-dnd-class-features.HUUu0hCr0vQAjVfT]{Mortal Bulwark}

\n

20th-level Oath of the Watchers feature

\n

You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

\n\n

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

\n\n

Divine Sense

\n

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.

\n

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.

\n\n

Lay on Hands

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n\n

Fighting Style

\n

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.

\n\n

Spellcasting

\n

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

\n\n

Divine Smite

\n

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n\n

Divine Health

\n

By 3rd level, the divine magic flowing through you makes you immune to disease.

\n\n

Sacred Oath

\n

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\n

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.

\n

Oath Spells

\n

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.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Aura of Protection

\n

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.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Aura of Courage

\n

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Improved Divine Smite

\n

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.

\n\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\n

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.

\n\n

Aura Improvements

\n

At 18th level, the range of your auras increase to 30 feet.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 82","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"spellcasting":{"progression":"half","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":4,"data":{"id":4,"name":"Paladin","description":"

A holy warrior bound to a sacred oath

\r\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/paladin","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":82,"sourceType":1}],"classFeatures":[{"id":260,"name":"Divine Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":261,"name":"Lay on Hands","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

This feature has no effect on undead and constructs.

","requiredLevel":1,"displayOrder":4},{"id":262,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":263,"name":"Spellcasting","prerequisite":null,"description":"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\r\n
Preparing and Casting Spells
\r\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

","requiredLevel":2,"displayOrder":6},{"id":264,"name":"Divine Smite","prerequisite":null,"description":"

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

","requiredLevel":2,"displayOrder":7},{"id":265,"name":"Divine Health","prerequisite":null,"description":"

By 3rd level, the divine magic flowing through you makes you immune to disease.

","requiredLevel":3,"displayOrder":8},{"id":266,"name":"Sacred Oath","prerequisite":null,"description":"

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\r\n

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.

\r\n

Oath Spells

\r\n

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.

\r\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\r\n

Channel Divinity

\r\n

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

","requiredLevel":3,"displayOrder":9},{"id":268,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":10},{"id":269,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":270,"name":"Aura of Protection","prerequisite":null,"description":"

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.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":6,"displayOrder":12},{"id":271,"name":"Aura of Courage","prerequisite":null,"description":"

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":10,"displayOrder":14},{"id":272,"name":"Improved Divine Smite","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":15},{"id":273,"name":"Cleansing Touch","prerequisite":null,"description":"

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\r\n

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.

","requiredLevel":14,"displayOrder":17},{"id":274,"name":"Aura Improvements","prerequisite":null,"description":"

At 18th level, the range of your auras increase to 30 feet.

","requiredLevel":18,"displayOrder":19},{"id":275,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":276,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":16},{"id":277,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":278,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":465,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":537,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":82,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13 and Charisma 13","prerequisiteMappings":[{"id":10359,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"},{"id":10360,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/paladin#OathoftheWatchers","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":4,"hitDice":10,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"5iRhSMDYS83vdgOv","name":"Wizard (Bladesinging)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Bladesinging

\n

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

\n\n

Class Features

\n\n

Training in War and Song @Compendium[world.ddb-graus-dnd-class-features.anDOS5N1wQxYsDDa]{Training in War and Song}

\n

2nd-level Bladesinging feature

\n

You gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

\n

You also gain proficiency in the Performance skill if you don’t already have it.

\n\n

Bladesong @Compendium[world.ddb-graus-dnd-class-features.BUBKb4DnP9ek4WnF]{Bladesong}

\n

2nd-level Bladesinging feature

\n

You can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

\n

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

\n

While your Bladesong is active, you gain the following benefits:

\n\n

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

\n\n

Extra Attack

\n

6th-level Bladesinging feature

\n

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

\n\n

Song of Defense @Compendium[world.ddb-graus-dnd-class-features.Xh5D9tFoXFy6SLEi]{Song of Defense}

\n

10th-level Bladesinging feature

\n

You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.

\n\n

Song of Victory @Compendium[world.ddb-graus-dnd-class-features.gW6r4qKPZY43r76R]{Song of Victory}

\n

14th-level Bladesinging feature

\n

You can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

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.

\n
Spellbook
\n

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.

\n
Preparing and Casting Spells
\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

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.

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\n
Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

\n

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.

\n

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.

\n

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.

\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\n

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.

\n

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.

\n

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.

\n
\n\n

Arcane Recovery

\n

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.

\n

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.

\n\n

Arcane Tradition

\n

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Spell Mastery

\n

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.

\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

\n\n

Signature Spells

\n

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.

\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 112","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":8,"data":{"id":8,"name":"Wizard","description":"

A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/wizard","spellCastingAbilityId":4,"sources":[{"sourceId":1,"pageNumber":112,"sourceType":1}],"classFeatures":[{"id":328,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":329,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":7},{"id":330,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":8},{"id":332,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":412,"name":"Arcane Tradition","prerequisite":null,"description":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":5},{"id":413,"name":"Spell Mastery","prerequisite":null,"description":"

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.

\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

","requiredLevel":18,"displayOrder":10},{"id":414,"name":"Signature Spells","prerequisite":null,"description":"

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.

\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard#Bladesinging","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":8,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"5meVeXDMSOMFWtvI","name":"Cleric (War Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

War Domain

\n

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

\n\n

Class Features

\n\n

Bonus Proficiencies

\n

At 1st level, you gain proficiency with martial weapons and heavy armor.

\n\n

War Priest @Compendium[world.ddb-graus-dnd-class-features.NTdvvtOj0CBU3Lna]{War Priest}

\n

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

\n

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n\n

Channel Divinity: Guided Strike @Compendium[world.ddb-graus-dnd-class-features.JP9vCFlgmxWWl167]{Channel Divinity: Guided Strike}

\n

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

\n\n

Channel Divinity: War God’s Blessing @Compendium[world.ddb-graus-dnd-class-features.3x68RyWXJJqKTxiy]{Channel Divinity: War God’s Blessing}

\n

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

\n\n

Divine Strike

\n

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

\n\n

Avatar of Battle @Compendium[world.ddb-graus-dnd-class-features.nrMWqdMQxAcAJuqj]{Avatar of Battle}

\n

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

\n\n

Spellcasting

\n

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

\n\n

Divine Domain

\n

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\n
Domain Spells
\n

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.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\n

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.

\n
Channel Divinity: Turn Undead
\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Destroy Undead

\n

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.

\n

Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cleric Level

\n
\n

Destroys Undead of CR ...

\n
\n

5th

\n
\n

1/2 or lower

\n
\n

8th

\n
\n

1 or lower

\n
\n

11th

\n
\n

2 or lower

\n
\n

14th

\n
\n

3 or lower

\n
\n

17th

\n
\n

4 or lower

\n
\n

 

\n\n

Divine Intervention

\n

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\n

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.

\n

At 20th level, your call for intervention succeeds automatically, no roll required.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":2,"data":{"id":2,"name":"Cleric","description":"

A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":108,"name":"Spellcasting","prerequisite":null,"description":"

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

\r\n
\r\n

5th

\r\n
\r\n

1/2 or lower

\r\n
\r\n

8th

\r\n
\r\n

1 or lower

\r\n
\r\n

11th

\r\n
\r\n

2 or lower

\r\n
\r\n

14th

\r\n
\r\n

3 or lower

\r\n
\r\n

17th

\r\n
\r\n

4 or lower

\r\n
\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric#WarDomain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":2,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"6RQ685wcYJGQvevM","name":"Cleric (Light Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Light Domain

\n

Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.

\n\n

Class Features

\n\n

Bonus Cantrip

\n

When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.

\n\n

Warding Flare @Compendium[world.ddb-graus-dnd-class-features.htHdudzkGp5dLsNs]{Warding Flare}

\n

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

\n

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n\n

Channel Divinity: Radiance of the Dawn @Compendium[world.ddb-graus-dnd-class-features.IrNzRvdY8HLMYL9Q]{Channel Divinity: Radiance of the Dawn}

\n

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

\n

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

\n\n

Improved Flare @Compendium[world.ddb-graus-dnd-class-features.1BZgap6IS4JR6bte]{Improved Flare}

\n

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

\n\n

Potent Spellcasting

\n

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

\n\n

Corona of Light @Compendium[world.ddb-graus-dnd-class-features.3HdLsyC98Lnm2IBa]{Corona of Light}

\n

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

\n\n

Spellcasting

\n

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

\n\n

Divine Domain

\n

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\n
Domain Spells
\n

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.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\n

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.

\n
Channel Divinity: Turn Undead
\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Destroy Undead

\n

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.

\n

Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cleric Level

\n
\n

Destroys Undead of CR ...

\n
\n

5th

\n
\n

1/2 or lower

\n
\n

8th

\n
\n

1 or lower

\n
\n

11th

\n
\n

2 or lower

\n
\n

14th

\n
\n

3 or lower

\n
\n

17th

\n
\n

4 or lower

\n
\n

 

\n\n

Divine Intervention

\n

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\n

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.

\n

At 20th level, your call for intervention succeeds automatically, no roll required.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":2,"data":{"id":2,"name":"Cleric","description":"

A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":108,"name":"Spellcasting","prerequisite":null,"description":"

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

\r\n
\r\n

5th

\r\n
\r\n

1/2 or lower

\r\n
\r\n

8th

\r\n
\r\n

1 or lower

\r\n
\r\n

11th

\r\n
\r\n

2 or lower

\r\n
\r\n

14th

\r\n
\r\n

3 or lower

\r\n
\r\n

17th

\r\n
\r\n

4 or lower

\r\n
\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric#LightDomain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":2,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"6pW1g1fQ3cZbaUvb","name":"Monk (Way of Shadow)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Way of Shadow

\n

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

\n\n

Class Features

\n\n

Shadow Arts @Compendium[world.ddb-graus-dnd-class-features.hrQm5PHouz7ociVj]{Shadow Arts}

\n

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.

\n\n

Shadow Step @Compendium[world.ddb-graus-dnd-class-features.VJ7HugqNAXcE0fOB]{Shadow Step}

\n

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

\n\n

Cloak of Shadows @Compendium[world.ddb-graus-dnd-class-features.pNsgs8V2450sOjeG]{Cloak of Shadows}

\n

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

\n\n

Opportunist @Compendium[world.ddb-graus-dnd-class-features.EcNSgqiMNrrCPNkT]{Opportunist}

\n

At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

\n\n

Unarmored Defense

\n

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.

\n\n

Martial Arts

\n

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.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n

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 in the Weapons section.

\n\n

Ki

\n

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.

\n

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.

\n

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.

\n

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:

\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\n
Flurry of Blows
\n

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.

\n
Patient Defense
\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\n
Step of the Wind
\n

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.

\n\n

Unarmored Movement

\n

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.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n

Monastic Tradition

\n

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n\n

Deflect Missiles

\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Slow Fall

\n

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.

\n\n

Extra Attack

\n

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

\n\n

Stunning Strike

\n

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.

\n\n

Ki-Empowered Strikes

\n

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Evasion

\n

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.

\n\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n\n

Purity of Body

\n

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

\n\n

Tongue of the Sun and Moon

\n

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.

\n\n

Diamond Soul

\n

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

\n\n

Timeless Body

\n

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.

\n\n

Empty Body

\n

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.

\n

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.

\n\n

Perfect Self

\n

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

\n\n

Unarmored Movement Improvement

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 76","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":11,"data":{"id":11,"name":"Monk","description":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\r\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/monk","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":76,"sourceType":1}],"classFeatures":[{"id":226,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":227,"name":"Martial Arts","prerequisite":null,"description":"

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.

\r\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\r\n\r\n

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 in the Weapons section.

","requiredLevel":1,"displayOrder":4},{"id":228,"name":"Ki","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

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:

\r\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n
Flurry of Blows
\r\n

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.

\r\n
Patient Defense
\r\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\r\n
Step of the Wind
\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":229,"name":"Unarmored Movement","prerequisite":null,"description":"

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.

\r\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

","requiredLevel":2,"displayOrder":6},{"id":230,"name":"Monastic Tradition","prerequisite":null,"description":"

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":231,"name":"Deflect Missiles","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":3,"displayOrder":8},{"id":232,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":233,"name":"Slow Fall","prerequisite":null,"description":"

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.

","requiredLevel":4,"displayOrder":10},{"id":234,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":235,"name":"Stunning Strike","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":12},{"id":236,"name":"Ki-Empowered Strikes","prerequisite":null,"description":"

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

","requiredLevel":6,"displayOrder":13},{"id":237,"name":"Evasion","prerequisite":null,"description":"

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.

","requiredLevel":7,"displayOrder":15},{"id":238,"name":"Stillness of Mind","prerequisite":null,"description":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","requiredLevel":7,"displayOrder":16},{"id":239,"name":"Purity of Body","prerequisite":null,"description":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

","requiredLevel":10,"displayOrder":19},{"id":240,"name":"Tongue of the Sun and Moon","prerequisite":null,"description":"

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.

","requiredLevel":13,"displayOrder":22},{"id":241,"name":"Diamond Soul","prerequisite":null,"description":"

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\r\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

","requiredLevel":14,"displayOrder":23},{"id":242,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":25},{"id":243,"name":"Empty Body","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":27},{"id":244,"name":"Perfect Self","prerequisite":null,"description":"

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

","requiredLevel":20,"displayOrder":30},{"id":245,"name":"Unarmored Movement Improvement","prerequisite":null,"description":"

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

","requiredLevel":9,"displayOrder":18},{"id":246,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":17},{"id":247,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":21},{"id":248,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":26},{"id":249,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":29},{"id":455,"name":"Unarmored Movement","prerequisite":null,"description":"

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

","requiredLevel":6,"displayOrder":14},{"id":456,"name":"Unarmored Movement","prerequisite":null,"description":"

At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

","requiredLevel":10,"displayOrder":20},{"id":457,"name":"Unarmored Movement","prerequisite":null,"description":"

At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

","requiredLevel":14,"displayOrder":24},{"id":458,"name":"Unarmored Movement","prerequisite":null,"description":"

At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

","requiredLevel":18,"displayOrder":28},{"id":464,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":536,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":76,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10369,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10370,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/monk#WayofShadow","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":11,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"6wqr67C2CIE72IIg","name":"Fighter (Echo Knight)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"

A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Echo Knight

\n

A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

\n\n

Class Features

\n\n

Manifest Echo @Compendium[world.ddb-graus-dnd-class-features.dkwnLa63TguiflqT]{Manifest Echo}

\n

3rd-level Echo Knight feature

\n

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.

\n

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

\n

You can use the echo in the following ways:

\n\n\n

Unleash Incarnation @Compendium[world.ddb-graus-dnd-class-features.plY2HFhmufgHuTp6]{Unleash Incarnation}

\n

3rd-level Echo Knight feature

\n

You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.

\n

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n\n

Echo Avatar @Compendium[world.ddb-graus-dnd-class-features.IywmYJVFntTetKst]{Echo Avatar}

\n

7th-level Echo Knight feature

\n

You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

\n\n

Shadow Martyr @Compendium[world.ddb-graus-dnd-class-features.ZkWKfXegx9AF5iT6]{Shadow Martyr}

\n

10th-level Echo Knight feature

\n

You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

\n

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

\n\n

Reclaim Potential @Compendium[world.ddb-graus-dnd-class-features.0KV2hajwrmMOiCgK]{Reclaim Potential}

\n

15th-level Echo Knight feature

\n

You’ve learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don’t already have temporary hit points.

\n

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n\n

Legion of One @Compendium[world.ddb-graus-dnd-class-features.243hUY0YSMhEwBWX]{Legion of One}

\n

18th-level Echo Knight feature

\n

You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo’s position can be done from the other’s instead.

\n

In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

\n\n

Fighting Style

\n

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.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 70","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":10,"data":{"id":10,"name":"Fighter","description":"

A master of martial combat, skilled with a variety of weapons and armor

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

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

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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.

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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.

","requiredLevel":1,"displayOrder":4},{"id":193,"name":"Action Surge","prerequisite":null,"description":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\r\n

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.

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At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":6},{"id":195,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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

\r\n

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.

","requiredLevel":5,"displayOrder":8},{"id":197,"name":"Indomitable","prerequisite":null,"description":"

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.

\r\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","requiredLevel":9,"displayOrder":11},{"id":199,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 6th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":6,"displayOrder":9},{"id":200,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":201,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":13},{"id":202,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 14th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":14,"displayOrder":14},{"id":203,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":15},{"id":204,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":205,"name":"Extra Attack","prerequisite":null,"description":"

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

\r\n

The number of attacks increases to four when you reach 20th level in this class.

","requiredLevel":11,"displayOrder":12},{"id":206,"name":"Extra Attack","prerequisite":null,"description":"

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

","requiredLevel":20,"displayOrder":17},{"id":463,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":535,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":70,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1,2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10367,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]},{"description":"or Dexterity 13","prerequisiteMappings":[{"id":10368,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/fighter#EchoKnight","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":10,"hitDice":10,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"74kTedTLRMTQjiEU","name":"Cleric (Order Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Order Domain

\n

Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.

\n\n

Class Features

\n\n

Domain Spells

\n

1st-level Order Domain feature

\n

You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

\n

Order Domain Spells

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Cleric LevelSpells
1stcommand, heroism
3rdhold person, zone of truth
5thmass healing word, slow
7thcompulsion, locate creature
9thcommune, dominate person
\n\n

Bonus Proficiencies

\n

1st-level Order Domain feature

\n

You gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

\n\n

Voice of Authority @Compendium[world.ddb-graus-dnd-class-features.oJOofAWJtYTOS0Ef]{Voice of Authority}

\n

1st-level Order Domain feature

\n

You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

\n

If the spell targets more than one ally, you choose the ally who can make the attack.

\n\n

Channel Divinity: Order’s Demand @Compendium[world.ddb-graus-dnd-class-features.4RnckDEHP5YAZP1B]{Channel Divinity: Order’s Demand}

\n

2nd-level Order Domain feature

\n

You can use your Channel Divinity to exert an intimidating presence over others.

\n

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

\n\n

Embodiment of the Law @Compendium[world.ddb-graus-dnd-class-features.KBiK6LjSTyevADuE]{Embodiment of the Law}

\n

6th-level Order Domain feature

\n

You have become remarkably adept at channeling magical energy to compel others.

\n

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.

\n

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

\n\n

Divine Strike

\n

8th-level Order Domain feature

\n

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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

\n\n

Order's Wrath @Compendium[world.ddb-graus-dnd-class-features.wvAHlcqy6zUTja3E]{Order's Wrath}

\n

17th-level Order Domain feature

\n

Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

\n\n

Spellcasting

\n

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

\n\n

Divine Domain

\n

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\n
Domain Spells
\n

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.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\n

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.

\n
Channel Divinity: Turn Undead
\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Destroy Undead

\n

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.

\n

Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cleric Level

\n
\n

Destroys Undead of CR ...

\n
\n

5th

\n
\n

1/2 or lower

\n
\n

8th

\n
\n

1 or lower

\n
\n

11th

\n
\n

2 or lower

\n
\n

14th

\n
\n

3 or lower

\n
\n

17th

\n
\n

4 or lower

\n
\n

 

\n\n

Divine Intervention

\n

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\n

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.

\n

At 20th level, your call for intervention succeeds automatically, no roll required.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":2,"data":{"id":2,"name":"Cleric","description":"

A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":108,"name":"Spellcasting","prerequisite":null,"description":"

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

\r\n
\r\n

5th

\r\n
\r\n

1/2 or lower

\r\n
\r\n

8th

\r\n
\r\n

1 or lower

\r\n
\r\n

11th

\r\n
\r\n

2 or lower

\r\n
\r\n

14th

\r\n
\r\n

3 or lower

\r\n
\r\n

17th

\r\n
\r\n

4 or lower

\r\n
\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric#OrderDomain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":2,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"7lxHfTGdzBKBRZtt","name":"Wizard (School of Evocation)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

School of Evocation

\n

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.

\n\n

Class Features

\n\n

Evocation Savant

\n

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.

\n\n

Sculpt Spells

\n

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.

\n\n

Potent Cantrip

\n

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.

\n\n

Empowered Evocation

\n

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

\n\n

Overchannel

\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

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.

\n
Spellbook
\n

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.

\n
Preparing and Casting Spells
\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

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.

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\n
Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

\n

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.

\n

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.

\n

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.

\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\n

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.

\n

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.

\n

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.

\n
\n\n

Arcane Recovery

\n

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.

\n

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.

\n\n

Arcane Tradition

\n

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Spell Mastery

\n

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.

\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

\n\n

Signature Spells @Compendium[world.ddb-graus-dnd-class-features.pP0bEi9cFEhPuATx]{Signature Spells}

\n

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.

\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 112","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":8,"data":{"id":8,"name":"Wizard","description":"

A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/wizard","spellCastingAbilityId":4,"sources":[{"sourceId":1,"pageNumber":112,"sourceType":1}],"classFeatures":[{"id":328,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":329,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":7},{"id":330,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":8},{"id":332,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":412,"name":"Arcane Tradition","prerequisite":null,"description":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":5},{"id":413,"name":"Spell Mastery","prerequisite":null,"description":"

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.

\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

","requiredLevel":18,"displayOrder":10},{"id":414,"name":"Signature Spells","prerequisite":null,"description":"

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.

\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard#SchoolofEvocation","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":8,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"8lqkRoJO5VImxuFP","name":"Fighter (Gunslinger)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"

A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Gunslinger

\n

This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.

\n\n

Class Features

\n\n

Firearm Proficiency @Compendium[world.ddb-graus-dnd-class-features.GXDmnZLQnORl8hXW]{Firearm Proficiency}

\n

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

\n\n

Gunsmith @Compendium[world.ddb-graus-dnd-class-features.1SLw517nWmQUMQVq]{Gunsmith}

\n

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

\n
Firearm Properties
\n

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

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Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

\n

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

\n

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

\n
Ammunition
\n

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

\n
Firearms
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
NameCostAmmoDamageWeightRangeProperties
Palm Pistol50g2g (20)1d8 piercing1 lb.(40/160)\n
Light, reload 1, misfire 1
\n
Pistol150g4g (20)1d10 piercing3 lb.(60/240)\n
\n
Reload 4, misfire 1
\n
\n
Musket300g5g (20)1d12 piercing10 lb.(120/480)\n
\n
Two-handed, reload 1, misfire 2
\n
\n
Pepperbox250g4g (20)1d10 piercing5 lb.(80/320)\n
\n
Reload 6, misfire 2
\n
\n
Blunderbuss300g5g (5)2d8 piercing10 lb.(15/60)\n
\n
Reload 1, misfire 2
\n
\n
Bad NewsCrafted10g (5)2d12 piercing25 lb.(200/800)\n
\n
Two-handed, reload 1, misfire 3
\n
\n
Hand MortarCrafted10g (1)2d8 fire10 lb.(30/60)\n
\n
Reload 1, misfire 3, explosive
\n
\n
\n\n

Adept Marksman @Compendium[world.ddb-graus-dnd-class-features.LHXoXm6kmqid6YwG]{Adept Marksman}

\n

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

\n

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

\n

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

\n

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

\n

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

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

\n\n

Quickdraw @Compendium[world.ddb-graus-dnd-class-features.dKwyJEq5jNNN4shq]{Quickdraw}

\n

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

\n\n

Rapid Repair @Compendium[world.ddb-graus-dnd-class-features.ZvEaWoaGz7YlnOEj]{Rapid Repair}

\n

Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

\n\n

Lightning Reload @Compendium[world.ddb-graus-dnd-class-features.hvDtzgVE5ZK8TcvH]{Lightning Reload}

\n

Starting at 15th level, you can reload any firearm as a bonus action.

\n\n

Vicious Intent @Compendium[world.ddb-graus-dnd-class-features.0Jc7jHGLYpZoBOnI]{Vicious Intent}

\n

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

\n\n

Hemorrhaging Critical @Compendium[world.ddb-graus-dnd-class-features.RJb0bYB0cg1pejH7]{Hemorrhaging Critical}

\n

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

\n\n

Trick Shots @Compendium[world.ddb-graus-dnd-class-features.pfBf40vnoQCEwcEu]{Trick Shots}

\n

These trick shots are presented in alphabetical order.

\n\n

Fighting Style

\n

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.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 70","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":10,"data":{"id":10,"name":"Fighter","description":"

A master of martial combat, skilled with a variety of weapons and armor

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/fighter","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":70,"sourceType":1}],"classFeatures":[{"id":191,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":192,"name":"Second Wind","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":193,"name":"Action Surge","prerequisite":null,"description":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":194,"name":"Martial Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":6},{"id":195,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":196,"name":"Extra Attack","prerequisite":null,"description":"

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

\r\n

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.

","requiredLevel":5,"displayOrder":8},{"id":197,"name":"Indomitable","prerequisite":null,"description":"

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.

\r\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","requiredLevel":9,"displayOrder":11},{"id":199,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 6th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":6,"displayOrder":9},{"id":200,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":201,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":13},{"id":202,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 14th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":14,"displayOrder":14},{"id":203,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":15},{"id":204,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":205,"name":"Extra Attack","prerequisite":null,"description":"

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

\r\n

The number of attacks increases to four when you reach 20th level in this class.

","requiredLevel":11,"displayOrder":12},{"id":206,"name":"Extra Attack","prerequisite":null,"description":"

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

","requiredLevel":20,"displayOrder":17},{"id":463,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":535,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":70,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1,2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10367,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]},{"description":"or Dexterity 13","prerequisiteMappings":[{"id":10368,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/fighter#Gunslinger","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":10,"hitDice":10,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"8pEUOVELpPpEJeN1","name":"Warlock (The Undying)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

The Undying

\n

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize — like all power — comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

\n\n

Class Features

\n\n

Expanded Spell List

\n

The Undying 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.

\n
Undying Expanded Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Spell LevelSpells
1stfalse life, ray of sickness
2ndblindness/deafness, silence
3rdfeign death, speak with dead
4thaura of life, death ward
5thcontagion, legend lore
\n\n

Among the Dead @Compendium[world.ddb-graus-dnd-class-features.fNSH8j5dp3OTuC3W]{Among the Dead}

\n

Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

\n

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

\n\n

Defy Death @Compendium[world.ddb-graus-dnd-class-features.Bz52UlTRmS8wRNae]{Defy Death}

\n

Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.

\n

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

\n\n

Undying Nature @Compendium[world.ddb-graus-dnd-class-features.TN0aEAQFUhLeTmIF]{Undying Nature}

\n

Beginning at 10th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

\n

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

\n\n

Indestructible Life @Compendium[world.ddb-graus-dnd-class-features.D7szg1GNoiLy8T7X]{Indestructible Life}

\n

When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

\n

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

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Otherworldly Patron

\n

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

\n\n

Pact Magic

\n

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\n
Cantrips
\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n
Spell Slots
\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\n
Spells Known of 1st Level and Higher
\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

\n\n

Eldritch Invocations

\n

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\n

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.

\n

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.

\n

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.

\n\n

Pact Boon

\n

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.

\n\n

Mystic Arcanum (6th level)

\n

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.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

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.

\n\n

Eldritch Master

\n

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.

\n\n

Mystic Arcanum (7th level)

\n

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

\n\n

Mystic Arcanum (8th level)

\n

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Mystic Arcanum (9th level)

\n

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 105","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"pact","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":7,"data":{"id":7,"name":"Warlock","description":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/warlock","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":105,"sourceType":1}],"classFeatures":[{"id":323,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":324,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":325,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":326,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":13},{"id":327,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":386,"name":"Otherworldly Patron","prerequisite":null,"description":"

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","requiredLevel":1,"displayOrder":3},{"id":387,"name":"Pact Magic","prerequisite":null,"description":"

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\r\n
Cantrips
\r\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\r\n
Spell Slots
\r\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\r\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\r\n
Spells Known of 1st Level and Higher
\r\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

","requiredLevel":1,"displayOrder":4},{"id":388,"name":"Eldritch Invocations","prerequisite":null,"description":"

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\r\n

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.

\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":389,"name":"Pact Boon","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":6},{"id":390,"name":"Mystic Arcanum (6th level)","prerequisite":null,"description":"

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.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

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.

","requiredLevel":11,"displayOrder":9},{"id":391,"name":"Eldritch Master","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":16},{"id":392,"name":"Mystic Arcanum (7th level)","prerequisite":null,"description":"

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

","requiredLevel":13,"displayOrder":11},{"id":393,"name":"Mystic Arcanum (8th level)","prerequisite":null,"description":"

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":15,"displayOrder":12},{"id":394,"name":"Mystic Arcanum (9th level)","prerequisite":null,"description":"

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":17,"displayOrder":14},{"id":469,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":541,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":105,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,10,11,11,12,12,13,13,14,14,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10364,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/warlock#TheUndying","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":7,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"9SjHynvhOLxJ4joM","name":"Rogue (Arcane Trickster)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Arcane Trickster

\n

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

\n\n

Class Features

\n\n

Spellcasting

\n

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

\n
Spell Slots
\n

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard 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.

\n

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

\n
Spells Known of 1st-Level and Higher
\n

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

\n

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

\n

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

\n

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Arcane Trickster Spellcasting
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Rogue

\n

Level

\n
\n

Cantrips

\n

Known

\n
\n

Spells

\n

Known

\n
\n

— Spell Slots per Spell Level —

\n
\n

1st

\n
\n

2nd

\n
\n

3rd

\n
\n

4th

\n
\n

3rd

\n
\n

3

\n
\n

3

\n
\n

2

\n
\n

\n
\n

\n
\n

\n
\n

4th

\n
\n

3

\n
\n

4

\n
\n

3

\n
\n

\n
\n

\n
\n

\n
\n

5th

\n
\n

3

\n
\n

4

\n
\n

3

\n
\n

\n
\n

\n
\n

\n
\n

6th

\n
\n

3

\n
\n

4

\n
\n

3

\n
\n

\n
\n

\n
\n

\n
\n

7th

\n
\n

3

\n
\n

5

\n
\n

4

\n
\n

2

\n
\n

\n
\n

\n
\n

8th

\n
\n

3

\n
\n

6

\n
\n

4

\n
\n

2

\n
\n

\n
\n

\n
\n

9th

\n
\n

3

\n
\n

6

\n
\n

4

\n
\n

2

\n
\n

\n
\n

\n
\n

10th

\n
\n

4

\n
\n

7

\n
\n

4

\n
\n

3

\n
\n

\n
\n

\n
\n

11th

\n
\n

4

\n
\n

8

\n
\n

4

\n
\n

3

\n
\n

\n
\n

\n
\n

12th

\n
\n

4

\n
\n

8

\n
\n

4

\n
\n

3

\n
\n

\n
\n

\n
\n

13th

\n
\n

4

\n
\n

9

\n
\n

4

\n
\n

3

\n
\n

2

\n
\n

\n
\n

14th

\n
\n

4

\n
\n

10

\n
\n

4

\n
\n

3

\n
\n

2

\n
\n

\n
\n

15th

\n
\n

4

\n
\n

10

\n
\n

4

\n
\n

3

\n
\n

2

\n
\n

\n
\n

16th

\n
\n

4

\n
\n

11

\n
\n

4

\n
\n

3

\n
\n

3

\n
\n

\n
\n

17th

\n
\n

4

\n
\n

11

\n
\n

4

\n
\n

3

\n
\n

3

\n
\n

\n
\n

18th

\n
\n

4

\n
\n

11

\n
\n

4

\n
\n

3

\n
\n

3

\n
\n

\n
\n

19th

\n
\n

4

\n
\n

12

\n
\n

4

\n
\n

3

\n
\n

3

\n
\n

1

\n
\n

20th

\n
\n

4

\n
\n

13

\n
\n

4

\n
\n

3

\n
\n

3

\n
\n

1

\n
\n\n

Mage Hand Legerdemain @Compendium[world.ddb-graus-dnd-class-features.6VEqKJGdilHz2mQF]{Mage Hand Legerdemain}

\n

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

\n\n

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

\n

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

\n\n

Magical Ambush @Compendium[world.ddb-graus-dnd-class-features.FfSgPguUmxMcdyAR]{Magical Ambush}

\n

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

\n\n

Versatile Trickster @Compendium[world.ddb-graus-dnd-class-features.xuChJYWuV2rLzEiN]{Versatile Trickster}

\n

At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

\n\n

Spell Thief @Compendium[world.ddb-graus-dnd-class-features.3u2pRMPSFlf0ltsS]{Spell Thief}

\n

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

\n

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

\n

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

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Expertise

\n

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.

\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

\n\n

Sneak Attack

\n

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.

\n

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.

\n

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.

\n\n

Thieves’ Cant

\n

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.

\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

\n\n

Cunning Action

\n

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.

\n\n

Roguish Archetype

\n

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n\n

Uncanny Dodge

\n

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.

\n\n

Evasion

\n

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

\n\n

Reliable Talent

\n

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.

\n\n

Blindsense

\n

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.

\n\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n\n

Elusive

\n

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.

\n\n

Stroke of Luck

\n

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.

\n

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

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 94","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","prc","prf","per"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":12,"data":{"id":12,"name":"Rogue","description":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\r\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/rogue","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":94,"sourceType":1}],"classFeatures":[{"id":313,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":314,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":315,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":14},{"id":316,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":17},{"id":317,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":342,"name":"Expertise","prerequisite":null,"description":"

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.

\r\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

","requiredLevel":1,"displayOrder":3},{"id":343,"name":"Sneak Attack","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":344,"name":"Thieves’ Cant","prerequisite":null,"description":"

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.

\r\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","requiredLevel":1,"displayOrder":5},{"id":345,"name":"Cunning Action","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":346,"name":"Roguish Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":347,"name":"Uncanny Dodge","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":9},{"id":348,"name":"Evasion","prerequisite":null,"description":"

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

","requiredLevel":7,"displayOrder":11},{"id":349,"name":"Reliable Talent","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":13},{"id":350,"name":"Blindsense","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":15},{"id":351,"name":"Slippery Mind","prerequisite":null,"description":"

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","requiredLevel":15,"displayOrder":16},{"id":352,"name":"Elusive","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":18},{"id":353,"name":"Stroke of Luck","prerequisite":null,"description":"

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.

\r\n

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

","requiredLevel":20,"displayOrder":20},{"id":467,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":471,"name":"Expertise","prerequisite":null,"description":"

At 6th level, choose two more of your skill proficiencies, or one more 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.

","requiredLevel":6,"displayOrder":10},{"id":539,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":591,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 10th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":10,"displayOrder":13}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":94,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13","prerequisiteMappings":[{"id":10371,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/rogue#ArcaneTrickster","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":12,"hitDice":8,"spellCastingAbilityId":4,"canCastSpells":true}}} {"_id":"9fTlFAmTpIcNTlDf","name":"Ranger (Fey Wanderer)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"

A warrior who combats threats on the edges of civilization

\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Fey Wanderer

\n

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms.

\n\n

Class Features

\n\n

Fey Wanderer Magic @Compendium[world.ddb-graus-dnd-class-features.QL5v8EL6oWhE5gUG]{Fey Wanderer Magic}

\n

3rd-level Fey Wanderer feature

\n

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

\n
Fey Wanderer Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Ranger LevelSpells
3rdcharm person
5thmisty step
9thdispel magic
13thdimension door
17thmislead
\n

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

\n
Feywild Gifts
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Appearance
1Illusory butterflies flutter around you while you take a short or long rest.
2Fresh, seasonal flowers sprout from your hair each dawn.
3You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4Your shadow dances while no one is looking directly at it.
5Horns or antlers sprout from your head.
6Your skin and hair change color to match the season at each dawn.
\n
\n\n

Otherworldly Glamour @Compendium[world.ddb-graus-dnd-class-features.qngsgaHEn2QNAnYy]{Otherworldly Glamour}

\n

3rd-level Fey Wanderer feature

\n

Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

\n

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

\n\n

Beguiling Twist @Compendium[world.ddb-graus-dnd-class-features.zDnk9f0sGUrURm5R]{Beguiling Twist}

\n

7th-level Fey Wanderer feature

\n

The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

\n

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

\n\n

Fey Reinforcements @Compendium[world.ddb-graus-dnd-class-features.9NqVTnwZnopCWf7I]{Fey Reinforcements}

\n

11th-level Fey Wanderer feature

\n

The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in chapter 3). It doesn’t count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

\n

Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

\n\n

Dreadful Strikes @Compendium[world.ddb-graus-dnd-class-features.64gDbilQfU0lChG7]{Dreadful Strikes}

\n

3rd-level Fey Wanderer feature

\n

You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

\n

The extra damage increases to 1d6 when you reach 11th level in this class.

\n\n

Misty Wanderer @Compendium[world.ddb-graus-dnd-class-features.6PyWjjCc1LbkH2vH]{Misty Wanderer}

\n

15th-level Fey Wanderer feature

\n

You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

\n

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

\n\n

Favored Enemy

\n

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\n

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.

\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\n

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.

\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

\n\n

Natural Explorer

\n

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, swamp, or the Underdark. 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.

\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\n\n

You choose additional favored terrain types at 6th and 10th level.

\n\n

Fighting Style

\n

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\n
Spell Slots
\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the ranger spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n\n

Ranger Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n\n

Primeval Awareness

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Hide in Plain Sight

\n

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.

\n

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.

\n\n

Vanish

\n

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.

\n\n

Feral Senses

\n

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.

\n

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.

\n\n

Foe Slayer

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 89","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["ath","ins","inv","nat","prc","ste"],"value":[]},"spellcasting":{"progression":"half","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":5,"data":{"id":5,"name":"Ranger","description":"

A warrior who combats threats on the edges of civilization

\r\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/ranger","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":89,"sourceType":1}],"classFeatures":[{"id":294,"name":"Favored Enemy","prerequisite":null,"description":"

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\r\n

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.

\r\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\r\n

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.

\r\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

","requiredLevel":1,"displayOrder":3},{"id":295,"name":"Natural Explorer","prerequisite":null,"description":"

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, swamp, or the Underdark. 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.

\r\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\r\n\r\n

You choose additional favored terrain types at 6th and 10th level.

","requiredLevel":1,"displayOrder":4},{"id":296,"name":"Fighting Style","prerequisite":null,"description":"

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\r\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

","requiredLevel":2,"displayOrder":5},{"id":297,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\r\n
Spell Slots
\r\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the ranger spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

","requiredLevel":2,"displayOrder":6},{"id":298,"name":"Ranger Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

","requiredLevel":3,"displayOrder":7},{"id":299,"name":"Primeval Awareness","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":300,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":301,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":302,"name":"Land’s Stride","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":8,"displayOrder":12},{"id":303,"name":"Hide in Plain Sight","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":10,"displayOrder":14},{"id":304,"name":"Vanish","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":16},{"id":305,"name":"Feral Senses","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":19},{"id":306,"name":"Foe Slayer","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":21},{"id":309,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":310,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":311,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":312,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":466,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":538,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":89,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[0,0,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10361,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10362,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/ranger#FeyWanderer","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":5,"hitDice":10,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"9i3QleztRh9IbFnb","name":"Wizard (Chronurgy Magic)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Chronurgy Magic

\n

Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

\n\n

Class Features

\n\n

Chronal Shift @Compendium[world.ddb-graus-dnd-class-features.qFpOPlTul0keHO6z]{Chronal Shift}

\n

2nd-level Chronurgy Magic feature

\n

You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

\n

You can use this ability twice, and you regain any expended uses when you finish a long rest.

\n\n

Temporal Awareness @Compendium[world.ddb-graus-dnd-class-features.Uuck8o4otcm0RW8y]{Temporal Awareness}

\n

2nd-level Chronurgy Magic feature

\n

You can add your Intelligence modifier to your initiative rolls.

\n\n

Momentary Stasis @Compendium[world.ddb-graus-dnd-class-features.EC2pjfzPa4uX2eYS]{Momentary Stasis}

\n

6th-level Chronurgy Magic feature

\n

As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n\n

Arcane Abeyance @Compendium[world.ddb-graus-dnd-class-features.7MHfVt55toW9vEhH]{Arcane Abeyance}

\n

10th-level Chronurgy Magic feature

\n

When you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

\n

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

\n

Once you create a bead with this feature, you can’t do so again until you finish a short or long rest.

\n\n

Convergent Future @Compendium[world.ddb-graus-dnd-class-features.Lza1yVnH65NUxrNR]{Convergent Future}

\n

14th-level Chronurgy Magic feature

\n

You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

\n

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

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.

\n
Spellbook
\n

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.

\n
Preparing and Casting Spells
\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

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.

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\n
Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

\n

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.

\n

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.

\n

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.

\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\n

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.

\n

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.

\n

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.

\n
\n\n

Arcane Recovery

\n

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.

\n

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.

\n\n

Arcane Tradition

\n

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Spell Mastery

\n

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.

\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

\n\n

Signature Spells

\n

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.

\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 112","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":8,"data":{"id":8,"name":"Wizard","description":"

A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/wizard","spellCastingAbilityId":4,"sources":[{"sourceId":1,"pageNumber":112,"sourceType":1}],"classFeatures":[{"id":328,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":329,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":7},{"id":330,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":8},{"id":332,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":412,"name":"Arcane Tradition","prerequisite":null,"description":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":5},{"id":413,"name":"Spell Mastery","prerequisite":null,"description":"

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.

\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

","requiredLevel":18,"displayOrder":10},{"id":414,"name":"Signature Spells","prerequisite":null,"description":"

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.

\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard#ChronurgyMagic","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":8,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"AEUJessqwF6U67ld","name":"Paladin (Oath of the Open Sea)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"

A holy warrior bound to a sacred oath

\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Oath of the Open Sea

\n

The Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon. Driven to seek the adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny the liberties afforded to likeminded travelers, rooting out the tyrannical and corrupt that claim any shore. Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities like the Wild Mother or Storm Lord that influence safe passage, while often feeling called to hunt those monstrosities that seek to terrorize and spoil the waters with wanton violence and ill intent.

\n\n

Class Features

\n\n

Channel Divinity

\n

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

\n

Marine Layer. As an action you can channel the sea to create a thick cloud of fog that surrounds you and heavily obscures the area for 20 feet in all directions, following you as you move. You and all creatures within 5 feet of you instead treat this fog as lightly obscured. This fog lasts for 10 minutes, spreads around corners and cannot be dispersed.

\n

Fury of the Tides. As a bonus action, you can channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Charisma modifier.

\n\n

Oath Spells

\n

You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the Sacred Oath class feature for how oath spells work.

\n
Oath of the Open Sea Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
\n

3rd

\n
\n

create or destroy water, expeditious retreat

\n
\n

5th

\n
\n

augury, misty step

\n
\n

9th

\n
\n

call lightning, tidal wave

\n
\n

13th

\n
\n

control water, freedom of movement

\n
\n

17th

\n
\n

commune with nature, maelstrom

\n
\n\n

Aura of Liberation @Compendium[world.ddb-graus-dnd-class-features.fjfIEB1u1xuhsVCt]{Aura of Liberation}

\n

Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you cannot be grappled or restrained, as well as ignore penalties on movement or attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape nonmagical restraints.

\n

When you reach 18th level in this class, the range of the aura increases to 30 feet.

\n\n

Stormy Waters @Compendium[world.ddb-graus-dnd-class-features.hQufAP3OOjwi4ayp]{Stormy Waters}

\n

At 15th level, you can call crashing waters around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d12 bludgeoning damage and must succeed a Strength saving throw or be knocked prone.

\n\n

Mythic Swashbuckler @Compendium[world.ddb-graus-dnd-class-features.vILaEj3YHHSSUpv1]{Mythic Swashbuckler}

\n

At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea, gaining the following benefits for 1 minute:

\n\n

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

\n\n

Divine Sense

\n

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.

\n

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.

\n\n

Lay on Hands

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n\n

Fighting Style

\n

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.

\n\n

Spellcasting

\n

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

\n\n

Divine Smite

\n

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n\n

Divine Health

\n

By 3rd level, the divine magic flowing through you makes you immune to disease.

\n\n

Sacred Oath

\n

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\n

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.

\n

Oath Spells

\n

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.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Aura of Protection

\n

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.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Aura of Courage

\n

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Improved Divine Smite

\n

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.

\n\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\n

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.

\n\n

Aura Improvements

\n

At 18th level, the range of your auras increase to 30 feet.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 82","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"spellcasting":{"progression":"half","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":4,"data":{"id":4,"name":"Paladin","description":"

A holy warrior bound to a sacred oath

\r\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/paladin","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":82,"sourceType":1}],"classFeatures":[{"id":260,"name":"Divine Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":261,"name":"Lay on Hands","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

This feature has no effect on undead and constructs.

","requiredLevel":1,"displayOrder":4},{"id":262,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":263,"name":"Spellcasting","prerequisite":null,"description":"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\r\n
Preparing and Casting Spells
\r\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

","requiredLevel":2,"displayOrder":6},{"id":264,"name":"Divine Smite","prerequisite":null,"description":"

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

","requiredLevel":2,"displayOrder":7},{"id":265,"name":"Divine Health","prerequisite":null,"description":"

By 3rd level, the divine magic flowing through you makes you immune to disease.

","requiredLevel":3,"displayOrder":8},{"id":266,"name":"Sacred Oath","prerequisite":null,"description":"

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\r\n

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.

\r\n

Oath Spells

\r\n

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.

\r\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\r\n

Channel Divinity

\r\n

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

","requiredLevel":3,"displayOrder":9},{"id":268,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":10},{"id":269,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":270,"name":"Aura of Protection","prerequisite":null,"description":"

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.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":6,"displayOrder":12},{"id":271,"name":"Aura of Courage","prerequisite":null,"description":"

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":10,"displayOrder":14},{"id":272,"name":"Improved Divine Smite","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":15},{"id":273,"name":"Cleansing Touch","prerequisite":null,"description":"

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\r\n

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.

","requiredLevel":14,"displayOrder":17},{"id":274,"name":"Aura Improvements","prerequisite":null,"description":"

At 18th level, the range of your auras increase to 30 feet.

","requiredLevel":18,"displayOrder":19},{"id":275,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":276,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":16},{"id":277,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":278,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":465,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":537,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":82,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13 and Charisma 13","prerequisiteMappings":[{"id":10359,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"},{"id":10360,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/paladin#OathoftheOpenSea","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":4,"hitDice":10,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"ATDUMIInPckBps9a","name":"Monk (Way of the Ascendant Dragon)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Way of the Ascendant Dragon

\n

By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings.

\n\n

Class Features

\n\n

Draconic Disciple @Compendium[world.ddb-graus-dnd-class-features.yt0GH7usI80vTnGC]{Draconic Disciple}

\n

3rd-Level Way of the Ascendant Dragon Feature

\n

You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:

\n

Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

\n

Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.

\n

Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

\n\n

Breath of the Dragon @Compendium[world.ddb-graus-dnd-class-features.6pwL6oSze9C8TJaH]{Breath of the Dragon}

\n

3rd-Level Way of the Ascendant Dragon Feature

\n

You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

\n

At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.

\n

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

\n\n

Wings Unfurled @Compendium[world.ddb-graus-dnd-class-features.mwWQJQxvmXldWCua]{Wings Unfurled}

\n

6th-Level Way of the Ascendant Dragon Feature

\n

When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

\n

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Aspect of the Wyrm @Compendium[world.ddb-graus-dnd-class-features.VOA6zt5i6OiPlInF]{Aspect of the Wyrm}

\n

11th-Level Way of the Ascendant Dragon Feature

\n

The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

\n

Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

\n

Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.

\n

Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.

\n\n

Ascendant Aspect @Compendium[world.ddb-graus-dnd-class-features.csSPctVGW9LW3ACt]{Ascendant Aspect}

\n

17th-Level Way of the Ascendant Dragon Feature

\n

Your draconic spirit reaches its peak. You gain the following benefits:

\n

Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

\n

Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind [rule]total cover[/rule], even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

\n

Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).

\n\n

Unarmored Defense

\n

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.

\n\n

Martial Arts

\n

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.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n

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 in the Weapons section.

\n\n

Ki

\n

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.

\n

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.

\n

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.

\n

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:

\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\n
Flurry of Blows
\n

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.

\n
Patient Defense
\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\n
Step of the Wind
\n

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.

\n\n

Unarmored Movement

\n

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.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n

Monastic Tradition

\n

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n\n

Deflect Missiles

\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Slow Fall

\n

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.

\n\n

Extra Attack

\n

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

\n\n

Stunning Strike

\n

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.

\n\n

Ki-Empowered Strikes

\n

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Evasion

\n

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.

\n\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n\n

Purity of Body

\n

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

\n\n

Tongue of the Sun and Moon

\n

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.

\n\n

Diamond Soul

\n

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

\n\n

Timeless Body

\n

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.

\n\n

Empty Body

\n

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.

\n

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.

\n\n

Perfect Self

\n

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

\n\n

Unarmored Movement Improvement

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

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A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\r\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

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

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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.

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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.

\r\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\r\n\r\n

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 in the Weapons section.

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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.

\r\n

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.

\r\n

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.

\r\n

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:

\r\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n
Flurry of Blows
\r\n

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.

\r\n
Patient Defense
\r\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\r\n
Step of the Wind
\r\n

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.

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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.

\r\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

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When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

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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.

\r\n

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.

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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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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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.

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

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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.

","requiredLevel":5,"displayOrder":12},{"id":236,"name":"Ki-Empowered Strikes","prerequisite":null,"description":"

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

","requiredLevel":6,"displayOrder":13},{"id":237,"name":"Evasion","prerequisite":null,"description":"

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","requiredLevel":7,"displayOrder":15},{"id":238,"name":"Stillness of Mind","prerequisite":null,"description":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","requiredLevel":7,"displayOrder":16},{"id":239,"name":"Purity of Body","prerequisite":null,"description":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

","requiredLevel":10,"displayOrder":19},{"id":240,"name":"Tongue of the Sun and Moon","prerequisite":null,"description":"

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.

","requiredLevel":13,"displayOrder":22},{"id":241,"name":"Diamond Soul","prerequisite":null,"description":"

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\r\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

","requiredLevel":14,"displayOrder":23},{"id":242,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":25},{"id":243,"name":"Empty Body","prerequisite":null,"description":"

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.

\r\n

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.

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At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

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At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

","requiredLevel":9,"displayOrder":18},{"id":246,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":17},{"id":247,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":21},{"id":248,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":26},{"id":249,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":29},{"id":455,"name":"Unarmored Movement","prerequisite":null,"description":"

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

","requiredLevel":6,"displayOrder":14},{"id":456,"name":"Unarmored Movement","prerequisite":null,"description":"

At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

","requiredLevel":10,"displayOrder":20},{"id":457,"name":"Unarmored Movement","prerequisite":null,"description":"

At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

","requiredLevel":14,"displayOrder":24},{"id":458,"name":"Unarmored Movement","prerequisite":null,"description":"

At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

","requiredLevel":18,"displayOrder":28},{"id":464,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":536,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":76,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10369,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10370,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/monk#WayoftheAscendantDragon","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":11,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"Bb88Vkd15dhNl5Hw","name":"Paladin (Oath of Vengeance)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"

A holy warrior bound to a sacred oath

\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Oath of Vengeance

\n

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

\n\n

Class Features

\n\n

Channel Divinity

\n

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

\n

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

\n

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

\n

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

\n

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

\n\n

Relentless Avenger @Compendium[world.ddb-graus-dnd-class-features.fsBIfp3kqnaeMqwz]{Relentless Avenger}

\n

By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

\n\n

Soul of Vengeance @Compendium[world.ddb-graus-dnd-class-features.wEz1MFd43QY6AKnv]{Soul of Vengeance}

\n

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

\n\n

Avenging Angel @Compendium[world.ddb-graus-dnd-class-features.Z3yuIEWwZ7qVMC9A]{Avenging Angel}

\n

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

\n\n

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

\n\n

Oath Spells

\n

You gain oath spells at the paladin levels listed.

\n
Oath of Vengeance Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
\n

3rd

\n
\n

bane, hunter’s mark

\n
\n

5th

\n
\n

hold person, misty step

\n
\n

9th

\n
\n

haste, protection from energy

\n
\n

13th

\n
\n

banishment, dimension door

\n
\n

17th

\n
\n

hold monster, scrying

\n
\n\n

Divine Sense

\n

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.

\n

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.

\n\n

Lay on Hands

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n\n

Fighting Style

\n

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.

\n\n

Spellcasting

\n

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

\n\n

Divine Smite

\n

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n\n

Divine Health

\n

By 3rd level, the divine magic flowing through you makes you immune to disease.

\n\n

Sacred Oath

\n

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\n

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.

\n

Oath Spells

\n

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.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Aura of Protection

\n

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.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Aura of Courage

\n

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Improved Divine Smite

\n

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.

\n\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\n

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.

\n\n

Aura Improvements

\n

At 18th level, the range of your auras increase to 30 feet.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

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A holy warrior bound to a sacred oath

\r\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

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

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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.

\r\n

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.

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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.

\r\n

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.

\r\n

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.

\r\n

This feature has no effect on undead and constructs.

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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.

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By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\r\n
Preparing and Casting Spells
\r\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

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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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

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By 3rd level, the divine magic flowing through you makes you immune to disease.

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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 the Oath of Devotion detailed at the end of the class description or one from another source.

\r\n

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.

\r\n

Oath Spells

\r\n

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.

\r\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\r\n

Channel Divinity

\r\n

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

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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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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

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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.

\r\n

At 18th level, the range of this aura increases to 30 feet.

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Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\r\n

At 18th level, the range of this aura increases to 30 feet.

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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.

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Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\r\n

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.

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At 18th level, the range of your auras increase to 30 feet.

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When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":465,"name":"Proficiencies","prerequisite":null,"description":"

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

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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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":82,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13 and Charisma 13","prerequisiteMappings":[{"id":10359,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"},{"id":10360,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/paladin#OathofVengeance","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":4,"hitDice":10,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"BpUrnErpnOrZoXSi","name":"Barbarian","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"

A fierce warrior of primitive background who can enter a battle rage

\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Class Features

\n\n

Rage

\n

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\n\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\n

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.

\n

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.

\n\n

Unarmored Defense

\n

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.

\n\n

Reckless Attack

\n

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.

\n\n

Danger Sense

\n

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.

\n

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.

\n\n

Primal Path

\n

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Fast Movement

\n

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

\n\n

Feral Instinct

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

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.

\n\n

Brutal Critical

\n

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.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n\n

Relentless Rage

\n

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.

\n

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.

\n\n

Persistent Rage

\n

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.

\n\n

Indomitable Might

\n

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.

\n\n

Primal Champion

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 46","identifier":"","levels":1,"hitDice":"d12","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","itm","nat","prc"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":9,"data":{"id":9,"name":"Barbarian","description":"

A fierce warrior of primitive background who can enter a battle rage

\r\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/barbarian","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":46,"sourceType":1}],"classFeatures":[{"id":51,"name":"Rage","prerequisite":null,"description":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\r\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\r\n\r\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":52,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":53,"name":"Reckless Attack","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":54,"name":"Danger Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":55,"name":"Primal Path","prerequisite":null,"description":"

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

","requiredLevel":3,"displayOrder":7},{"id":56,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":57,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":58,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":59,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":60,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":21},{"id":61,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":9},{"id":62,"name":"Fast Movement","prerequisite":null,"description":"

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

","requiredLevel":5,"displayOrder":10},{"id":63,"name":"Feral Instinct","prerequisite":null,"description":"

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\r\n

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.

","requiredLevel":7,"displayOrder":11},{"id":64,"name":"Brutal Critical","prerequisite":null,"description":"

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.

\r\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

","requiredLevel":9,"displayOrder":13},{"id":65,"name":"Brutal Critical","prerequisite":null,"description":"

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

\r\n

This increases to three additional dice at 17th level.

","requiredLevel":13,"displayOrder":16},{"id":66,"name":"Brutal Critical","prerequisite":null,"description":"

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

","requiredLevel":17,"displayOrder":19},{"id":67,"name":"Relentless Rage","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":11,"displayOrder":14},{"id":68,"name":"Persistent Rage","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":17},{"id":69,"name":"Indomitable Might","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":20},{"id":70,"name":"Primal Champion","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":22},{"id":459,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":530,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":12,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":46,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10366,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]}]},"moreDetailsUrl":"/characters/classes/barbarian","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":12,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"C7GXANo5NKBCuafi","name":"Ranger (Monster Slayer)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"

A warrior who combats threats on the edges of civilization

\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Monster Slayer

\n

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

\n\n

Class Features

\n\n

Monster Slayer Magic @Compendium[world.ddb-graus-dnd-class-features.I0oRV2KvetIt5Nn3]{Monster Slayer Magic}

\n

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

\n

Monster Slayer Spells

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Ranger LevelSpell
3rdprotection from evil and good
5thzone of truth
9thmagic circle
13thbanishment
17thhold monster
\n
\n\n

Hunter’s Sense @Compendium[world.ddb-graus-dnd-class-features.GAurn6syPwTzmicM]{Hunter’s Sense}

\n

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

\n

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

\n\n

Slayer’s Prey @Compendium[world.ddb-graus-dnd-class-features.ZLQV5XFxNU1RkJNr]{Slayer’s Prey}

\n

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

\n

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

\n\n

Supernatural Defense @Compendium[world.ddb-graus-dnd-class-features.jmpm8g4ZPuAqOiQ2]{Supernatural Defense}

\n

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.

\n\n

Magic-User’s Nemesis @Compendium[world.ddb-graus-dnd-class-features.fVtMEDuj4O5i9wPo]{Magic-User’s Nemesis}

\n

At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

\n

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

\n\n

Slayer’s Counter @Compendium[world.ddb-graus-dnd-class-features.rWRkHEKk1EQ9Rcpy]{Slayer’s Counter}

\n

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

\n\n

Favored Enemy

\n

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\n

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.

\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\n

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.

\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

\n\n

Natural Explorer

\n

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, swamp, or the Underdark. 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.

\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\n\n

You choose additional favored terrain types at 6th and 10th level.

\n\n

Fighting Style

\n

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\n
Spell Slots
\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the ranger spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n\n

Ranger Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n\n

Primeval Awareness

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Hide in Plain Sight

\n

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.

\n

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.

\n\n

Vanish

\n

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.

\n\n

Feral Senses

\n

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.

\n

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.

\n\n

Foe Slayer

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 89","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["ath","ins","inv","nat","prc","ste"],"value":[]},"spellcasting":{"progression":"half","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":5,"data":{"id":5,"name":"Ranger","description":"

A warrior who combats threats on the edges of civilization

\r\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/ranger","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":89,"sourceType":1}],"classFeatures":[{"id":294,"name":"Favored Enemy","prerequisite":null,"description":"

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\r\n

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.

\r\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\r\n

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.

\r\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

","requiredLevel":1,"displayOrder":3},{"id":295,"name":"Natural Explorer","prerequisite":null,"description":"

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, swamp, or the Underdark. 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.

\r\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\r\n\r\n

You choose additional favored terrain types at 6th and 10th level.

","requiredLevel":1,"displayOrder":4},{"id":296,"name":"Fighting Style","prerequisite":null,"description":"

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\r\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

","requiredLevel":2,"displayOrder":5},{"id":297,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\r\n
Spell Slots
\r\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the ranger spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

","requiredLevel":2,"displayOrder":6},{"id":298,"name":"Ranger Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

","requiredLevel":3,"displayOrder":7},{"id":299,"name":"Primeval Awareness","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":300,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":301,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":302,"name":"Land’s Stride","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":8,"displayOrder":12},{"id":303,"name":"Hide in Plain Sight","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":10,"displayOrder":14},{"id":304,"name":"Vanish","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":16},{"id":305,"name":"Feral Senses","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":19},{"id":306,"name":"Foe Slayer","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":21},{"id":309,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":310,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":311,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":312,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":466,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":538,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":89,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[0,0,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10361,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10362,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/ranger#MonsterSlayer","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":5,"hitDice":10,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"CZdq3rTBa4AJ5uM6","name":"Warlock (The Fathomless)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

The Fathomless

\n

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?

\n\n

Class Features

\n\n

Expanded Spell List

\n

1st-level Fathomless feature

\n

The Fathomless 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.

\n
Fathomless Expanded Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Spell LevelSpells
1st create or destroy water, thunderwave
2nd  gust of wind, silence
3rd  lightning bolt, sleet storm
4th  control water, summon elemental (water only; a spell in chapter 3)
5th  Bigby’s hand (appears as a tentacle), cone of cold
\n\n

Tentacle of the Deeps @Compendium[world.ddb-graus-dnd-class-features.gWmAMd8cFbE6vsab]{Tentacle of the Deeps}

\n

1st-level Fathomless feature

\n

You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

\n

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

\n

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Gift of the Sea @Compendium[world.ddb-graus-dnd-class-features.K1p04wejjVmwE5c8]{Gift of the Sea}

\n

1st-level Fathomless feature

\n

You gain a swimming speed of 40 feet, and you can breathe underwater.

\n\n

Oceanic Soul @Compendium[world.ddb-graus-dnd-class-features.2Eh1bukvEm2bHdP9]{Oceanic Soul}

\n

6th-level Fathomless feature

\n

You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

\n\n

Guardian Coil @Compendium[world.ddb-graus-dnd-class-features.gVTxNsbDgA4JQUgB]{Guardian Coil}

\n

6th-level Fathomless feature

\n

Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

\n\n

Grasping Tentacles @Compendium[world.ddb-graus-dnd-class-features.gSIwxMJmYWhd8bzW]{Grasping Tentacles}

\n

10th-level Fathomless feature

\n

You learn the spell Evard’s black tentacles. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

\n

Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.

\n\n

Fathomless Plunge @Compendium[world.ddb-graus-dnd-class-features.tEWv11IRjZScM28G]{Fathomless Plunge}

\n

14th-level Fathomless feature

\n

You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

\n

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

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Otherworldly Patron

\n

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

\n\n

Pact Magic

\n

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\n
Cantrips
\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n
Spell Slots
\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\n
Spells Known of 1st Level and Higher
\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

\n\n

Eldritch Invocations

\n

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\n

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.

\n

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.

\n

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.

\n\n

Pact Boon

\n

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.

\n\n

Mystic Arcanum (6th level)

\n

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.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

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.

\n\n

Eldritch Master

\n

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.

\n\n

Mystic Arcanum (7th level)

\n

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

\n\n

Mystic Arcanum (8th level)

\n

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Mystic Arcanum (9th level)

\n

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 105","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"pact","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":7,"data":{"id":7,"name":"Warlock","description":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/warlock","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":105,"sourceType":1}],"classFeatures":[{"id":323,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":324,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":325,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":326,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":13},{"id":327,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":386,"name":"Otherworldly Patron","prerequisite":null,"description":"

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","requiredLevel":1,"displayOrder":3},{"id":387,"name":"Pact Magic","prerequisite":null,"description":"

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\r\n
Cantrips
\r\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\r\n
Spell Slots
\r\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\r\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\r\n
Spells Known of 1st Level and Higher
\r\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

","requiredLevel":1,"displayOrder":4},{"id":388,"name":"Eldritch Invocations","prerequisite":null,"description":"

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\r\n

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.

\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":389,"name":"Pact Boon","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":6},{"id":390,"name":"Mystic Arcanum (6th level)","prerequisite":null,"description":"

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.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

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.

","requiredLevel":11,"displayOrder":9},{"id":391,"name":"Eldritch Master","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":16},{"id":392,"name":"Mystic Arcanum (7th level)","prerequisite":null,"description":"

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

","requiredLevel":13,"displayOrder":11},{"id":393,"name":"Mystic Arcanum (8th level)","prerequisite":null,"description":"

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":15,"displayOrder":12},{"id":394,"name":"Mystic Arcanum (9th level)","prerequisite":null,"description":"

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":17,"displayOrder":14},{"id":469,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":541,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":105,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,10,11,11,12,12,13,13,14,14,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10364,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/warlock#TheFathomless","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":7,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"DAOmI9jz77Wqjijq","name":"Paladin (Oath of Conquest)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"

A holy warrior bound to a sacred oath

\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Oath of Conquest

\n

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

\n\n

Class Features

\n\n

Oath Spells

\n

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

\n

Oath of Conquest Spells

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
3rdarmor of Agathyscommand
5thhold personspiritual weapon
9thbestow cursefear
13thdominate beaststoneskin
17thcloudkilldominate person
\n
\n\n

Channel Divinity

\n

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

\n

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

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

\n\n

Aura of Conquest @Compendium[world.ddb-graus-dnd-class-features.bojNgYuf7mSQaRG6]{Aura of Conquest}

\n

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

\n

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Scornful Rebuke @Compendium[world.ddb-graus-dnd-class-features.ECJ9zKnJHcoYovJJ]{Scornful Rebuke}

\n

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

\n\n

Invincible Conqueror @Compendium[world.ddb-graus-dnd-class-features.G16QMH95g8Vn6kDd]{Invincible Conqueror}

\n

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

\n\n

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

\n\n

Divine Sense

\n

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.

\n

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.

\n\n

Lay on Hands

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n\n

Fighting Style

\n

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.

\n\n

Spellcasting

\n

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

\n\n

Divine Smite

\n

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n\n

Divine Health

\n

By 3rd level, the divine magic flowing through you makes you immune to disease.

\n\n

Sacred Oath

\n

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\n

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.

\n

Oath Spells

\n

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.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Aura of Protection

\n

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.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Aura of Courage

\n

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Improved Divine Smite

\n

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.

\n\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\n

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.

\n\n

Aura Improvements

\n

At 18th level, the range of your auras increase to 30 feet.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 82","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"spellcasting":{"progression":"half","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":4,"data":{"id":4,"name":"Paladin","description":"

A holy warrior bound to a sacred oath

\r\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/paladin","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":82,"sourceType":1}],"classFeatures":[{"id":260,"name":"Divine Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":261,"name":"Lay on Hands","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

This feature has no effect on undead and constructs.

","requiredLevel":1,"displayOrder":4},{"id":262,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":263,"name":"Spellcasting","prerequisite":null,"description":"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\r\n
Preparing and Casting Spells
\r\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

","requiredLevel":2,"displayOrder":6},{"id":264,"name":"Divine Smite","prerequisite":null,"description":"

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

","requiredLevel":2,"displayOrder":7},{"id":265,"name":"Divine Health","prerequisite":null,"description":"

By 3rd level, the divine magic flowing through you makes you immune to disease.

","requiredLevel":3,"displayOrder":8},{"id":266,"name":"Sacred Oath","prerequisite":null,"description":"

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\r\n

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.

\r\n

Oath Spells

\r\n

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.

\r\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\r\n

Channel Divinity

\r\n

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

","requiredLevel":3,"displayOrder":9},{"id":268,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":10},{"id":269,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":270,"name":"Aura of Protection","prerequisite":null,"description":"

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.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":6,"displayOrder":12},{"id":271,"name":"Aura of Courage","prerequisite":null,"description":"

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":10,"displayOrder":14},{"id":272,"name":"Improved Divine Smite","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":15},{"id":273,"name":"Cleansing Touch","prerequisite":null,"description":"

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\r\n

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.

","requiredLevel":14,"displayOrder":17},{"id":274,"name":"Aura Improvements","prerequisite":null,"description":"

At 18th level, the range of your auras increase to 30 feet.

","requiredLevel":18,"displayOrder":19},{"id":275,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":276,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":16},{"id":277,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":278,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":465,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":537,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":82,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13 and Charisma 13","prerequisiteMappings":[{"id":10359,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"},{"id":10360,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/paladin#OathofConquest","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":4,"hitDice":10,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"DByEgc2b475XCdke","name":"Fighter (Samurai)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"

A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Samurai

\n

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.

\n\n

Class Features

\n\n

Bonus Proficiency

\n

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

\n\n

Fighting Spirit @Compendium[world.ddb-graus-dnd-class-features.DeMu4wUJ6IH8NH7f]{Fighting Spirit}

\n

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

\n

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

\n\n

Elegant Courtier @Compendium[world.ddb-graus-dnd-class-features.h4sooQNU3vHg1lWH]{Elegant Courtier}

\n

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

\n

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

\n\n

Tireless Spirit @Compendium[world.ddb-graus-dnd-class-features.9D2bySF1c1ftnRMf]{Tireless Spirit}

\n

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

\n\n

Rapid Strike @Compendium[world.ddb-graus-dnd-class-features.CQ8pn9c861jyRNPb]{Rapid Strike}

\n

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

\n\n

Strength before Death @Compendium[world.ddb-graus-dnd-class-features.3HwPQL1eisvtEDQD]{Strength before Death}

\n

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

\n

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

\n\n

Fighting Style

\n

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.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 70","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":10,"data":{"id":10,"name":"Fighter","description":"

A master of martial combat, skilled with a variety of weapons and armor

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/fighter","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":70,"sourceType":1}],"classFeatures":[{"id":191,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":192,"name":"Second Wind","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":193,"name":"Action Surge","prerequisite":null,"description":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":194,"name":"Martial Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":6},{"id":195,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":196,"name":"Extra Attack","prerequisite":null,"description":"

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

\r\n

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.

","requiredLevel":5,"displayOrder":8},{"id":197,"name":"Indomitable","prerequisite":null,"description":"

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.

\r\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","requiredLevel":9,"displayOrder":11},{"id":199,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 6th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":6,"displayOrder":9},{"id":200,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":201,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":13},{"id":202,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 14th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":14,"displayOrder":14},{"id":203,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":15},{"id":204,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":205,"name":"Extra Attack","prerequisite":null,"description":"

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

\r\n

The number of attacks increases to four when you reach 20th level in this class.

","requiredLevel":11,"displayOrder":12},{"id":206,"name":"Extra Attack","prerequisite":null,"description":"

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

","requiredLevel":20,"displayOrder":17},{"id":463,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":535,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":70,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1,2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10367,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]},{"description":"or Dexterity 13","prerequisiteMappings":[{"id":10368,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/fighter#Samurai","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":10,"hitDice":10,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"DIyKEWwpt4gSESk3","name":"Artificer (Alchemist)","type":"class","img":"icons/commodities/tech/cog-bronze.webp","data":{"description":{"value":"

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.

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Hit Die: d8
Primary Ability: Intelligence
Saves: Constitution & Intelligence

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Starting Equipment

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

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If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.

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Alchemist

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An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

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Class Features

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Tool Proficiency

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3rd-level Alchemist feature

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You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

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Alchemist Spells @Compendium[world.ddb-graus-dnd-class-features.VOt5SIBWv8hxwX83]{Alchemist Spells}

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3rd-level Alchemist feature

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You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

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Alchemist Spells

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Artificer LevelSpell
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3rd

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healing word, ray of sickness

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5th

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flaming sphere, Melf’s acid arrow

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9th

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gaseous form, mass healing word

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13th

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blight, death ward

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17th

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cloudkill, raise dead

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Experimental Elixir @Compendium[world.ddb-graus-dnd-class-features.5FelEVwUjwxEaofx]{Experimental Elixir}

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3rd-level Alchemist feature

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Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

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You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.

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Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

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When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.

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Experimental Elixir

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d6Effect
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1

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Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.

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2

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Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.

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3

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Resilience. The drinker gains a +1 bonus to AC for 10 minutes.

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4

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Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.

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5

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Flight. The drinker gains a flying speed of 10 feet for 10 minutes.

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6

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Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

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Alchemical Savant @Compendium[world.ddb-graus-dnd-class-features.NOKFW6NZHMR9F0ng]{Alchemical Savant}

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5th-level Alchemist feature

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You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

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Restorative Reagents @Compendium[world.ddb-graus-dnd-class-features.1PPLT6VpVMFkuR2i]{Restorative Reagents}

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9th-level Alchemist feature

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You can incorporate restorative reagents into some of your works:

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Chemical Mastery @Compendium[world.ddb-graus-dnd-class-features.9q4SPomqlGy3jUFD]{Chemical Mastery}

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15th-level Alchemist feature

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You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

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Hit Points

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Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

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Proficiencies

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Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

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The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

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Magical Tinkering @Compendium[world.ddb-graus-dnd-class-features.UJg1RBYymse8spy0]{Magical Tinkering}

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At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

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The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

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You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

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Spellcasting

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You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

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Tools Required
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You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.

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After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

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Cantrips (0-Level Spells)
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At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

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When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

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Preparing and Casting Spells
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The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer 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.

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You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

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For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence 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.

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You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

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THE MAGIC OF ARTIFICE

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As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

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The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.

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Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

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Spellcasting Ability
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Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

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Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

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Spell attack modifier = your proficiency bonus + your Intelligence modifier

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Ritual Casting
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You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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Infuse Item @Compendium[world.ddb-graus-dnd-class-features.RColbi0MhNgDioUz]{Infuse Item}

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At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

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Infusions Known
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When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

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Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

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Infusing an Item
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Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).

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Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

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You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

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If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

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Artificer Infusions @Compendium[world.ddb-graus-dnd-class-features.irbSW6pWD8rRSG1O]{Artificer Infusions}

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Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.

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The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

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Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

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Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

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Arcane Propulsion Armor
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Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

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The wearer of this armor gains these benefits:

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Armor of Magical Strength
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Item: A suit of armor (requires attunement)

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This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

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The armor regains 1d6 expended charges daily at dawn.

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Boots of the Winding Path
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Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

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While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

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Enhanced Arcane Focus
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Item: A rod, staff, or wand (requires attunement)

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While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Defense
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Item: A suit of armor or a shield

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A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Weapon
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Item: A simple or martial weapon

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This magic weapon grants a +1 bonus to attack and damage rolls made with it.

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The bonus increases to +2 when you reach 10th level in this class.

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Helm of Awareness
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Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

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While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

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Homunculus Servant
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Item: A gem or crystal worth at least 100 gp

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You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

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You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

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The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

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In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

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The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

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Homunculus Servant

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Tiny construct

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Armor Class 13 (natural armor)

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Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)

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Speed 20 ft., fly 30 ft.

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STR
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4 (−3)
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DEX
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15 (+2)
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CON
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12 (+1)
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INT
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10 (+0)
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WIS
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10 (+0)
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CHA
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7 (−2)
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Saving Throws Dex +2 plus PB

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Skills Perception +0 plus PB × 2, Stealth +2 plus PB

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Damage Immunities poison

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Condition Immunities exhaustion, poisoned

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Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

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Languages understands the languages you speak

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ChallengeProficiency Bonus (PB) equals your bonus

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Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

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Actions

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Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

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Reactions

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Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

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Mind Sharpener
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Item: A suit of armor or robes

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The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

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Radiant Weapon
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Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

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This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

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The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

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Repeating Shot
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Item: A simple or martial weapon with the ammunition property (requires attunement)

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This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

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If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

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Replicate Magic Item
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Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

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In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

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Replicable Items (2nd-Level Artificer)
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Magic ItemAttunement
Alchemy jugNo
Bag of holdingNo
Cap of water breathingNo
Goggles of nightNo
Rope of climbingNo
Sending stonesNo
Wand of magic detectionNo
Wand of secretsNo
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Replicable Items (6th-Level Artificer)
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Magic ItemAttunement
Boots of elvenkindNo
Cloak of elvenkindYes
Cloak of the manta rayNo
Eyes of charmingYes
Gloves of thieveryNo
Lantern of revealingNo
Pipes of hauntingNo
Ring of water walkingNo
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Replicable Items (10th-Level Artificer)
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Magic ItemAttunement
Boots of striding and springingYes
Boots of the winterlandsYes
Bracers of archeryYes
Brooch of shieldingYes
Cloak of protectionYes
Eyes of the eagleYes
Gauntlets of ogre powerYes
Gloves of missile snaringYes
Gloves of swimming and climbingYes
Hat of disguiseYes
Headband of intellectYes
Helm of telepathyYes
Medallion of thoughtsYes
Necklace of adaptationYes
Periapt of wound closureYes
Pipes of the sewersYes
Quiver of EhlonnaNo
Ring of jumpingYes
Ring of mind shieldingYes
Slippers of spider climbingYes
Winged bootsYes
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Replicable Items (14th-Level Artificer)
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Magic ItemAttunement
Amulet of healthYes
Belt of hill giant strengthYes
Boots of levitationYes
Boots of speedYes
Bracers of defenseYes
Cloak of the batYes
Dimensional shacklesNo
Gem of seeingYes
Horn of blastingNo
Ring of free actionYes
Ring of protectionYes
Ring of the ramYes
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Repulsion Shield
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Prerequisite: 6th-level artificer
Item: A shield (requires attunement)

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A creature gains a +1 bonus to Armor Class while wielding this shield.

\n

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

\n
Resistant Armor
\n

Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)

\n

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

\n
Returning Weapon
\n

Item: A simple or martial weapon with the thrown property

\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

\n
Spell-Refueling Ring
\n

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

\n

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

\n\n

Artificer Specialist @Compendium[world.ddb-graus-dnd-class-features.xi89Zi3gQfnLaCH4]{Artificer Specialist}

\n

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

\n\n

The Right Tool for the Job @Compendium[world.ddb-graus-dnd-class-features.7VUjYh9aXZlttTRk]{The Right Tool for the Job}

\n

At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

\n\n

Ability Score Improvement

\n

When you reach 4th, 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.

\n\n

Tool Expertise @Compendium[world.ddb-graus-dnd-class-features.3XFvq15CYykaL91g]{Tool Expertise}

\n

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

\n\n

Flash of Genius @Compendium[world.ddb-graus-dnd-class-features.fW1spESYzUohoHhC]{Flash of Genius}

\n

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

\n\n

Magic Item Adept @Compendium[world.ddb-graus-dnd-class-features.c25TPOYvLr2i90DN]{Magic Item Adept}

\n

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

\n\n\n

Spell-Storing Item @Compendium[world.ddb-graus-dnd-class-features.qDKCvoS85mha4R9f]{Spell-Storing Item}

\n

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).

\n

While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

\n\n

Magic Item Savant @Compendium[world.ddb-graus-dnd-class-features.SWM7A9yhDLrEj5L4]{Magic Item Savant}

\n

At 14th level, your skill with magic items deepens more:

\n\n\n

Magic Item Master @Compendium[world.ddb-graus-dnd-class-features.SBYz2vFrzNuPlJc8]{Magic Item Master}

\n

Starting at 18th level, you can attune to up to six magic items at once.

\n\n

Soul of Artifice @Compendium[world.ddb-graus-dnd-class-features.A7Y2y07ue2I8TXPX]{Soul of Artifice}

\n

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

\n\n\n","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 9","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"artificer","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":252717,"data":{"id":252717,"name":"Artificer","description":"

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.

\r\n

Hit Die: d8
Primary Ability: Intelligence
Saves: Constitution & Intelligence

","equipmentDescription":"

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

\r\n\r\n

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.

","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/7106/600/637037130286530746.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7106/603/637037130543268604.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/13916/408/637411847943829485.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/artificer","spellCastingAbilityId":4,"sources":[{"sourceId":67,"pageNumber":9,"sourceType":1}],"classFeatures":[{"id":1131329,"name":"Hit Points","prerequisite":null,"description":"

Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

","requiredLevel":1,"displayOrder":1},{"id":1131384,"name":"Proficiencies","prerequisite":null,"description":"

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

\r\n

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

","requiredLevel":1,"displayOrder":2},{"id":1131400,"name":"Magical Tinkering","prerequisite":null,"description":"

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

\r\n\r\n

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

\r\n

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

","requiredLevel":1,"displayOrder":3},{"id":1131501,"name":"Spellcasting","prerequisite":null,"description":"

You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

\r\n
Tools Required
\r\n

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.

\r\n

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

\r\n
Cantrips (0-Level Spells)
\r\n

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

\r\n

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

\r\n
Preparing and Casting Spells
\r\n

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer 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.

\r\n

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

\r\n

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence 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.

\r\n

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

\r\n
\r\n

THE MAGIC OF ARTIFICE

\r\n

As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

\r\n

The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.

\r\n

Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

\r\n
\r\n
Spellcasting Ability
\r\n

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

","requiredLevel":1,"displayOrder":4},{"id":1131631,"name":"Infuse Item","prerequisite":null,"description":"

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

\r\n
Infusions Known
\r\n

When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

\r\n

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

\r\n
Infusing an Item
\r\n

Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).

\r\n

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

\r\n

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

\r\n

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

","requiredLevel":2,"displayOrder":5},{"id":1131764,"name":"Artificer Infusions","prerequisite":null,"description":"

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.

\r\n

The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

\r\n

Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

\r\n

Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

\r\n
Arcane Propulsion Armor
\r\n

Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

\r\n

The wearer of this armor gains these benefits:

\r\n\r\n
Armor of Magical Strength
\r\n

Item: A suit of armor (requires attunement)

\r\n

This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

\r\n\r\n

The armor regains 1d6 expended charges daily at dawn.

\r\n
Boots of the Winding Path
\r\n

Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

\r\n

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

\r\n
Enhanced Arcane Focus
\r\n

Item: A rod, staff, or wand (requires attunement)

\r\n

While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

\r\n

The bonus increases to +2 when you reach 10th level in this class.

\r\n
Enhanced Defense
\r\n

Item: A suit of armor or a shield

\r\n

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

\r\n

The bonus increases to +2 when you reach 10th level in this class.

\r\n
Enhanced Weapon
\r\n

Item: A simple or martial weapon

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

\r\n

The bonus increases to +2 when you reach 10th level in this class.

\r\n
Helm of Awareness
\r\n

Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

\r\n

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

\r\n
Homunculus Servant
\r\n

Item: A gem or crystal worth at least 100 gp

\r\n

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

\r\n

You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

\r\n

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

\r\n

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

\r\n

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

\r\n
\r\n

Homunculus Servant

\r\n

Tiny construct

\r\n

Armor Class 13 (natural armor)

\r\n

Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)

\r\n

Speed 20 ft., fly 30 ft.

\r\n
\r\n
\r\n
STR
\r\n
4 (−3)
\r\n
\r\n
\r\n
DEX
\r\n
15 (+2)
\r\n
\r\n
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CON
\r\n
12 (+1)
\r\n
\r\n
\r\n
INT
\r\n
10 (+0)
\r\n
\r\n
\r\n
WIS
\r\n
10 (+0)
\r\n
\r\n
\r\n
CHA
\r\n
7 (−2)
\r\n
\r\n
\r\n

Saving Throws Dex +2 plus PB

\r\n

Skills Perception +0 plus PB × 2, Stealth +2 plus PB

\r\n

Damage Immunities poison

\r\n

Condition Immunities exhaustion, poisoned

\r\n

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

\r\n

Languages understands the languages you speak

\r\n

ChallengeProficiency Bonus (PB) equals your bonus

\r\n

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

\r\n

Actions

\r\n

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

\r\n

Reactions

\r\n

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

\r\n
\r\n
Mind Sharpener
\r\n

Item: A suit of armor or robes

\r\n

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

\r\n
Radiant Weapon
\r\n

Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

\r\n

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

\r\n
Repeating Shot
\r\n

Item: A simple or martial weapon with the ammunition property (requires attunement)

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

\r\n

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

\r\n
Replicate Magic Item
\r\n

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

\r\n

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

\r\n
Replicable Items (2nd-Level Artificer)
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\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Alchemy jugNo
Bag of holdingNo
Cap of water breathingNo
Goggles of nightNo
Rope of climbingNo
Sending stonesNo
Wand of magic detectionNo
Wand of secretsNo
\r\n
\r\n
Replicable Items (6th-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Boots of elvenkindNo
Cloak of elvenkindYes
Cloak of the manta rayNo
Eyes of charmingYes
Gloves of thieveryNo
Lantern of revealingNo
Pipes of hauntingNo
Ring of water walkingNo
\r\n
\r\n
Replicable Items (10th-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Boots of striding and springingYes
Boots of the winterlandsYes
Bracers of archeryYes
Brooch of shieldingYes
Cloak of protectionYes
Eyes of the eagleYes
Gauntlets of ogre powerYes
Gloves of missile snaringYes
Gloves of swimming and climbingYes
Hat of disguiseYes
Headband of intellectYes
Helm of telepathyYes
Medallion of thoughtsYes
Necklace of adaptationYes
Periapt of wound closureYes
Pipes of the sewersYes
Quiver of EhlonnaNo
Ring of jumpingYes
Ring of mind shieldingYes
Slippers of spider climbingYes
Winged bootsYes
\r\n
\r\n
Replicable Items (14th-Level Artificer)
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\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Amulet of healthYes
Belt of hill giant strengthYes
Boots of levitationYes
Boots of speedYes
Bracers of defenseYes
Cloak of the batYes
Dimensional shacklesNo
Gem of seeingYes
Horn of blastingNo
Ring of free actionYes
Ring of protectionYes
Ring of the ramYes
\r\n
\r\n
Repulsion Shield
\r\n

Prerequisite: 6th-level artificer
Item: A shield (requires attunement)

\r\n

A creature gains a +1 bonus to Armor Class while wielding this shield.

\r\n

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

\r\n
Resistant Armor
\r\n

Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)

\r\n

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

\r\n
Returning Weapon
\r\n

Item: A simple or martial weapon with the thrown property

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

\r\n
Spell-Refueling Ring
\r\n

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

\r\n

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

","requiredLevel":2,"displayOrder":21},{"id":1131772,"name":"Artificer Specialist","prerequisite":null,"description":"

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

","requiredLevel":3,"displayOrder":7},{"id":1131786,"name":"The Right Tool for the Job","prerequisite":null,"description":"

At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

","requiredLevel":3,"displayOrder":8},{"id":1131833,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":4,"displayOrder":9},{"id":1131848,"name":"Tool Expertise","prerequisite":null,"description":"

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

","requiredLevel":6,"displayOrder":10},{"id":1131856,"name":"Flash of Genius","prerequisite":null,"description":"

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

\r\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

","requiredLevel":7,"displayOrder":11},{"id":1134217,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":1134228,"name":"Magic Item Adept","prerequisite":null,"description":"

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

\r\n","requiredLevel":10,"displayOrder":13},{"id":1134246,"name":"Spell-Storing Item","prerequisite":null,"description":"

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).

\r\n

While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

","requiredLevel":11,"displayOrder":14},{"id":1134348,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":12,"displayOrder":15},{"id":1134349,"name":"Magic Item Savant","prerequisite":null,"description":"

At 14th level, your skill with magic items deepens more:

\r\n","requiredLevel":14,"displayOrder":16},{"id":1134359,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":16,"displayOrder":17},{"id":1134372,"name":"Magic Item Master","prerequisite":null,"description":"

Starting at 18th level, you can attune to up to six magic items at once.

","requiredLevel":18,"displayOrder":18},{"id":1134379,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":19,"displayOrder":19},{"id":1134380,"name":"Soul of Artifice","prerequisite":null,"description":"

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

\r\n","requiredLevel":20,"displayOrder":20}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":9,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,2,2,2,2,2,2,3,3,3,3,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":2},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":74766,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/artificer#Alchemist","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/13916/408/637411847943829485.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/7106/600/637037130286530746.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7106/603/637037130543268604.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":252717,"hitDice":8,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"DjUU8VXxZl8k6uPQ","name":"Bard (College of Whispers)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"

An inspiring magician whose power echoes the music of creation

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

College of Whispers

\n

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

\n\n

Class Features

\n\n

Psychic Blades

\n

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.

\n

When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.

\n

The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

\n\n

Words of Terror @Compendium[world.ddb-graus-dnd-class-features.lYMdxsMsTV8SRF4c]{Words of Terror}

\n

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

\n

If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

\n

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

\n

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

\n\n

Mantle of Whispers @Compendium[world.ddb-graus-dnd-class-features.YV0c9KaX7eYzjKb6]{Mantle of Whispers}

\n

At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

\n

You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

\n

While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

\n

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

\n

Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.

\n\n

Shadow Lore @Compendium[world.ddb-graus-dnd-class-features.TryEduziVKVBjgPh]{Shadow Lore}

\n

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.

\n

As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

\n

On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.

\n

The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

\n

When the effect ends, the creature has no understanding of why it held you in such fear.

\n

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

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Bard table shows how many spell slots you have to cast your bard 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know four 1st-level spells of your choice from the bard spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Ritual Casting
\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\n
Spellcasting Focus
\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

\n\n

Bardic Inspiration

\n

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.

\n

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 DM 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.

\n

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.

\n

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.

\n\n

Jack of All Trades

\n

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.

\n\n

Song of Rest

\n

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.

\n

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.

\n\n

Bard College

\n

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

\n\n

Expertise

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Font of Inspiration

\n

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

\n\n

Countercharm

\n

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).

\n\n

Superior Inspiration

\n

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n

Magical Secrets

\n

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\n

You learn two additional spells from any classes at 14th level and again at 18th level.

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 51","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","prf","per","rel","slt","ste","sur"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":1,"data":{"id":1,"name":"Bard","description":"

An inspiring magician whose power echoes the music of creation

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/bard","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":51,"sourceType":1}],"classFeatures":[{"id":74,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Bard table shows how many spell slots you have to cast your bard 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know four 1st-level spells of your choice from the bard spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Ritual Casting
\r\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\r\n
Spellcasting Focus
\r\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

","requiredLevel":1,"displayOrder":3},{"id":75,"name":"Bardic Inspiration","prerequisite":null,"description":"

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.

\r\n

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 DM 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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":79,"name":"Jack of All Trades","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":80,"name":"Song of Rest","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":84,"name":"Bard College","prerequisite":null,"description":"

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

","requiredLevel":3,"displayOrder":7},{"id":85,"name":"Expertise","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":86,"name":"Expertise","prerequisite":null,"description":"

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

","requiredLevel":10,"displayOrder":14},{"id":87,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":88,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":89,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":90,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":16},{"id":91,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":17},{"id":92,"name":"Font of Inspiration","prerequisite":null,"description":"

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

","requiredLevel":5,"displayOrder":11},{"id":93,"name":"Countercharm","prerequisite":null,"description":"

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).

","requiredLevel":6,"displayOrder":12},{"id":94,"name":"Superior Inspiration","prerequisite":null,"description":"

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

","requiredLevel":20,"displayOrder":18},{"id":460,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":531,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":592,"name":"Magical Secrets","prerequisite":null,"description":"

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 14th level and again at 18th level.

","requiredLevel":10,"displayOrder":14},{"id":593,"name":"Magical Secrets","prerequisite":null,"description":"

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 18th level.

","requiredLevel":14,"displayOrder":15},{"id":594,"name":"Magical Secrets","prerequisite":null,"description":"

At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

","requiredLevel":18,"displayOrder":16}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":51,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,4,5,6,7,8,9,10,11,12,14,15,15,16,18,19,19,20,22,22,22],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10356,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/bard#CollegeofWhispers","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":1,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"DsgmaqZK2Xb4BsKb","name":"Sorcerer (Draconic Bloodline)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"

A spellcaster who draws on inherent magic from a gift or bloodline

\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Draconic Bloodline

\n

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.

\n\n

Class Features

\n\n

Dragon Ancestor

\n

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.

\n
Draconic Ancestry
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
DragonDamage Type
\n

Black

\n
\n

Acid

\n
\n

Blue

\n
\n

Lightning

\n
\n

Brass

\n
\n

Fire

\n
\n

Bronze

\n
\n

Lightning

\n
\n

Copper

\n
\n

Acid

\n
\n

Gold

\n
\n

Fire

\n
\n

Green

\n
\n

Poison

\n
\n

Red

\n
\n

Fire

\n
\n

Silver

\n
\n

Cold

\n
\n

White

\n
\n

Cold

\n
\n

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.

\n\n

Draconic Resilience

\n

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.

\n

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.

\n\n

Elemental Affinity

\n

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.

\n\n

Dragon Wings

\n

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.

\n

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.

\n\n

Draconic Presence

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

\n\n

Sorcerous Origin @Compendium[world.ddb-graus-dnd-class-features.4TQoQdfGqW2CNleC]{Sorcerous Origin}

\n

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

\n\n

Font of Magic

\n

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.

\n
Sorcery Points
\n

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.

\n
Flexible Casting
\n

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.

\n

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.

\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\n
Creating Spell Slots
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

SPELL SLOT LEVEL

\n
\n

SORCERY POINT COST

\n
\n

1st

\n
\n

2

\n
\n

2nd

\n
\n

3

\n
\n

3rd

\n
\n

5

\n
\n

4th

\n
\n

6

\n
\n

5th

\n
\n

7

\n
\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

\n\n

Metamagic

\n

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.

\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

\n\n

Sorcerous Restoration

\n

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 99","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":6,"data":{"id":6,"name":"Sorcerer","description":"

A spellcaster who draws on inherent magic from a gift or bloodline

\r\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/sorcerer","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":99,"sourceType":1}],"classFeatures":[{"id":318,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":319,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":320,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":321,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":11},{"id":322,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":13},{"id":369,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

","requiredLevel":1,"displayOrder":3},{"id":370,"name":"Sorcerous Origin","prerequisite":null,"description":"

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\r\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

","requiredLevel":1,"displayOrder":4},{"id":371,"name":"Font of Magic","prerequisite":null,"description":"

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.

\r\n
Sorcery Points
\r\n

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.

\r\n
Flexible Casting
\r\n

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.

\r\n

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.

\r\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\r\n
Creating Spell Slots
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

SPELL SLOT LEVEL

\r\n
\r\n

SORCERY POINT COST

\r\n
\r\n

1st

\r\n
\r\n

2

\r\n
\r\n

2nd

\r\n
\r\n

3

\r\n
\r\n

3rd

\r\n
\r\n

5

\r\n
\r\n

4th

\r\n
\r\n

6

\r\n
\r\n

5th

\r\n
\r\n

7

\r\n
\r\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

","requiredLevel":2,"displayOrder":5},{"id":372,"name":"Metamagic","prerequisite":null,"description":"

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.

\r\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

","requiredLevel":3,"displayOrder":6},{"id":373,"name":"Sorcerous Restoration","prerequisite":null,"description":"

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

","requiredLevel":20,"displayOrder":14},{"id":468,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":540,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":3,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"3d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":99,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,4,4,4,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,6],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,11,12,12,13,13,14,14,15,15,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10363,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/sorcerer#DraconicBloodline","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":6,"hitDice":6,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"EJQlgqUAdC0cayRi","name":"Artificer (Armorer)","type":"class","img":"icons/commodities/tech/cog-bronze.webp","data":{"description":{"value":"

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.

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Hit Die: d8
Primary Ability: Intelligence
Saves: Constitution & Intelligence

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Starting Equipment

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

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If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.

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Armorer

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An artificer who specializes as an Armorer modifies armor to function almost like a second skin.

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Class Features

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Tools of the Trade @Compendium[world.ddb-graus-dnd-class-features.G3DR1r9RIaxbokV9]{Tools of the Trade}

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3rd-level Armorer feature

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You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

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Armorer Spells @Compendium[world.ddb-graus-dnd-class-features.KET4NGbUEYbHVN7u]{Armorer Spells}

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3rd-level Armorer feature

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You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

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Armorer Spells
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Artificer LevelSpell
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3rd

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magic missile, thunderwave

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5th

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mirror image, shatter

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9th

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hypnotic pattern, lightning bolt

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13th

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fire shield, greater invisibility

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17th

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passwall, wall of force

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Arcane Armor @Compendium[world.ddb-graus-dnd-class-features.k9rapqqKzVNRJaPw]{Arcane Armor}

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3rd-level Armorer feature

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Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.

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You gain the following benefits while wearing this armor:

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The armor continues to be Arcane Armor until you don another suit of armor or you die.

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Armor Model @Compendium[world.ddb-graus-dnd-class-features.dEUggqjz4tWAkRXB]{Armor Model}

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3rd-level Armorer feature

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You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

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Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

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You can change the armor’s model whenever you finish a short or long rest, provided you have smith’s tools in hand.

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Extra Attack

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5th-level Armorer feature

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You can attack twice, rather than once, whenever you take the Attack action on your turn.

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Armor Modifications @Compendium[world.ddb-graus-dnd-class-features.beLoWi1kFZmL3LvK]{Armor Modifications}

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9th-level Armorer feature

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You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

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Perfected Armor @Compendium[world.ddb-graus-dnd-class-features.xwF9Gi8SmNF1U85t]{Perfected Armor}

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15th-level Armorer feature

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Your Arcane Armor gains additional benefits based on its model, as shown below.

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Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.

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You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

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Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

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Hit Points

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Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

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Proficiencies

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Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

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The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

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Magical Tinkering

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At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

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The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

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You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

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Spellcasting

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You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

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Tools Required
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You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.

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After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

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Cantrips (0-Level Spells)
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At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

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When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

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Preparing and Casting Spells
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The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer 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.

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You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

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For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence 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.

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You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

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THE MAGIC OF ARTIFICE

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As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

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The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.

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Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

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Spellcasting Ability
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Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

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Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

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Spell attack modifier = your proficiency bonus + your Intelligence modifier

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Ritual Casting
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You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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Infuse Item

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At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

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Infusions Known
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When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

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Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

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Infusing an Item
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Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).

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Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

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You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

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If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

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Artificer Infusions

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Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.

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The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

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Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

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Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

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Arcane Propulsion Armor
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Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

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The wearer of this armor gains these benefits:

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Armor of Magical Strength
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Item: A suit of armor (requires attunement)

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This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

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The armor regains 1d6 expended charges daily at dawn.

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Boots of the Winding Path
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Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

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While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

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Enhanced Arcane Focus
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Item: A rod, staff, or wand (requires attunement)

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While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Defense
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Item: A suit of armor or a shield

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A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Weapon
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Item: A simple or martial weapon

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This magic weapon grants a +1 bonus to attack and damage rolls made with it.

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The bonus increases to +2 when you reach 10th level in this class.

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Helm of Awareness
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Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

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While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

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Homunculus Servant
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Item: A gem or crystal worth at least 100 gp

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You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

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You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

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The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

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In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

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The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

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Homunculus Servant

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Tiny construct

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Armor Class 13 (natural armor)

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Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)

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Speed 20 ft., fly 30 ft.

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STR
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4 (−3)
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DEX
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15 (+2)
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CON
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12 (+1)
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INT
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10 (+0)
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WIS
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10 (+0)
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CHA
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7 (−2)
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Saving Throws Dex +2 plus PB

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Skills Perception +0 plus PB × 2, Stealth +2 plus PB

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Damage Immunities poison

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Condition Immunities exhaustion, poisoned

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Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

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Languages understands the languages you speak

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ChallengeProficiency Bonus (PB) equals your bonus

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Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

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Actions

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Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

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Reactions

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Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

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Mind Sharpener
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Item: A suit of armor or robes

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The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

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Radiant Weapon
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Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

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This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

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The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

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Repeating Shot
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Item: A simple or martial weapon with the ammunition property (requires attunement)

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This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

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If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

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Replicate Magic Item
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Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

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In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

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Replicable Items (2nd-Level Artificer)
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Magic ItemAttunement
Alchemy jugNo
Bag of holdingNo
Cap of water breathingNo
Goggles of nightNo
Rope of climbingNo
Sending stonesNo
Wand of magic detectionNo
Wand of secretsNo
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Replicable Items (6th-Level Artificer)
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Magic ItemAttunement
Boots of elvenkindNo
Cloak of elvenkindYes
Cloak of the manta rayNo
Eyes of charmingYes
Gloves of thieveryNo
Lantern of revealingNo
Pipes of hauntingNo
Ring of water walkingNo
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Replicable Items (10th-Level Artificer)
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Magic ItemAttunement
Boots of striding and springingYes
Boots of the winterlandsYes
Bracers of archeryYes
Brooch of shieldingYes
Cloak of protectionYes
Eyes of the eagleYes
Gauntlets of ogre powerYes
Gloves of missile snaringYes
Gloves of swimming and climbingYes
Hat of disguiseYes
Headband of intellectYes
Helm of telepathyYes
Medallion of thoughtsYes
Necklace of adaptationYes
Periapt of wound closureYes
Pipes of the sewersYes
Quiver of EhlonnaNo
Ring of jumpingYes
Ring of mind shieldingYes
Slippers of spider climbingYes
Winged bootsYes
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Replicable Items (14th-Level Artificer)
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Magic ItemAttunement
Amulet of healthYes
Belt of hill giant strengthYes
Boots of levitationYes
Boots of speedYes
Bracers of defenseYes
Cloak of the batYes
Dimensional shacklesNo
Gem of seeingYes
Horn of blastingNo
Ring of free actionYes
Ring of protectionYes
Ring of the ramYes
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Repulsion Shield
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Prerequisite: 6th-level artificer
Item: A shield (requires attunement)

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A creature gains a +1 bonus to Armor Class while wielding this shield.

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The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

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Resistant Armor
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Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)

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While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

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Returning Weapon
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Item: A simple or martial weapon with the thrown property

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This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

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Spell-Refueling Ring
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Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

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While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

\n\n

Artificer Specialist

\n

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

\n\n

The Right Tool for the Job

\n

At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

\n\n

Ability Score Improvement

\n

When you reach 4th, 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.

\n\n

Tool Expertise

\n

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

\n\n

Flash of Genius

\n

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

\n\n

Magic Item Adept

\n

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

\n\n\n

Spell-Storing Item

\n

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).

\n

While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

\n\n

Magic Item Savant

\n

At 14th level, your skill with magic items deepens more:

\n\n\n

Magic Item Master

\n

Starting at 18th level, you can attune to up to six magic items at once.

\n\n

Soul of Artifice

\n

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

\n\n\n","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 9","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"artificer","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":252717,"data":{"id":252717,"name":"Artificer","description":"

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.

\r\n

Hit Die: d8
Primary Ability: Intelligence
Saves: Constitution & Intelligence

","equipmentDescription":"

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

\r\n\r\n

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.

","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/7106/600/637037130286530746.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7106/603/637037130543268604.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/13916/408/637411847943829485.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/artificer","spellCastingAbilityId":4,"sources":[{"sourceId":67,"pageNumber":9,"sourceType":1}],"classFeatures":[{"id":1131329,"name":"Hit Points","prerequisite":null,"description":"

Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

","requiredLevel":1,"displayOrder":1},{"id":1131384,"name":"Proficiencies","prerequisite":null,"description":"

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

\r\n

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

","requiredLevel":1,"displayOrder":2},{"id":1131400,"name":"Magical Tinkering","prerequisite":null,"description":"

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

\r\n\r\n

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

\r\n

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

","requiredLevel":1,"displayOrder":3},{"id":1131501,"name":"Spellcasting","prerequisite":null,"description":"

You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

\r\n
Tools Required
\r\n

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.

\r\n

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

\r\n
Cantrips (0-Level Spells)
\r\n

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

\r\n

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

\r\n
Preparing and Casting Spells
\r\n

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer 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.

\r\n

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

\r\n

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence 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.

\r\n

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

\r\n
\r\n

THE MAGIC OF ARTIFICE

\r\n

As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

\r\n

The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.

\r\n

Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

\r\n
\r\n
Spellcasting Ability
\r\n

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

","requiredLevel":1,"displayOrder":4},{"id":1131631,"name":"Infuse Item","prerequisite":null,"description":"

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

\r\n
Infusions Known
\r\n

When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

\r\n

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

\r\n
Infusing an Item
\r\n

Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).

\r\n

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

\r\n

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

\r\n

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

","requiredLevel":2,"displayOrder":5},{"id":1131764,"name":"Artificer Infusions","prerequisite":null,"description":"

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.

\r\n

The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

\r\n

Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

\r\n

Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

\r\n
Arcane Propulsion Armor
\r\n

Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

\r\n

The wearer of this armor gains these benefits:

\r\n\r\n
Armor of Magical Strength
\r\n

Item: A suit of armor (requires attunement)

\r\n

This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

\r\n\r\n

The armor regains 1d6 expended charges daily at dawn.

\r\n
Boots of the Winding Path
\r\n

Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

\r\n

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

\r\n
Enhanced Arcane Focus
\r\n

Item: A rod, staff, or wand (requires attunement)

\r\n

While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

\r\n

The bonus increases to +2 when you reach 10th level in this class.

\r\n
Enhanced Defense
\r\n

Item: A suit of armor or a shield

\r\n

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

\r\n

The bonus increases to +2 when you reach 10th level in this class.

\r\n
Enhanced Weapon
\r\n

Item: A simple or martial weapon

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

\r\n

The bonus increases to +2 when you reach 10th level in this class.

\r\n
Helm of Awareness
\r\n

Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

\r\n

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

\r\n
Homunculus Servant
\r\n

Item: A gem or crystal worth at least 100 gp

\r\n

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

\r\n

You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

\r\n

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

\r\n

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

\r\n

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

\r\n
\r\n

Homunculus Servant

\r\n

Tiny construct

\r\n

Armor Class 13 (natural armor)

\r\n

Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)

\r\n

Speed 20 ft., fly 30 ft.

\r\n
\r\n
\r\n
STR
\r\n
4 (−3)
\r\n
\r\n
\r\n
DEX
\r\n
15 (+2)
\r\n
\r\n
\r\n
CON
\r\n
12 (+1)
\r\n
\r\n
\r\n
INT
\r\n
10 (+0)
\r\n
\r\n
\r\n
WIS
\r\n
10 (+0)
\r\n
\r\n
\r\n
CHA
\r\n
7 (−2)
\r\n
\r\n
\r\n

Saving Throws Dex +2 plus PB

\r\n

Skills Perception +0 plus PB × 2, Stealth +2 plus PB

\r\n

Damage Immunities poison

\r\n

Condition Immunities exhaustion, poisoned

\r\n

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

\r\n

Languages understands the languages you speak

\r\n

ChallengeProficiency Bonus (PB) equals your bonus

\r\n

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

\r\n

Actions

\r\n

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

\r\n

Reactions

\r\n

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

\r\n
\r\n
Mind Sharpener
\r\n

Item: A suit of armor or robes

\r\n

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

\r\n
Radiant Weapon
\r\n

Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

\r\n

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

\r\n
Repeating Shot
\r\n

Item: A simple or martial weapon with the ammunition property (requires attunement)

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

\r\n

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

\r\n
Replicate Magic Item
\r\n

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

\r\n

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

\r\n
Replicable Items (2nd-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Alchemy jugNo
Bag of holdingNo
Cap of water breathingNo
Goggles of nightNo
Rope of climbingNo
Sending stonesNo
Wand of magic detectionNo
Wand of secretsNo
\r\n
\r\n
Replicable Items (6th-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Boots of elvenkindNo
Cloak of elvenkindYes
Cloak of the manta rayNo
Eyes of charmingYes
Gloves of thieveryNo
Lantern of revealingNo
Pipes of hauntingNo
Ring of water walkingNo
\r\n
\r\n
Replicable Items (10th-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Boots of striding and springingYes
Boots of the winterlandsYes
Bracers of archeryYes
Brooch of shieldingYes
Cloak of protectionYes
Eyes of the eagleYes
Gauntlets of ogre powerYes
Gloves of missile snaringYes
Gloves of swimming and climbingYes
Hat of disguiseYes
Headband of intellectYes
Helm of telepathyYes
Medallion of thoughtsYes
Necklace of adaptationYes
Periapt of wound closureYes
Pipes of the sewersYes
Quiver of EhlonnaNo
Ring of jumpingYes
Ring of mind shieldingYes
Slippers of spider climbingYes
Winged bootsYes
\r\n
\r\n
Replicable Items (14th-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Amulet of healthYes
Belt of hill giant strengthYes
Boots of levitationYes
Boots of speedYes
Bracers of defenseYes
Cloak of the batYes
Dimensional shacklesNo
Gem of seeingYes
Horn of blastingNo
Ring of free actionYes
Ring of protectionYes
Ring of the ramYes
\r\n
\r\n
Repulsion Shield
\r\n

Prerequisite: 6th-level artificer
Item: A shield (requires attunement)

\r\n

A creature gains a +1 bonus to Armor Class while wielding this shield.

\r\n

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

\r\n
Resistant Armor
\r\n

Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)

\r\n

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

\r\n
Returning Weapon
\r\n

Item: A simple or martial weapon with the thrown property

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

\r\n
Spell-Refueling Ring
\r\n

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

\r\n

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

","requiredLevel":2,"displayOrder":21},{"id":1131772,"name":"Artificer Specialist","prerequisite":null,"description":"

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

","requiredLevel":3,"displayOrder":7},{"id":1131786,"name":"The Right Tool for the Job","prerequisite":null,"description":"

At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

","requiredLevel":3,"displayOrder":8},{"id":1131833,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":4,"displayOrder":9},{"id":1131848,"name":"Tool Expertise","prerequisite":null,"description":"

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

","requiredLevel":6,"displayOrder":10},{"id":1131856,"name":"Flash of Genius","prerequisite":null,"description":"

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

\r\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

","requiredLevel":7,"displayOrder":11},{"id":1134217,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":1134228,"name":"Magic Item Adept","prerequisite":null,"description":"

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

\r\n","requiredLevel":10,"displayOrder":13},{"id":1134246,"name":"Spell-Storing Item","prerequisite":null,"description":"

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).

\r\n

While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

","requiredLevel":11,"displayOrder":14},{"id":1134348,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":12,"displayOrder":15},{"id":1134349,"name":"Magic Item Savant","prerequisite":null,"description":"

At 14th level, your skill with magic items deepens more:

\r\n","requiredLevel":14,"displayOrder":16},{"id":1134359,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":16,"displayOrder":17},{"id":1134372,"name":"Magic Item Master","prerequisite":null,"description":"

Starting at 18th level, you can attune to up to six magic items at once.

","requiredLevel":18,"displayOrder":18},{"id":1134379,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":19,"displayOrder":19},{"id":1134380,"name":"Soul of Artifice","prerequisite":null,"description":"

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

\r\n","requiredLevel":20,"displayOrder":20}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":9,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,2,2,2,2,2,2,3,3,3,3,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":2},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":74766,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/artificer#Armorer","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/13916/408/637411847943829485.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/7106/600/637037130286530746.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7106/603/637037130543268604.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":252717,"hitDice":8,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"FFUpL55SFQDyQ6nG","name":"Paladin (Oath of Devotion)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"

A holy warrior bound to a sacred oath

\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Oath of Devotion

\n

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 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.

\n\n

Class Features

\n\n

Channel Divinity

\n

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

\n

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.

\n

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.

\n

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.

\n

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.

\n\n

Aura of Devotion

\n

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Purity of Spirit

\n

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

\n\n

Holy Nimbus

\n

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.

\n

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

\n

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

\n

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

\n\n

Oath Spells

\n

You gain oath spells at the paladin levels listed.

\n
Oath of Devotion Spells
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
\n

3rd

\n
\n

protection from evil and good, sanctuary

\n
\n

5th

\n
\n

lesser restoration, zone of truth

\n
\n

9th

\n
\n

beacon of hope, dispel magic

\n
\n

13th

\n
\n

freedom of movement, guardian of faith

\n
\n

17th

\n
\n

commune, flame strike

\n
\n
\n\n

Divine Sense

\n

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.

\n

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.

\n\n

Lay on Hands

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n\n

Fighting Style

\n

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.

\n\n

Spellcasting

\n

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

\n\n

Divine Smite

\n

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n\n

Divine Health

\n

By 3rd level, the divine magic flowing through you makes you immune to disease.

\n\n

Sacred Oath

\n

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\n

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.

\n

Oath Spells

\n

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.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Aura of Protection

\n

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.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Aura of Courage

\n

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Improved Divine Smite

\n

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.

\n\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\n

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.

\n\n

Aura Improvements @Compendium[world.ddb-graus-dnd-class-features.wZYsgqAgyIUNmGlD]{Aura Improvements}

\n

At 18th level, the range of your auras increase to 30 feet.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 82","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"spellcasting":{"progression":"half","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":4,"data":{"id":4,"name":"Paladin","description":"

A holy warrior bound to a sacred oath

\r\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/paladin","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":82,"sourceType":1}],"classFeatures":[{"id":260,"name":"Divine Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":261,"name":"Lay on Hands","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

This feature has no effect on undead and constructs.

","requiredLevel":1,"displayOrder":4},{"id":262,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":263,"name":"Spellcasting","prerequisite":null,"description":"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\r\n
Preparing and Casting Spells
\r\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

","requiredLevel":2,"displayOrder":6},{"id":264,"name":"Divine Smite","prerequisite":null,"description":"

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

","requiredLevel":2,"displayOrder":7},{"id":265,"name":"Divine Health","prerequisite":null,"description":"

By 3rd level, the divine magic flowing through you makes you immune to disease.

","requiredLevel":3,"displayOrder":8},{"id":266,"name":"Sacred Oath","prerequisite":null,"description":"

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\r\n

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.

\r\n

Oath Spells

\r\n

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.

\r\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\r\n

Channel Divinity

\r\n

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

","requiredLevel":3,"displayOrder":9},{"id":268,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":10},{"id":269,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":270,"name":"Aura of Protection","prerequisite":null,"description":"

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.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":6,"displayOrder":12},{"id":271,"name":"Aura of Courage","prerequisite":null,"description":"

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":10,"displayOrder":14},{"id":272,"name":"Improved Divine Smite","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":15},{"id":273,"name":"Cleansing Touch","prerequisite":null,"description":"

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\r\n

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.

","requiredLevel":14,"displayOrder":17},{"id":274,"name":"Aura Improvements","prerequisite":null,"description":"

At 18th level, the range of your auras increase to 30 feet.

","requiredLevel":18,"displayOrder":19},{"id":275,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":276,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":16},{"id":277,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":278,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":465,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":537,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":82,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13 and Charisma 13","prerequisiteMappings":[{"id":10359,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"},{"id":10360,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/paladin#OathofDevotion","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":4,"hitDice":10,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"FMZahkmxJhYv3dPg","name":"Rogue","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Class Features

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Expertise

\n

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.

\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

\n\n

Sneak Attack

\n

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.

\n

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.

\n

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.

\n\n

Thieves’ Cant @Compendium[world.ddb-graus-dnd-class-features.QQp7Q9NOphhzvc3C]{Thieves’ Cant}

\n

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.

\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

\n\n

Cunning Action

\n

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.

\n\n

Roguish Archetype

\n

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n\n

Uncanny Dodge

\n

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.

\n\n

Evasion

\n

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

\n\n

Reliable Talent

\n

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.

\n\n

Blindsense

\n

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.

\n\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n\n

Elusive

\n

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.

\n\n

Stroke of Luck

\n

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.

\n

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

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 94","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","prc","prf","per"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":12,"data":{"id":12,"name":"Rogue","description":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\r\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/rogue","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":94,"sourceType":1}],"classFeatures":[{"id":313,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":314,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":315,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":14},{"id":316,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":17},{"id":317,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":342,"name":"Expertise","prerequisite":null,"description":"

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.

\r\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

","requiredLevel":1,"displayOrder":3},{"id":343,"name":"Sneak Attack","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":344,"name":"Thieves’ Cant","prerequisite":null,"description":"

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.

\r\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","requiredLevel":1,"displayOrder":5},{"id":345,"name":"Cunning Action","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":346,"name":"Roguish Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":347,"name":"Uncanny Dodge","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":9},{"id":348,"name":"Evasion","prerequisite":null,"description":"

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

","requiredLevel":7,"displayOrder":11},{"id":349,"name":"Reliable Talent","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":13},{"id":350,"name":"Blindsense","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":15},{"id":351,"name":"Slippery Mind","prerequisite":null,"description":"

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","requiredLevel":15,"displayOrder":16},{"id":352,"name":"Elusive","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":18},{"id":353,"name":"Stroke of Luck","prerequisite":null,"description":"

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.

\r\n

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

","requiredLevel":20,"displayOrder":20},{"id":467,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":471,"name":"Expertise","prerequisite":null,"description":"

At 6th level, choose two more of your skill proficiencies, or one more 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.

","requiredLevel":6,"displayOrder":10},{"id":539,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":591,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 10th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":10,"displayOrder":13}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":94,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13","prerequisiteMappings":[{"id":10371,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/rogue","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"FSW0dhExPfrwtMTH","name":"Bard (College of Creation)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"

An inspiring magician whose power echoes the music of creation

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

College of Creation

\n

The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: “Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance.”

\n\n

Class Features

\n\n

Mote of Potential @Compendium[world.ddb-graus-dnd-class-features.cQrYd8JdouJBYipv]{Mote of Potential}

\n

3rd-level College of Creation feature

\n

Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

\n

When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:

\n

Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.

\n

Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.

\n

Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).

\n\n

Performance of Creation @Compendium[world.ddb-graus-dnd-class-features.04c6EmRlZy8GNu06]{Performance of Creation}

\n

3rd-level College of Creation feature

\n

As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can’t be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player’s Handbook.

\n

Once you create an item with this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.

\n

The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).

\n\n

Animating Performance @Compendium[world.ddb-graus-dnd-class-features.mD8u04FvxXuE3RZt]{Animating Performance}

\n

6th-level College of Creation feature

\n

As an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.

\n

In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.

\n

When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration. Once you animate an item with this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.

\n
\n

Dancing Item

\n

Large or smaller construct

\n

Armor Class 16 (natural armor)

\n

Hit Points 10 + five times your bard level

\n

Speed 30 ft., fly 30 ft. (hover)

\n
\n
\n
STR
\n
18 (+4)
\n
\n
\n
DEX
\n
14 (+2)
\n
\n
\n
CON
\n
16 (+3)
\n
\n
\n
INT
\n
4 (–3)
\n
\n
\n
WIS
\n
10 (+0)
\n
\n
\n
CHA
\n
6 (–2)
\n
\n
\n

Damage Immunities poison, psychic

\n

Condition Immunities charmed, exhaustion, poisoned, frightened

\n

Senses darkvision 60 ft., passive Perception 10

\n

Languages understands the languages you speak

\n

ChallengeProficiency Bonus (PB) equals your bonus

\n

Immutable Form. The item is immune to any spell or effect that would alter its form.

\n

Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn’t incapacitated.

\n

Actions

\n

Force-Empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage.

\n
\n

 

\n\n

Creative Crescendo @Compendium[world.ddb-graus-dnd-class-features.hh0rhLNidagJLKzw]{Creative Crescendo}

\n

14th-level College of Creation feature

\n

When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.

\n

You are no longer limited by gp value when creating items with Performance of Creation.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Bard table shows how many spell slots you have to cast your bard 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know four 1st-level spells of your choice from the bard spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Ritual Casting
\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\n
Spellcasting Focus
\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

\n\n

Bardic Inspiration

\n

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.

\n

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 DM 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.

\n

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.

\n

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.

\n\n

Jack of All Trades

\n

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.

\n\n

Song of Rest

\n

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.

\n

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.

\n\n

Bard College

\n

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

\n\n

Expertise

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Font of Inspiration

\n

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

\n\n

Countercharm

\n

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).

\n\n

Superior Inspiration

\n

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n

Magical Secrets

\n

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\n

You learn two additional spells from any classes at 14th level and again at 18th level.

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 51","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","prf","per","rel","slt","ste","sur"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":1,"data":{"id":1,"name":"Bard","description":"

An inspiring magician whose power echoes the music of creation

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/bard","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":51,"sourceType":1}],"classFeatures":[{"id":74,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Bard table shows how many spell slots you have to cast your bard 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know four 1st-level spells of your choice from the bard spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Ritual Casting
\r\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\r\n
Spellcasting Focus
\r\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

","requiredLevel":1,"displayOrder":3},{"id":75,"name":"Bardic Inspiration","prerequisite":null,"description":"

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.

\r\n

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 DM 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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":79,"name":"Jack of All Trades","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":80,"name":"Song of Rest","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":84,"name":"Bard College","prerequisite":null,"description":"

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

","requiredLevel":3,"displayOrder":7},{"id":85,"name":"Expertise","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":86,"name":"Expertise","prerequisite":null,"description":"

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

","requiredLevel":10,"displayOrder":14},{"id":87,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":88,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":89,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":90,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":16},{"id":91,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":17},{"id":92,"name":"Font of Inspiration","prerequisite":null,"description":"

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

","requiredLevel":5,"displayOrder":11},{"id":93,"name":"Countercharm","prerequisite":null,"description":"

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).

","requiredLevel":6,"displayOrder":12},{"id":94,"name":"Superior Inspiration","prerequisite":null,"description":"

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

","requiredLevel":20,"displayOrder":18},{"id":460,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":531,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":592,"name":"Magical Secrets","prerequisite":null,"description":"

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 14th level and again at 18th level.

","requiredLevel":10,"displayOrder":14},{"id":593,"name":"Magical Secrets","prerequisite":null,"description":"

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 18th level.

","requiredLevel":14,"displayOrder":15},{"id":594,"name":"Magical Secrets","prerequisite":null,"description":"

At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

","requiredLevel":18,"displayOrder":16}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":51,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,4,5,6,7,8,9,10,11,12,14,15,15,16,18,19,19,20,22,22,22],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10356,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/bard#CollegeofCreation","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":1,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"FlldDSgJNWJe2Etl","name":"Cleric (Grave Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Grave Domain

\n

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

\n\n

Class Features

\n\n

Domain Spells

\n

You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.

\n

Grave Domain Spells

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Cleric LevelSpells
1stbanefalse life
3rdgentle reposeray of enfeeblement
5threvivifyvampiric touch
7thblightdeath ward
9thantilife shellraise dead
\n\n

Circle of Mortality @Compendium[world.ddb-graus-dnd-class-features.9jEIymj323RoHa3y]{Circle of Mortality}

\n

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

\n

In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

\n\n

Eyes of the Grave @Compendium[world.ddb-graus-dnd-class-features.o1c2zFdo7F0ZzM30]{Eyes of the Grave}

\n

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

\n

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

\n\n

Channel Divinity: Path to the Grave @Compendium[world.ddb-graus-dnd-class-features.okvFnhjnkuhEMjGm]{Channel Divinity: Path to the Grave}

\n

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

\n

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

\n\n

Sentinel at Death’s Door @Compendium[world.ddb-graus-dnd-class-features.ownmBAK5HF79hKBq]{Sentinel at Death’s Door}

\n

At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

\n

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

\n\n

Potent Spellcasting

\n

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

\n\n

Keeper of Souls @Compendium[world.ddb-graus-dnd-class-features.KRNDrbXkJqwBpMFx]{Keeper of Souls}

\n

Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.

\n\n

Spellcasting

\n

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\n
Cantrips
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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.

\n
Preparing and Casting Spells
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The Cleric table shows how many spell slots you have to cast your cleric 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
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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.

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Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

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Spell attack modifier = your proficiency bonus + your Wisdom modifier

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Ritual Casting
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You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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Spellcasting Focus
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You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

\n\n

Divine Domain

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Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\n
Domain Spells
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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.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n\n

Channel Divinity

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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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

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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.

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Channel Divinity: Turn Undead
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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.

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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.

\n\n

Ability Score Improvement

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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.

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Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Destroy Undead

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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.

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Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cleric Level

\n
\n

Destroys Undead of CR ...

\n
\n

5th

\n
\n

1/2 or lower

\n
\n

8th

\n
\n

1 or lower

\n
\n

11th

\n
\n

2 or lower

\n
\n

14th

\n
\n

3 or lower

\n
\n

17th

\n
\n

4 or lower

\n
\n

 

\n\n

Divine Intervention

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Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

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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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

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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.

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At 20th level, your call for intervention succeeds automatically, no roll required.

\n\n

Proficiencies

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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

\n\n

Hit Points

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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

\n\n","chat":"","unidentified":""},"source":"Basic Rules","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":2,"data":{"id":2,"name":"Cleric","description":"

A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":108,"name":"Spellcasting","prerequisite":null,"description":"

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

\r\n
\r\n

5th

\r\n
\r\n

1/2 or lower

\r\n
\r\n

8th

\r\n
\r\n

1 or lower

\r\n
\r\n

11th

\r\n
\r\n

2 or lower

\r\n
\r\n

14th

\r\n
\r\n

3 or lower

\r\n
\r\n

17th

\r\n
\r\n

4 or lower

\r\n
\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric#GraveDomain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":2,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"GXYDdU0Anr3gFj5x","name":"Wizard (School of Illusion)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

School of Illusion

\n

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

\n\n

Class Features

\n\n

Illusion Savant @Compendium[world.ddb-graus-dnd-class-features.lGmX52tzSqdjZcJV]{Illusion Savant}

\n

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.

\n\n

Improved Minor Illusion @Compendium[world.ddb-graus-dnd-class-features.Tco6ZO6o72OF4zzy]{Improved Minor Illusion}

\n

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

\n

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

\n\n

Malleable Illusions @Compendium[world.ddb-graus-dnd-class-features.AcoRGcq8dnEC4VtH]{Malleable Illusions}

\n

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

\n\n

Illusory Self @Compendium[world.ddb-graus-dnd-class-features.uRqRCGgsvALu11ZA]{Illusory Self}

\n

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

\n

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

\n\n

Illusory Reality @Compendium[world.ddb-graus-dnd-class-features.n8O9T8ObvjmJ3VyS]{Illusory Reality}

\n

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

\n

The object can’t deal damage or otherwise directly harm anyone.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

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.

\n
Spellbook
\n

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.

\n
Preparing and Casting Spells
\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

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.

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\n
Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

\n

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.

\n

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.

\n

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.

\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\n

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.

\n

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.

\n

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.

\n
\n\n

Arcane Recovery

\n

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.

\n

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.

\n\n

Arcane Tradition

\n

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Spell Mastery

\n

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.

\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

\n\n

Signature Spells

\n

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.

\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 112","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":8,"data":{"id":8,"name":"Wizard","description":"

A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/wizard","spellCastingAbilityId":4,"sources":[{"sourceId":1,"pageNumber":112,"sourceType":1}],"classFeatures":[{"id":328,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":329,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":7},{"id":330,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":8},{"id":332,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":412,"name":"Arcane Tradition","prerequisite":null,"description":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":5},{"id":413,"name":"Spell Mastery","prerequisite":null,"description":"

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.

\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

","requiredLevel":18,"displayOrder":10},{"id":414,"name":"Signature Spells","prerequisite":null,"description":"

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.

\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard#SchoolofIllusion","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":8,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"HVRFpHRWvveaKAHv","name":"Wizard (School of Abjuration)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

School of Abjuration

\n

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

\n

Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

\n\n

Class Features

\n\n

Abjuration Savant @Compendium[world.ddb-graus-dnd-class-features.pwc5Y3fOqHHveEcC]{Abjuration Savant}

\n

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

\n\n

Arcane Ward @Compendium[world.ddb-graus-dnd-class-features.72vfR0I5aMpI6JaW]{Arcane Ward}

\n

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

\n

While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

\n

Once you create the ward, you can’t create it again until you finish a long rest.

\n\n

Projected Ward @Compendium[world.ddb-graus-dnd-class-features.uyzhufAbRZBlVmsM]{Projected Ward}

\n

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

\n\n

Improved Abjuration @Compendium[world.ddb-graus-dnd-class-features.CyDnMJD5ReXfrbCM]{Improved Abjuration}

\n

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

\n\n

Spell Resistance @Compendium[world.ddb-graus-dnd-class-features.omWdKK0PTmvzZnUa]{Spell Resistance}

\n

Starting at 14th level, you have advantage on saving throws against spells.

\n

Furthermore, you have resistance against the damage of spells.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

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.

\n
Spellbook
\n

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.

\n
Preparing and Casting Spells
\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

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.

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\n
Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

\n

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.

\n

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.

\n

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.

\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\n

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.

\n

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.

\n

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.

\n
\n\n

Arcane Recovery

\n

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.

\n

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.

\n\n

Arcane Tradition

\n

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Spell Mastery

\n

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.

\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

\n\n

Signature Spells

\n

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.

\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 112","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":8,"data":{"id":8,"name":"Wizard","description":"

A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/wizard","spellCastingAbilityId":4,"sources":[{"sourceId":1,"pageNumber":112,"sourceType":1}],"classFeatures":[{"id":328,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":329,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":7},{"id":330,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":8},{"id":332,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":412,"name":"Arcane Tradition","prerequisite":null,"description":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":5},{"id":413,"name":"Spell Mastery","prerequisite":null,"description":"

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.

\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

","requiredLevel":18,"displayOrder":10},{"id":414,"name":"Signature Spells","prerequisite":null,"description":"

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.

\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard#SchoolofAbjuration","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":8,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"HxYtdPVyNAMg75MG","name":"Fighter (Battle Master)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"

A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Battle Master

\n

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

\n\n

Class Features

\n\n

Combat Superiority @Compendium[world.ddb-graus-dnd-class-features.OrLaBY2XfUAHF2ic]{Combat Superiority}

\n

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

\n

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

You gain another superiority die at 7th level and one more at 15th level.

\n

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n\n

Student of War @Compendium[world.ddb-graus-dnd-class-features.73Lhn6LHDsnf3nlQ]{Student of War}

\n

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

\n\n

Know Your Enemy @Compendium[world.ddb-graus-dnd-class-features.txsp2tWybStqzauq]{Know Your Enemy}

\n

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n\n\n

Improved Combat Superiority @Compendium[world.ddb-graus-dnd-class-features.tP672fYOZlhpn2GK]{Improved Combat Superiority}

\n

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

\n\n

Relentless @Compendium[world.ddb-graus-dnd-class-features.dPOMzFz97pbNIpia]{Relentless}

\n

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

\n\n

Maneuvers @Compendium[world.ddb-graus-dnd-class-features.rllkHIBwYt8vjhPT]{Maneuvers}

\n

The maneuvers are presented in alphabetical order.

\n\n

Fighting Style

\n

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.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 70","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":10,"data":{"id":10,"name":"Fighter","description":"

A master of martial combat, skilled with a variety of weapons and armor

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/fighter","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":70,"sourceType":1}],"classFeatures":[{"id":191,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":192,"name":"Second Wind","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":193,"name":"Action Surge","prerequisite":null,"description":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":194,"name":"Martial Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":6},{"id":195,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":196,"name":"Extra Attack","prerequisite":null,"description":"

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

\r\n

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.

","requiredLevel":5,"displayOrder":8},{"id":197,"name":"Indomitable","prerequisite":null,"description":"

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.

\r\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","requiredLevel":9,"displayOrder":11},{"id":199,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 6th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":6,"displayOrder":9},{"id":200,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":201,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":13},{"id":202,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 14th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":14,"displayOrder":14},{"id":203,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":15},{"id":204,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":205,"name":"Extra Attack","prerequisite":null,"description":"

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

\r\n

The number of attacks increases to four when you reach 20th level in this class.

","requiredLevel":11,"displayOrder":12},{"id":206,"name":"Extra Attack","prerequisite":null,"description":"

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

","requiredLevel":20,"displayOrder":17},{"id":463,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":535,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":70,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1,2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10367,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]},{"description":"or Dexterity 13","prerequisiteMappings":[{"id":10368,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/fighter#BattleMaster","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":10,"hitDice":10,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"IEwjSgx8bfOSy9Fw","name":"Monk","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Class Features

\n\n

Unarmored Defense

\n

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.

\n\n

Martial Arts

\n

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.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n

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 in the Weapons section.

\n\n

Ki

\n

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.

\n

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.

\n

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.

\n

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:

\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\n
Flurry of Blows
\n

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.

\n
Patient Defense
\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\n
Step of the Wind
\n

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.

\n\n

Unarmored Movement

\n

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.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n

Monastic Tradition

\n

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n\n

Deflect Missiles

\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Slow Fall

\n

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.

\n\n

Extra Attack

\n

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

\n\n

Stunning Strike @Compendium[world.ddb-graus-dnd-class-features.ps7Uhl278ol8CL0J]{Stunning Strike}

\n

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.

\n\n

Ki-Empowered Strikes

\n

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Evasion

\n

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.

\n\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n\n

Purity of Body

\n

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

\n\n

Tongue of the Sun and Moon

\n

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.

\n\n

Diamond Soul @Compendium[world.ddb-graus-dnd-class-features.F0PlhR6yIOXtNeDj]{Diamond Soul}

\n

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

\n\n

Timeless Body

\n

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.

\n\n

Empty Body @Compendium[world.ddb-graus-dnd-class-features.Yfh3m3cTWOl1elrC]{Empty Body}

\n

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.

\n

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.

\n\n

Perfect Self

\n

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

\n\n

Unarmored Movement Improvement @Compendium[world.ddb-graus-dnd-class-features.P8AAztFApL02TsXg]{Unarmored Movement Improvement}

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 76","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":11,"data":{"id":11,"name":"Monk","description":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\r\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/monk","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":76,"sourceType":1}],"classFeatures":[{"id":226,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":227,"name":"Martial Arts","prerequisite":null,"description":"

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.

\r\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\r\n\r\n

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 in the Weapons section.

","requiredLevel":1,"displayOrder":4},{"id":228,"name":"Ki","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

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:

\r\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n
Flurry of Blows
\r\n

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.

\r\n
Patient Defense
\r\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\r\n
Step of the Wind
\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":229,"name":"Unarmored Movement","prerequisite":null,"description":"

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.

\r\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

","requiredLevel":2,"displayOrder":6},{"id":230,"name":"Monastic Tradition","prerequisite":null,"description":"

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":231,"name":"Deflect Missiles","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":3,"displayOrder":8},{"id":232,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":233,"name":"Slow Fall","prerequisite":null,"description":"

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.

","requiredLevel":4,"displayOrder":10},{"id":234,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":235,"name":"Stunning Strike","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":12},{"id":236,"name":"Ki-Empowered Strikes","prerequisite":null,"description":"

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

","requiredLevel":6,"displayOrder":13},{"id":237,"name":"Evasion","prerequisite":null,"description":"

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.

","requiredLevel":7,"displayOrder":15},{"id":238,"name":"Stillness of Mind","prerequisite":null,"description":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","requiredLevel":7,"displayOrder":16},{"id":239,"name":"Purity of Body","prerequisite":null,"description":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

","requiredLevel":10,"displayOrder":19},{"id":240,"name":"Tongue of the Sun and Moon","prerequisite":null,"description":"

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.

","requiredLevel":13,"displayOrder":22},{"id":241,"name":"Diamond Soul","prerequisite":null,"description":"

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\r\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

","requiredLevel":14,"displayOrder":23},{"id":242,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":25},{"id":243,"name":"Empty Body","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":27},{"id":244,"name":"Perfect Self","prerequisite":null,"description":"

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

","requiredLevel":20,"displayOrder":30},{"id":245,"name":"Unarmored Movement Improvement","prerequisite":null,"description":"

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

","requiredLevel":9,"displayOrder":18},{"id":246,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":17},{"id":247,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":21},{"id":248,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":26},{"id":249,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":29},{"id":455,"name":"Unarmored Movement","prerequisite":null,"description":"

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

","requiredLevel":6,"displayOrder":14},{"id":456,"name":"Unarmored Movement","prerequisite":null,"description":"

At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

","requiredLevel":10,"displayOrder":20},{"id":457,"name":"Unarmored Movement","prerequisite":null,"description":"

At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

","requiredLevel":14,"displayOrder":24},{"id":458,"name":"Unarmored Movement","prerequisite":null,"description":"

At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

","requiredLevel":18,"displayOrder":28},{"id":464,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":536,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":76,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10369,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10370,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/monk","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"IRTJ4FIdtUrskKSx","name":"Druid (Circle of the Land (Desert))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of the Land (Desert)

\n

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.

\n\n

Class Features

\n\n

Bonus Cantrip

\n

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

\n\n

Natural Recovery

\n

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.

\n

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.

\n\n

Circle Spells

\n

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, swamp, or Underdark — and consult the associated list of spells.

\n

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.

\n
Arctic
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

hold person, spike growth

\n
\n

5th

\n
\n

sleet storm, slow

\n
\n

7th

\n
\n

freedom of movement, ice storm

\n
\n

9th

\n
\n

commune with nature, cone of cold 

\n
\n
Coast
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

mirror image, misty step

\n
\n

5th

\n
\n

water breathing, water walk

\n
\n

7th

\n
\n

control water, freedom of movement

\n
\n

9th

\n
\n

conjure elemental, scrying

\n
\n
Desert
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

blur, silence

\n
\n

5th

\n
\n

create food and water, protection from energy

\n
\n

7th

\n
\n

blight, hallucinatory terrain

\n
\n

9th

\n
\n

insect plague, wall of stone

\n
\n
Forest
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

barkskin, spider climb

\n
\n

5th

\n
\n

call lightning, plant growth

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

commune with nature, tree stride

\n
\n
Grassland
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

invisibility, pass without trace

\n
\n

5th

\n
\n

daylight, haste

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

dream, insect plague

\n
\n
Mountain
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, spike growth

\n
\n

5th

\n
\n

lightning bolt, meld into stone

\n
\n

7th

\n
\n

stone shape, stoneskin

\n
\n

9th

\n
\n

passwall, wall of stone

\n
\n
Swamp
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

darkness, acid arrow

\n
\n

5th

\n
\n

water walk, stinking cloud

\n
\n

7th

\n
\n

freedom of movement, locate creature

\n
\n

9th

\n
\n

insect plague, scrying

\n
\n
Underdark
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, web

\n
\n

5th

\n
\n

gaseous form, stinking cloud

\n
\n

7th

\n
\n

greater invisibility, stone shape

\n
\n

9th

\n
\n

cloudkill, insect plague

\n
\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Nature’s Ward

\n

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

\n\n

Nature’s Sanctuary

\n

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.

\n

The creature is aware of this effect before it makes its attack against you.

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

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A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleoftheLandDesert","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"IUKcWFMy8peREYeF","name":"Artificer (Battle Smith)","type":"class","img":"icons/commodities/tech/cog-bronze.webp","data":{"description":{"value":"

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.

\n

Hit Die: d8
Primary Ability: Intelligence
Saves: Constitution & Intelligence

\n\n\n\n

Starting Equipment

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

\n\n

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.

\n\n

Battle Smith

\n

A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel.

\n\n

Class Features

\n\n

Tool Proficiency

\n

3rd-level Battle Smith feature

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You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

\n\n

Battle Smith Spells @Compendium[world.ddb-graus-dnd-class-features.tbbyt3SBMS02ipqC]{Battle Smith Spells}

\n

3rd-level Battle Smith feature

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You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

\n

Battle Smith Spells

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Artificer LevelSpell
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3rd

\n
\n

heroism, shield

\n
\n

5th

\n
\n

branding smite, warding bond

\n
\n

9th

\n
\n

aura of vitality, conjure barrage

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\n

13th

\n
\n

aura of purity, fire shield

\n
\n

17th

\n
\n

banishing smite, mass cure wounds

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\n\n

Battle Ready @Compendium[world.ddb-graus-dnd-class-features.NECuTDRT3wxXpB1u]{Battle Ready}

\n

3rd-level Battle Smith feature

\n

Your combat training and your experiments with magic have paid off in two ways:

\n\n\n

Steel Defender @Compendium[world.ddb-graus-dnd-class-features.NtNKsiIj31h17vNm]{Steel Defender}

\n

3rd-level Battle Smith feature

\n

Your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

\n

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

\n

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

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At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.

\n
\n

Steel Defender

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Medium construct

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Armor Class 15 (natural armor)

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Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)

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Speed 40 ft.

\n
\n
\n
STR
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14 (+2)
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\n
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DEX
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12 (+1)
\n
\n
\n
CON
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14 (+2)
\n
\n
\n
INT
\n
4 (−3)
\n
\n
\n
WIS
\n
10 (+0)
\n
\n
\n
CHA
\n
6 (−2)
\n
\n
\n

Saving Throws Dex +1 plus PB, Con +2 plus PB

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Skills Athletics +2 plus PB, Perception +0 plus PB × 2

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Damage Immunities poison

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Condition Immunities charmed, exhaustion, poisoned

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Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

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Languages understands the languages you speak

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ChallengeProficiency Bonus (PB) equals your bonus

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Vigilant. The defender can’t be surprised.

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Actions

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Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

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Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

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Reaction

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Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

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\n\n

Extra Attack

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5th-level Battle Smith feature

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You can attack twice, rather than once, whenever you take the Attack action on your turn.

\n\n

Arcane Jolt @Compendium[world.ddb-graus-dnd-class-features.hVcFpZJCf5iMx38g]{Arcane Jolt}

\n

9th-level Battle Smith feature

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You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

\n\n

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

\n\n

Improved Defender @Compendium[world.ddb-graus-dnd-class-features.cOzo9KTOqzZpLDv5]{Improved Defender}

\n

15th-level Battle Smith feature

\n

Your Arcane Jolt and steel defender become more powerful:

\n\n\n

Hit Points

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Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

\n\n

Proficiencies

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Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

\n

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

\n\n

Magical Tinkering

\n

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

\n\n

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

\n

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

\n\n

Spellcasting

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You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

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Tools Required
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You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.

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After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

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Cantrips (0-Level Spells)
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At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

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When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

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Preparing and Casting Spells
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The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer 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.

\n

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

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For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence 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.

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You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

\n
\n

THE MAGIC OF ARTIFICE

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As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

\n

The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.

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Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

\n
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Spellcasting Ability
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Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

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Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

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Spell attack modifier = your proficiency bonus + your Intelligence modifier

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Ritual Casting
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You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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Infuse Item

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At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

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Infusions Known
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When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

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Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

\n
Infusing an Item
\n

Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).

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Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

\n

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

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If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

\n\n

Artificer Infusions

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Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.

\n

The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

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Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

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Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

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Arcane Propulsion Armor
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Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

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The wearer of this armor gains these benefits:

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Armor of Magical Strength
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Item: A suit of armor (requires attunement)

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This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

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The armor regains 1d6 expended charges daily at dawn.

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Boots of the Winding Path
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Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

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While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

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Enhanced Arcane Focus
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Item: A rod, staff, or wand (requires attunement)

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While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Defense
\n

Item: A suit of armor or a shield

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A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Weapon
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Item: A simple or martial weapon

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This magic weapon grants a +1 bonus to attack and damage rolls made with it.

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The bonus increases to +2 when you reach 10th level in this class.

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Helm of Awareness
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Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

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While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

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Homunculus Servant
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Item: A gem or crystal worth at least 100 gp

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You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

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You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

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The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

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In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

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The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

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\n

Homunculus Servant

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Tiny construct

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Armor Class 13 (natural armor)

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Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)

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Speed 20 ft., fly 30 ft.

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STR
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4 (−3)
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DEX
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15 (+2)
\n
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CON
\n
12 (+1)
\n
\n
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INT
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10 (+0)
\n
\n
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WIS
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10 (+0)
\n
\n
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CHA
\n
7 (−2)
\n
\n
\n

Saving Throws Dex +2 plus PB

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Skills Perception +0 plus PB × 2, Stealth +2 plus PB

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Damage Immunities poison

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Condition Immunities exhaustion, poisoned

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Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

\n

Languages understands the languages you speak

\n

ChallengeProficiency Bonus (PB) equals your bonus

\n

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

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Actions

\n

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

\n

Reactions

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Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

\n
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Mind Sharpener
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Item: A suit of armor or robes

\n

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

\n
Radiant Weapon
\n

Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

\n

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

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Repeating Shot
\n

Item: A simple or martial weapon with the ammunition property (requires attunement)

\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

\n

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

\n
Replicate Magic Item
\n

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

\n

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

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Replicable Items (2nd-Level Artificer)
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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Magic ItemAttunement
Alchemy jugNo
Bag of holdingNo
Cap of water breathingNo
Goggles of nightNo
Rope of climbingNo
Sending stonesNo
Wand of magic detectionNo
Wand of secretsNo
\n
\n
Replicable Items (6th-Level Artificer)
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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Magic ItemAttunement
Boots of elvenkindNo
Cloak of elvenkindYes
Cloak of the manta rayNo
Eyes of charmingYes
Gloves of thieveryNo
Lantern of revealingNo
Pipes of hauntingNo
Ring of water walkingNo
\n
\n
Replicable Items (10th-Level Artificer)
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Magic ItemAttunement
Boots of striding and springingYes
Boots of the winterlandsYes
Bracers of archeryYes
Brooch of shieldingYes
Cloak of protectionYes
Eyes of the eagleYes
Gauntlets of ogre powerYes
Gloves of missile snaringYes
Gloves of swimming and climbingYes
Hat of disguiseYes
Headband of intellectYes
Helm of telepathyYes
Medallion of thoughtsYes
Necklace of adaptationYes
Periapt of wound closureYes
Pipes of the sewersYes
Quiver of EhlonnaNo
Ring of jumpingYes
Ring of mind shieldingYes
Slippers of spider climbingYes
Winged bootsYes
\n
\n
Replicable Items (14th-Level Artificer)
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Magic ItemAttunement
Amulet of healthYes
Belt of hill giant strengthYes
Boots of levitationYes
Boots of speedYes
Bracers of defenseYes
Cloak of the batYes
Dimensional shacklesNo
Gem of seeingYes
Horn of blastingNo
Ring of free actionYes
Ring of protectionYes
Ring of the ramYes
\n
\n
Repulsion Shield
\n

Prerequisite: 6th-level artificer
Item: A shield (requires attunement)

\n

A creature gains a +1 bonus to Armor Class while wielding this shield.

\n

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

\n
Resistant Armor
\n

Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)

\n

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

\n
Returning Weapon
\n

Item: A simple or martial weapon with the thrown property

\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

\n
Spell-Refueling Ring
\n

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

\n

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

\n\n

Artificer Specialist

\n

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

\n\n

The Right Tool for the Job

\n

At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

\n\n

Ability Score Improvement

\n

When you reach 4th, 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.

\n\n

Tool Expertise

\n

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

\n\n

Flash of Genius

\n

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

\n\n

Magic Item Adept

\n

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

\n\n\n

Spell-Storing Item

\n

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).

\n

While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

\n\n

Magic Item Savant

\n

At 14th level, your skill with magic items deepens more:

\n\n\n

Magic Item Master

\n

Starting at 18th level, you can attune to up to six magic items at once.

\n\n

Soul of Artifice

\n

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

\n\n\n","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 9","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"artificer","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":252717,"data":{"id":252717,"name":"Artificer","description":"

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.

\r\n

Hit Die: d8
Primary Ability: Intelligence
Saves: Constitution & Intelligence

","equipmentDescription":"

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

\r\n\r\n

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.

","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/7106/600/637037130286530746.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7106/603/637037130543268604.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/13916/408/637411847943829485.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/artificer","spellCastingAbilityId":4,"sources":[{"sourceId":67,"pageNumber":9,"sourceType":1}],"classFeatures":[{"id":1131329,"name":"Hit Points","prerequisite":null,"description":"

Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

","requiredLevel":1,"displayOrder":1},{"id":1131384,"name":"Proficiencies","prerequisite":null,"description":"

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

\r\n

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

","requiredLevel":1,"displayOrder":2},{"id":1131400,"name":"Magical Tinkering","prerequisite":null,"description":"

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

\r\n\r\n

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

\r\n

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

","requiredLevel":1,"displayOrder":3},{"id":1131501,"name":"Spellcasting","prerequisite":null,"description":"

You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

\r\n
Tools Required
\r\n

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.

\r\n

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

\r\n
Cantrips (0-Level Spells)
\r\n

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

\r\n

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

\r\n
Preparing and Casting Spells
\r\n

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer 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.

\r\n

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

\r\n

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence 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.

\r\n

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

\r\n
\r\n

THE MAGIC OF ARTIFICE

\r\n

As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

\r\n

The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.

\r\n

Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

\r\n
\r\n
Spellcasting Ability
\r\n

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

","requiredLevel":1,"displayOrder":4},{"id":1131631,"name":"Infuse Item","prerequisite":null,"description":"

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

\r\n
Infusions Known
\r\n

When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

\r\n

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

\r\n
Infusing an Item
\r\n

Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).

\r\n

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

\r\n

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

\r\n

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

","requiredLevel":2,"displayOrder":5},{"id":1131764,"name":"Artificer Infusions","prerequisite":null,"description":"

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.

\r\n

The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

\r\n

Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

\r\n

Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

\r\n
Arcane Propulsion Armor
\r\n

Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

\r\n

The wearer of this armor gains these benefits:

\r\n\r\n
Armor of Magical Strength
\r\n

Item: A suit of armor (requires attunement)

\r\n

This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

\r\n\r\n

The armor regains 1d6 expended charges daily at dawn.

\r\n
Boots of the Winding Path
\r\n

Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

\r\n

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

\r\n
Enhanced Arcane Focus
\r\n

Item: A rod, staff, or wand (requires attunement)

\r\n

While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

\r\n

The bonus increases to +2 when you reach 10th level in this class.

\r\n
Enhanced Defense
\r\n

Item: A suit of armor or a shield

\r\n

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

\r\n

The bonus increases to +2 when you reach 10th level in this class.

\r\n
Enhanced Weapon
\r\n

Item: A simple or martial weapon

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

\r\n

The bonus increases to +2 when you reach 10th level in this class.

\r\n
Helm of Awareness
\r\n

Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

\r\n

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

\r\n
Homunculus Servant
\r\n

Item: A gem or crystal worth at least 100 gp

\r\n

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

\r\n

You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

\r\n

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

\r\n

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

\r\n

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

\r\n
\r\n

Homunculus Servant

\r\n

Tiny construct

\r\n

Armor Class 13 (natural armor)

\r\n

Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)

\r\n

Speed 20 ft., fly 30 ft.

\r\n
\r\n
\r\n
STR
\r\n
4 (−3)
\r\n
\r\n
\r\n
DEX
\r\n
15 (+2)
\r\n
\r\n
\r\n
CON
\r\n
12 (+1)
\r\n
\r\n
\r\n
INT
\r\n
10 (+0)
\r\n
\r\n
\r\n
WIS
\r\n
10 (+0)
\r\n
\r\n
\r\n
CHA
\r\n
7 (−2)
\r\n
\r\n
\r\n

Saving Throws Dex +2 plus PB

\r\n

Skills Perception +0 plus PB × 2, Stealth +2 plus PB

\r\n

Damage Immunities poison

\r\n

Condition Immunities exhaustion, poisoned

\r\n

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

\r\n

Languages understands the languages you speak

\r\n

ChallengeProficiency Bonus (PB) equals your bonus

\r\n

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

\r\n

Actions

\r\n

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

\r\n

Reactions

\r\n

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

\r\n
\r\n
Mind Sharpener
\r\n

Item: A suit of armor or robes

\r\n

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

\r\n
Radiant Weapon
\r\n

Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

\r\n

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

\r\n
Repeating Shot
\r\n

Item: A simple or martial weapon with the ammunition property (requires attunement)

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

\r\n

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

\r\n
Replicate Magic Item
\r\n

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

\r\n

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

\r\n
Replicable Items (2nd-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Alchemy jugNo
Bag of holdingNo
Cap of water breathingNo
Goggles of nightNo
Rope of climbingNo
Sending stonesNo
Wand of magic detectionNo
Wand of secretsNo
\r\n
\r\n
Replicable Items (6th-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Boots of elvenkindNo
Cloak of elvenkindYes
Cloak of the manta rayNo
Eyes of charmingYes
Gloves of thieveryNo
Lantern of revealingNo
Pipes of hauntingNo
Ring of water walkingNo
\r\n
\r\n
Replicable Items (10th-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Boots of striding and springingYes
Boots of the winterlandsYes
Bracers of archeryYes
Brooch of shieldingYes
Cloak of protectionYes
Eyes of the eagleYes
Gauntlets of ogre powerYes
Gloves of missile snaringYes
Gloves of swimming and climbingYes
Hat of disguiseYes
Headband of intellectYes
Helm of telepathyYes
Medallion of thoughtsYes
Necklace of adaptationYes
Periapt of wound closureYes
Pipes of the sewersYes
Quiver of EhlonnaNo
Ring of jumpingYes
Ring of mind shieldingYes
Slippers of spider climbingYes
Winged bootsYes
\r\n
\r\n
Replicable Items (14th-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Amulet of healthYes
Belt of hill giant strengthYes
Boots of levitationYes
Boots of speedYes
Bracers of defenseYes
Cloak of the batYes
Dimensional shacklesNo
Gem of seeingYes
Horn of blastingNo
Ring of free actionYes
Ring of protectionYes
Ring of the ramYes
\r\n
\r\n
Repulsion Shield
\r\n

Prerequisite: 6th-level artificer
Item: A shield (requires attunement)

\r\n

A creature gains a +1 bonus to Armor Class while wielding this shield.

\r\n

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

\r\n
Resistant Armor
\r\n

Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)

\r\n

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

\r\n
Returning Weapon
\r\n

Item: A simple or martial weapon with the thrown property

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

\r\n
Spell-Refueling Ring
\r\n

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

\r\n

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

","requiredLevel":2,"displayOrder":21},{"id":1131772,"name":"Artificer Specialist","prerequisite":null,"description":"

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

","requiredLevel":3,"displayOrder":7},{"id":1131786,"name":"The Right Tool for the Job","prerequisite":null,"description":"

At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

","requiredLevel":3,"displayOrder":8},{"id":1131833,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":4,"displayOrder":9},{"id":1131848,"name":"Tool Expertise","prerequisite":null,"description":"

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

","requiredLevel":6,"displayOrder":10},{"id":1131856,"name":"Flash of Genius","prerequisite":null,"description":"

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

\r\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

","requiredLevel":7,"displayOrder":11},{"id":1134217,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":1134228,"name":"Magic Item Adept","prerequisite":null,"description":"

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

\r\n","requiredLevel":10,"displayOrder":13},{"id":1134246,"name":"Spell-Storing Item","prerequisite":null,"description":"

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).

\r\n

While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

","requiredLevel":11,"displayOrder":14},{"id":1134348,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":12,"displayOrder":15},{"id":1134349,"name":"Magic Item Savant","prerequisite":null,"description":"

At 14th level, your skill with magic items deepens more:

\r\n","requiredLevel":14,"displayOrder":16},{"id":1134359,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":16,"displayOrder":17},{"id":1134372,"name":"Magic Item Master","prerequisite":null,"description":"

Starting at 18th level, you can attune to up to six magic items at once.

","requiredLevel":18,"displayOrder":18},{"id":1134379,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":19,"displayOrder":19},{"id":1134380,"name":"Soul of Artifice","prerequisite":null,"description":"

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

\r\n","requiredLevel":20,"displayOrder":20}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":9,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,2,2,2,2,2,2,3,3,3,3,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":2},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":74766,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/artificer#BattleSmith","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/13916/408/637411847943829485.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/7106/600/637037130286530746.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7106/603/637037130543268604.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":252717,"hitDice":8,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"J5fJbaHcZlWY216t","name":"Rogue (Mastermind)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Mastermind

\n

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

\n\n

Class Features

\n\n

Master of Intrigue @Compendium[world.ddb-graus-dnd-class-features.Pr9A21ESjrlSXXrZ]{Master of Intrigue}

\n

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

\n

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

\n\n

Master of Tactics @Compendium[world.ddb-graus-dnd-class-features.3fHABs7pX2DSWlpH]{Master of Tactics}

\n

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

\n\n

Insightful Manipulator @Compendium[world.ddb-graus-dnd-class-features.pHCUM8kyGLRY38Tx]{Insightful Manipulator}

\n

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n\n

At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.

\n\n

Misdirection @Compendium[world.ddb-graus-dnd-class-features.zRwojcg8y3NlcEAe]{Misdirection}

\n

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

\n\n

Soul of Deceit @Compendium[world.ddb-graus-dnd-class-features.Xi3MqeOwBMH1O3sZ]{Soul of Deceit}

\n

Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.

\n

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Expertise

\n

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.

\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

\n\n

Sneak Attack

\n

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.

\n

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.

\n

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.

\n\n

Thieves’ Cant

\n

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.

\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

\n\n

Cunning Action

\n

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.

\n\n

Roguish Archetype

\n

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n\n

Uncanny Dodge

\n

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.

\n\n

Evasion

\n

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

\n\n

Reliable Talent

\n

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.

\n\n

Blindsense

\n

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.

\n\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n\n

Elusive

\n

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.

\n\n

Stroke of Luck

\n

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.

\n

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

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 94","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","prc","prf","per"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":12,"data":{"id":12,"name":"Rogue","description":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\r\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/rogue","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":94,"sourceType":1}],"classFeatures":[{"id":313,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":314,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":315,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":14},{"id":316,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":17},{"id":317,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":342,"name":"Expertise","prerequisite":null,"description":"

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.

\r\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

","requiredLevel":1,"displayOrder":3},{"id":343,"name":"Sneak Attack","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":344,"name":"Thieves’ Cant","prerequisite":null,"description":"

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.

\r\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","requiredLevel":1,"displayOrder":5},{"id":345,"name":"Cunning Action","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":346,"name":"Roguish Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":347,"name":"Uncanny Dodge","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":9},{"id":348,"name":"Evasion","prerequisite":null,"description":"

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

","requiredLevel":7,"displayOrder":11},{"id":349,"name":"Reliable Talent","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":13},{"id":350,"name":"Blindsense","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":15},{"id":351,"name":"Slippery Mind","prerequisite":null,"description":"

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","requiredLevel":15,"displayOrder":16},{"id":352,"name":"Elusive","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":18},{"id":353,"name":"Stroke of Luck","prerequisite":null,"description":"

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.

\r\n

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

","requiredLevel":20,"displayOrder":20},{"id":467,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":471,"name":"Expertise","prerequisite":null,"description":"

At 6th level, choose two more of your skill proficiencies, or one more 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.

","requiredLevel":6,"displayOrder":10},{"id":539,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":591,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 10th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":10,"displayOrder":13}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":94,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13","prerequisiteMappings":[{"id":10371,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/rogue#Mastermind","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":12,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"K9Q12yxuzsQ2yOgN","name":"Fighter (Eldritch Knight)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"

A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Eldritch Knight

\n

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

\n\n

Class Features

\n\n

Spellcasting

\n

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

\n
Spell Slots
\n

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard 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.

\n

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

\n
Spells Known of 1st-Level and Higher
\n

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

\n

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

\n

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

\n

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

\n
Spellcasting Ability
\n

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through 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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Eldritch Knight Spellcasting

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Fighter Level

\n
\n

Cantrips

\n

Known

\n
\n

Spells

\n

Known

\n
\n

— Spell Slots per Spell Level —

\n
\n

1st

\n
\n

2nd

\n
\n

3rd

\n
\n

4th

\n
\n

3rd

\n
\n

2

\n
\n

3

\n
\n

2

\n
\n

\n
\n

\n
\n

\n
\n

4th

\n
\n

2

\n
\n

4

\n
\n

3

\n
\n

\n
\n

\n
\n

\n
\n

5th

\n
\n

2

\n
\n

4

\n
\n

3

\n
\n

\n
\n

\n
\n

\n
\n

6th

\n
\n

2

\n
\n

4

\n
\n

3

\n
\n

\n
\n

\n
\n

\n
\n

7th

\n
\n

2

\n
\n

5

\n
\n

4

\n
\n

2

\n
\n

\n
\n

\n
\n

8th

\n
\n

2

\n
\n

6

\n
\n

4

\n
\n

2

\n
\n

\n
\n

\n
\n

9th

\n
\n

2

\n
\n

6

\n
\n

4

\n
\n

2

\n
\n

\n
\n

\n
\n

10th

\n
\n

3

\n
\n

7

\n
\n

4

\n
\n

3

\n
\n

\n
\n

\n
\n

11th

\n
\n

3

\n
\n

8

\n
\n

4

\n
\n

3

\n
\n

\n
\n

\n
\n

12th

\n
\n

3

\n
\n

8

\n
\n

4

\n
\n

3

\n
\n

\n
\n

\n
\n

13th

\n
\n

3

\n
\n

9

\n
\n

4

\n
\n

3

\n
\n

2

\n
\n

\n
\n

14th

\n
\n

3

\n
\n

10

\n
\n

4

\n
\n

3

\n
\n

2

\n
\n

\n
\n

15th

\n
\n

3

\n
\n

10

\n
\n

4

\n
\n

3

\n
\n

2

\n
\n

\n
\n

16th

\n
\n

3

\n
\n

11

\n
\n

4

\n
\n

3

\n
\n

3

\n
\n

\n
\n

17th

\n
\n

3

\n
\n

11

\n
\n

4

\n
\n

3

\n
\n

3

\n
\n

\n
\n

18th

\n
\n

3

\n
\n

11

\n
\n

4

\n
\n

3

\n
\n

3

\n
\n

\n
\n

19th

\n
\n

3

\n
\n

12

\n
\n

4

\n
\n

3

\n
\n

3

\n
\n

1

\n
\n

20th

\n
\n

3

\n
\n

13

\n
\n

4

\n
\n

3

\n
\n

3

\n
\n

1

\n
\n\n

Weapon Bond @Compendium[world.ddb-graus-dnd-class-features.GxRzkXlQ1eYJMGCy]{Weapon Bond}

\n

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

\n

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

\n

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

\n\n

War Magic @Compendium[world.ddb-graus-dnd-class-features.fLK4pwNhwC57Lumm]{War Magic}

\n

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

\n\n

Eldritch Strike @Compendium[world.ddb-graus-dnd-class-features.Ku7o45xsgrunJ07f]{Eldritch Strike}

\n

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

\n\n

Arcane Charge @Compendium[world.ddb-graus-dnd-class-features.8PQ8t5TA2vfpUl6R]{Arcane Charge}

\n

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

\n\n

Improved War Magic @Compendium[world.ddb-graus-dnd-class-features.uTREVIMiqs7ubDmj]{Improved War Magic}

\n

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

\n\n

Fighting Style

\n

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.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 70","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":10,"data":{"id":10,"name":"Fighter","description":"

A master of martial combat, skilled with a variety of weapons and armor

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

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

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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.

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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.

","requiredLevel":1,"displayOrder":4},{"id":193,"name":"Action Surge","prerequisite":null,"description":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\r\n

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.

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At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":6},{"id":195,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":196,"name":"Extra Attack","prerequisite":null,"description":"

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

\r\n

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.

","requiredLevel":5,"displayOrder":8},{"id":197,"name":"Indomitable","prerequisite":null,"description":"

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.

\r\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","requiredLevel":9,"displayOrder":11},{"id":199,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 6th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":6,"displayOrder":9},{"id":200,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":201,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":13},{"id":202,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 14th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":14,"displayOrder":14},{"id":203,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":15},{"id":204,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":205,"name":"Extra Attack","prerequisite":null,"description":"

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

\r\n

The number of attacks increases to four when you reach 20th level in this class.

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At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

","requiredLevel":20,"displayOrder":17},{"id":463,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":535,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":70,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1,2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10367,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]},{"description":"or Dexterity 13","prerequisiteMappings":[{"id":10368,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/fighter#EldritchKnight","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":10,"hitDice":10,"spellCastingAbilityId":4,"canCastSpells":true}}} {"_id":"KDGX79wWBIb3taBC","name":"Blood Hunter (Order of the Mutant)","type":"class","img":"ddb-images/other/class-portrait-637158853102614868-png-width-1000-height-1000-fit-bounds-quality-95-auto-webp.png","data":{"description":{"value":"

A fanatical slayer that embraces dark knowledge to destroy evil

\n

Hit Die: d10
Primary Ability: Strength or Dexterity, & Intelligence
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n

Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

\n\n

Order of the Mutant

\n

Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time, become something beyond what they once were.

\n\n

Class Features

\n\n

Formulas @Compendium[world.ddb-graus-dnd-class-features.4nMuRAsnpNWPUPb6]{Formulas}

\n

You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.

\n

Beginning at 3rd level, you choose to learn four mutagen formulas. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.

\n

Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula.

\n\n

Mutagens @Compendium[world.ddb-graus-dnd-class-features.r3utiHJrvOeGfj2V]{Mutagens}

\n

These mutagens are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.

\n
Aether
\n

Prerequisite: 11th level.
You gain a flying speed of 20 feet for 1 hour.
Side effect. You have disadvantage on Strength and Dexterity ability checks for 1 hour.

\n
Alluring
\n

Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks.
Side effect. You have disadvantage on initiative rolls.

\n
Celerity
\n

Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Wisdom saving throws.

\n
Conversant
\n

You gain advantage on Intelligence ability checks.
Side effect. You have disadvantage on Wisdom ability checks.

\n
Cruelty
\n

Prerequisite: 11th level.
When you use the Attack action, you can make an additional weapon attack as a bonus action.
Side effect. You have disadvantage on Intelligence, Wisdom, and Charisma saving throws.

\n
Deftness
\n

You gain advantage on Dexterity ability checks.
Side effect. You have disadvantage on Wisdom ability checks.

\n
Embers
\n

You gain resistance to fire damage.
Side effect. You gain vulnerability to cold damage.

\n
Gelid
\n

You gain resistance to cold damage.
Side effect. You gain vulnerability to fire damage.

\n
Impermeable
\n

You gain resistance to piercing damage.
Side effect. You gain vulnerability to slashing damage.

\n
Mobility
\n

You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.
Side effect. You have disadvantage on Strength ability checks.

\n
Nighteye
\n

You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.
Side effect. You gain sunlight sensitivity (detailed in the Dark Elf section of the Player’s Handbook).

\n
Percipient
\n

You gain advantage on Wisdom ability checks.
Side effect. You have disadvantage on Charisma ability checks.

\n
Potency
\n

Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Dexterity saving throws.

\n
Precision
\n

Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect. You have disadvantage on Strength saving throws.

\n
Rapidity
\n

Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead.
Side effect. You have disadvantage on Intelligence ability checks.

\n
Reconstruction
\n

Prerequisite: 7th level
For 1 hour, at the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point, but no more than half of your hit points.
Side effect. Your speed decreases by 10 ft for 1 hour.

\n
Sagacity
\n

Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Charisma saving throws.

\n
Shielded
\n

You gain resistance to slashing damage.
Side effect. You gain vulnerability to bludgeoning damage.

\n
Unbreakable
\n

You gain resistance to bludgeoning damage.
Side effect. You gain vulnerability to piercing damage.

\n
Vermillion
\n

You gain an additional use of your Blood Maledict feature.
Side effect. You have disadvantage on death saving throws.

\n\n

Mutagencraft @Compendium[world.ddb-graus-dnd-class-features.vtsJys6BT8k4WEbs]{Mutagencraft}

\n

At 3rd level, you can concoct a single mutagen when you finish a short or long rest. Starting at 7th level, the number of mutagens you can create when you finish a rest increases to two, and at 15th level, you can now create three mutagens.

\n

As a bonus action you can consume a single mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens.

\n

Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.

\n\n

Strange Metabolism @Compendium[world.ddb-graus-dnd-class-features.LSe2pvv0Kjxfmlau]{Strange Metabolism}

\n

Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.

\n

In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As a bonus action, you can choose to ignore the side effect of a mutagen affecting you for 1 minute.

\n

Once you use this feature to resist side effects, you can’t do so again until you finish a long rest.

\n\n

Brand of Axiom @Compendium[world.ddb-graus-dnd-class-features.gFM8MveIpwhhFqNC]{Brand of Axiom}

\n

At 11th level, your hemocraft has altered your Brand of Castigation to enforce a foe’s true nature. Any illusions disguising or making a creature invisible when you brand them end, and they can’t benefit from such illusions while branded. If a creature branded by you is polymorphed or has changed shape, they must succeed on a Wisdom saving throw or revert to their true form and be stunned until the end of your next turn. Whenever a branded creature attempts to polymorph or change shape, they must succeed on a Wisdom saving throw or the attempt fails, and they are stunned until the end of your next turn.

\n\n

Blood Curse of Corrosion @Compendium[world.ddb-graus-dnd-class-features.qOPUGXBuxfeUBfHL]{Blood Curse of Corrosion}

\n

Starting at 15th level, your blood curse can wrack a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This does not count against your number of blood curses known.

\n\n

Exalted Mutation @Compendium[world.ddb-graus-dnd-class-features.5j9dBiMDmq1zVXyG]{Exalted Mutation}

\n

At 18th level, your body has adapted to produce your toxins naturally in a moment of need. As a bonus action, you can choose one mutagen currently affecting you to flush from your system and end, then immediately have a mutagen you know the formula for take effect in its place.

\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.

\n\n

Hit Points

\n

Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

\n\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival

\n\n

Hunter's Bane

\n

Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

\n

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\n

Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.

\n\n

Blood Maledict

\n

At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.

\n

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.

\n

You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

\n\n

Fighting Style

\n

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.

\n\n

Crimson Rite

\n

At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

\n

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

\n

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

\n

You learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.

\n

Primal Rites

\n

Choose from the following:

\n

Rite of the Flame. Your rite damage is fire damage.

\n

Rite of the Frozen. Your rite damage is cold damage.

\n

Rite of the Storm. Your rite damage is lightning damage.

\n

Esoteric Rites

\n

Choose from the following:

\n

Rite of the Dead. Your rite damage is necrotic damage.

\n

Rite of the Oracle. Your rite damage is psychic damage.

\n

Rite of the Roar. Your rite damage is thunder damage.

\n\n

Blood Hunter Order

\n

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Brand of Castigation

\n

At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).

\n

Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

\n

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

\n\n

Grim Psychometry

\n

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

\n\n

Dark Augmentation

\n

Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

\n\n

Brand of Tethering

\n

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).

\n

In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

\n\n

Hardened Soul

\n

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

\n\n

Sanguine Mastery

\n

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.

\n

In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.

\n\n

Blood Curses

\n

The blood curses are presented in alphabetical order.

\n
Blood Curse of the Anxious
\n

As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.

\n

Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\n
Blood Curse of Binding
\n

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

\n

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

\n
Blood Curse of Bloated Agony
\n

As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.

\n

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

\n
Blood Curse of Corrosion
\n

Prerequisite: 15th level, Order of the Mutant

\n

As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.

\n

Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

\n
Blood Curse of the Exorcist
\n

Prerequisite: 15th level, Order of the Ghostslayer

\n

As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.

\n

Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

\n
Blood Curse of Exposure
\n

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.

\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

\n
Blood Curse of the Eyeless
\n

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

\n

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

\n
Blood Curse of the Fallen Puppet
\n

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.

\n

Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).

\n
Blood Curse of the Howl
\n

Prerequisite: 18th level, Order of the Lycan

\n

As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

\n

You can choose any number of creatures you can see to be unaffected by the howl.

\n

Amplify. The range of this curse increases to 60 feet.

\n
Blood Curse of the Marked
\n

As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.

\n

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

\n
Blood Curse of the Muddled Mind
\n

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

\n

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

\n
Blood Curse of the Souleater
\n

Prerequisite: 18th level, Order of the Profane Soul

\n

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have advantage.

\n

Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\n\n","chat":"","unidentified":""},"source":"Critical Role","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":357975,"data":{"id":357975,"name":"Blood Hunter","description":"

A fanatical slayer that embraces dark knowledge to destroy evil

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity, & Intelligence
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n\r\n

Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

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Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

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Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival

","requiredLevel":1,"displayOrder":2},{"id":1610579,"name":"Hunter's Bane","prerequisite":null,"description":"

Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

\r\n

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\r\n

Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.

","requiredLevel":1,"displayOrder":3},{"id":1610580,"name":"Blood Maledict","prerequisite":null,"description":"

At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.

\r\n

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.

\r\n

You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

","requiredLevel":1,"displayOrder":4},{"id":1610582,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":1610627,"name":"Crimson Rite","prerequisite":null,"description":"

At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

\r\n

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

\r\n

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

\r\n

You learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.

\r\n

Primal Rites

\r\n

Choose from the following:

\r\n

Rite of the Flame. Your rite damage is fire damage.

\r\n

Rite of the Frozen. Your rite damage is cold damage.

\r\n

Rite of the Storm. Your rite damage is lightning damage.

\r\n

Esoteric Rites

\r\n

Choose from the following:

\r\n

Rite of the Dead. Your rite damage is necrotic damage.

\r\n

Rite of the Oracle. Your rite damage is psychic damage.

\r\n

Rite of the Roar. Your rite damage is thunder damage.

","requiredLevel":2,"displayOrder":7},{"id":1610847,"name":"Blood Hunter Order","prerequisite":null,"description":"

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":8},{"id":1610874,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":1610882,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":1610883,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":1610884,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":1610885,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":1610898,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":1610903,"name":"Brand of Castigation","prerequisite":null,"description":"

At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).

\r\n

Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

\r\n

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

","requiredLevel":6,"displayOrder":11},{"id":1610910,"name":"Grim Psychometry","prerequisite":null,"description":"

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

","requiredLevel":9,"displayOrder":13},{"id":1610911,"name":"Dark Augmentation","prerequisite":null,"description":"

Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

","requiredLevel":10,"displayOrder":14},{"id":1610915,"name":"Brand of Tethering","prerequisite":null,"description":"

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).

\r\n

In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

","requiredLevel":13,"displayOrder":16},{"id":1610921,"name":"Hardened Soul","prerequisite":null,"description":"

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

","requiredLevel":14,"displayOrder":17},{"id":1610923,"name":"Sanguine Mastery","prerequisite":null,"description":"

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.

\r\n

In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.

","requiredLevel":20,"displayOrder":20},{"id":1611383,"name":"Blood Curses","prerequisite":null,"description":"

The blood curses are presented in alphabetical order.

\r\n
Blood Curse of the Anxious
\r\n

As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.

\r\n

Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\r\n
Blood Curse of Binding
\r\n

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

\r\n

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

\r\n
Blood Curse of Bloated Agony
\r\n

As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.

\r\n

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

\r\n
Blood Curse of Corrosion
\r\n

Prerequisite: 15th level, Order of the Mutant

\r\n

As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.

\r\n

Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

\r\n
Blood Curse of the Exorcist
\r\n

Prerequisite: 15th level, Order of the Ghostslayer

\r\n

As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.

\r\n

Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

\r\n
Blood Curse of Exposure
\r\n

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.

\r\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

\r\n
Blood Curse of the Eyeless
\r\n

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

\r\n

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

\r\n
Blood Curse of the Fallen Puppet
\r\n

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.

\r\n

Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).

\r\n
Blood Curse of the Howl
\r\n

Prerequisite: 18th level, Order of the Lycan

\r\n

As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

\r\n

You can choose any number of creatures you can see to be unaffected by the howl.

\r\n

Amplify. The range of this curse increases to 60 feet.

\r\n
Blood Curse of the Marked
\r\n

As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.

\r\n

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

\r\n
Blood Curse of the Muddled Mind
\r\n

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

\r\n

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

\r\n
Blood Curse of the Souleater
\r\n

Prerequisite: 18th level, Order of the Profane Soul

\r\n

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have advantage.

\r\n

Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

","requiredLevel":1,"displayOrder":21}],"hitDice":10,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":146776,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/blood-hunter#OrderoftheMutant","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/8551/969/637158853102614868.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/8551/967/637158853097790600.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/8551/968/637158853099606981.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":357975,"hitDice":10,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"KfHq5Qf9A8cWDOBG","name":"Rogue (Thief)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Thief

\n

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.

\n\n

Class Features

\n\n

Fast Hands

\n

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

\n\n

Second-Story Work

\n

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

\n

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

\n\n

Supreme Sneak

\n

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.

\n\n

Use Magic Device

\n

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.

\n\n

Thief’s Reflexes @Compendium[world.ddb-graus-dnd-class-features.wZXJ0KvbJ7cDnISP]{Thief’s Reflexes}

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Expertise

\n

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.

\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

\n\n

Sneak Attack

\n

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.

\n

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.

\n

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.

\n\n

Thieves’ Cant @Compendium[world.ddb-graus-dnd-class-features.QQp7Q9NOphhzvc3C]{Thieves’ Cant}

\n

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.

\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

\n\n

Cunning Action

\n

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.

\n\n

Roguish Archetype

\n

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n\n

Uncanny Dodge

\n

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.

\n\n

Evasion

\n

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

\n\n

Reliable Talent

\n

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.

\n\n

Blindsense

\n

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.

\n\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n\n

Elusive

\n

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.

\n\n

Stroke of Luck

\n

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.

\n

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

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 94","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","prc","prf","per"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":12,"data":{"id":12,"name":"Rogue","description":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\r\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/rogue","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":94,"sourceType":1}],"classFeatures":[{"id":313,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":314,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":315,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":14},{"id":316,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":17},{"id":317,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":342,"name":"Expertise","prerequisite":null,"description":"

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.

\r\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

","requiredLevel":1,"displayOrder":3},{"id":343,"name":"Sneak Attack","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":344,"name":"Thieves’ Cant","prerequisite":null,"description":"

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.

\r\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","requiredLevel":1,"displayOrder":5},{"id":345,"name":"Cunning Action","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":346,"name":"Roguish Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":347,"name":"Uncanny Dodge","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":9},{"id":348,"name":"Evasion","prerequisite":null,"description":"

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

","requiredLevel":7,"displayOrder":11},{"id":349,"name":"Reliable Talent","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":13},{"id":350,"name":"Blindsense","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":15},{"id":351,"name":"Slippery Mind","prerequisite":null,"description":"

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","requiredLevel":15,"displayOrder":16},{"id":352,"name":"Elusive","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":18},{"id":353,"name":"Stroke of Luck","prerequisite":null,"description":"

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.

\r\n

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

","requiredLevel":20,"displayOrder":20},{"id":467,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":471,"name":"Expertise","prerequisite":null,"description":"

At 6th level, choose two more of your skill proficiencies, or one more 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.

","requiredLevel":6,"displayOrder":10},{"id":539,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":591,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 10th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":10,"displayOrder":13}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":94,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13","prerequisiteMappings":[{"id":10371,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/rogue#Thief","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":12,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"KioFZtRsQTvgqdoR","name":"Wizard (War Magic)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

War Magic

\n

A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.

\n\n

Class Features

\n\n

Arcane Deflection @Compendium[world.ddb-graus-dnd-class-features.zHnvMuJttNgFQA3V]{Arcane Deflection}

\n

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

\n

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

\n\n

Tactical Wit @Compendium[world.ddb-graus-dnd-class-features.iXjVDPgi2Lp01ZxR]{Tactical Wit}

\n

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

\n\n

Power Surge @Compendium[world.ddb-graus-dnd-class-features.2CKt1C60CBWi389d]{Power Surge}

\n

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.

\n

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

\n

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

\n\n

Durable Magic @Compendium[world.ddb-graus-dnd-class-features.N6YxVBxWMS0BmVWr]{Durable Magic}

\n

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

\n\n

Deflecting Shroud @Compendium[world.ddb-graus-dnd-class-features.jqnaYakHu85SNIZV]{Deflecting Shroud}

\n

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take [rule]force damage[/rule] equal to half your wizard level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

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.

\n
Spellbook
\n

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.

\n
Preparing and Casting Spells
\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

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.

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\n
Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

\n

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.

\n

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.

\n

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.

\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\n

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.

\n

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.

\n

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.

\n
\n\n

Arcane Recovery

\n

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.

\n

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.

\n\n

Arcane Tradition

\n

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Spell Mastery

\n

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.

\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

\n\n

Signature Spells

\n

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.

\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 112","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":8,"data":{"id":8,"name":"Wizard","description":"

A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/wizard","spellCastingAbilityId":4,"sources":[{"sourceId":1,"pageNumber":112,"sourceType":1}],"classFeatures":[{"id":328,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":329,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":7},{"id":330,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":8},{"id":332,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":412,"name":"Arcane Tradition","prerequisite":null,"description":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":5},{"id":413,"name":"Spell Mastery","prerequisite":null,"description":"

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.

\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

","requiredLevel":18,"displayOrder":10},{"id":414,"name":"Signature Spells","prerequisite":null,"description":"

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.

\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard#WarMagic","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":8,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"LOps74J4iSH21fx1","name":"Sorcerer (Storm Sorcery)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"

A spellcaster who draws on inherent magic from a gift or bloodline

\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Storm Sorcery

\n

Your innate magic comes from the power of elemental air.

\n\n

Class Features

\n\n

Wind Speaker @Compendium[world.ddb-graus-dnd-class-features.EJbzrdnkG8e38zeQ]{Wind Speaker}

\n

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

\n\n

Tempestuous Magic @Compendium[world.ddb-graus-dnd-class-features.bzCzbF11fcnFHu8C]{Tempestuous Magic}

\n

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

\n\n

Heart of the Storm @Compendium[world.ddb-graus-dnd-class-features.gorEYP4GxTAJWXHZ]{Heart of the Storm}

\n

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

\n\n

Storm Guide @Compendium[world.ddb-graus-dnd-class-features.Z9fIznIm7fJwypWA]{Storm Guide}

\n

At 6th level, you gain the ability to subtly control the weather around you.

\n

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

\n

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

\n\n

Storm’s Fury @Compendium[world.ddb-graus-dnd-class-features.LHPJJAsugous77jH]{Storm’s Fury}

\n

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

\n\n

Wind Soul @Compendium[world.ddb-graus-dnd-class-features.8KftqBNpotYFvzBQ]{Wind Soul}

\n

At 18th level, you gain immunity to lightning and thunder damage.

\n

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

\n\n

Sorcerous Origin

\n

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

\n\n

Font of Magic

\n

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.

\n
Sorcery Points
\n

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.

\n
Flexible Casting
\n

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.

\n

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.

\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\n
Creating Spell Slots
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

SPELL SLOT LEVEL

\n
\n

SORCERY POINT COST

\n
\n

1st

\n
\n

2

\n
\n

2nd

\n
\n

3

\n
\n

3rd

\n
\n

5

\n
\n

4th

\n
\n

6

\n
\n

5th

\n
\n

7

\n
\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

\n\n

Metamagic

\n

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.

\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

\n\n

Sorcerous Restoration

\n

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 99","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":6,"data":{"id":6,"name":"Sorcerer","description":"

A spellcaster who draws on inherent magic from a gift or bloodline

\r\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/sorcerer","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":99,"sourceType":1}],"classFeatures":[{"id":318,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":319,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":320,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":321,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":11},{"id":322,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":13},{"id":369,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

","requiredLevel":1,"displayOrder":3},{"id":370,"name":"Sorcerous Origin","prerequisite":null,"description":"

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\r\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

","requiredLevel":1,"displayOrder":4},{"id":371,"name":"Font of Magic","prerequisite":null,"description":"

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.

\r\n
Sorcery Points
\r\n

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.

\r\n
Flexible Casting
\r\n

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.

\r\n

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.

\r\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\r\n
Creating Spell Slots
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

SPELL SLOT LEVEL

\r\n
\r\n

SORCERY POINT COST

\r\n
\r\n

1st

\r\n
\r\n

2

\r\n
\r\n

2nd

\r\n
\r\n

3

\r\n
\r\n

3rd

\r\n
\r\n

5

\r\n
\r\n

4th

\r\n
\r\n

6

\r\n
\r\n

5th

\r\n
\r\n

7

\r\n
\r\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

","requiredLevel":2,"displayOrder":5},{"id":372,"name":"Metamagic","prerequisite":null,"description":"

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.

\r\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

","requiredLevel":3,"displayOrder":6},{"id":373,"name":"Sorcerous Restoration","prerequisite":null,"description":"

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

","requiredLevel":20,"displayOrder":14},{"id":468,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":540,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":3,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"3d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":99,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,4,4,4,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,6],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,11,12,12,13,13,14,14,15,15,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10363,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/sorcerer#StormSorcery","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":6,"hitDice":6,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"LyenXcYlQg928Eoq","name":"Barbarian (Path of the Battlerager)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"

A fierce warrior of primitive background who can enter a battle rage

\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Path of the Battlerager

\n

Battleragers specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

\n\n

Class Features

\n\n

Restriction: Dwarves Only @Compendium[world.ddb-graus-dnd-class-features.QnUJNjijpBsqRhLQ]{Restriction: Dwarves Only}

\n

Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.

\n

Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realms.

\n\n

Battlerager Armor @Compendium[world.ddb-graus-dnd-class-features.kgsjkyhaNsntkV56]{Battlerager Armor}

\n

When you choose this path at 3rd level, you gain the ability to use spiked armor (see the “Spiked Armor” sidebar) as a weapon.

\n

While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

\n

Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

\n
\n

SPIKED ARMOR

\n

Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
Cost: 75 gp
AC: 14 + Dexterity modifier (max 2)
Stealth: Disadvantage 
Weight: 45 lb.

\n
\n\n

Reckless Abandon @Compendium[world.ddb-graus-dnd-class-features.nzcFpJqkKJqXLSWL]{Reckless Abandon}

\n

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

\n\n

Battlerager Charge @Compendium[world.ddb-graus-dnd-class-features.8c7eM7lPEMw43H1a]{Battlerager Charge}

\n

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

\n\n

Spiked Retribution @Compendium[world.ddb-graus-dnd-class-features.JoiHoeAp7B8gsSV7]{Spiked Retribution}

\n

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor.

\n\n

Rage

\n

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\n\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\n

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.

\n

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.

\n\n

Unarmored Defense

\n

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.

\n\n

Reckless Attack

\n

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.

\n\n

Danger Sense

\n

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.

\n

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.

\n\n

Primal Path

\n

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Fast Movement

\n

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

\n\n

Feral Instinct

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

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.

\n\n

Brutal Critical

\n

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.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n\n

Relentless Rage

\n

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.

\n

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.

\n\n

Persistent Rage

\n

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.

\n\n

Indomitable Might

\n

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.

\n\n

Primal Champion

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 46","identifier":"","levels":1,"hitDice":"d12","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","itm","nat","prc"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":9,"data":{"id":9,"name":"Barbarian","description":"

A fierce warrior of primitive background who can enter a battle rage

\r\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/barbarian","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":46,"sourceType":1}],"classFeatures":[{"id":51,"name":"Rage","prerequisite":null,"description":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\r\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\r\n\r\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":52,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":53,"name":"Reckless Attack","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":54,"name":"Danger Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":55,"name":"Primal Path","prerequisite":null,"description":"

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

","requiredLevel":3,"displayOrder":7},{"id":56,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":57,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":58,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":59,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":60,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":21},{"id":61,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":9},{"id":62,"name":"Fast Movement","prerequisite":null,"description":"

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

","requiredLevel":5,"displayOrder":10},{"id":63,"name":"Feral Instinct","prerequisite":null,"description":"

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\r\n

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.

","requiredLevel":7,"displayOrder":11},{"id":64,"name":"Brutal Critical","prerequisite":null,"description":"

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.

\r\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

","requiredLevel":9,"displayOrder":13},{"id":65,"name":"Brutal Critical","prerequisite":null,"description":"

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

\r\n

This increases to three additional dice at 17th level.

","requiredLevel":13,"displayOrder":16},{"id":66,"name":"Brutal Critical","prerequisite":null,"description":"

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

","requiredLevel":17,"displayOrder":19},{"id":67,"name":"Relentless Rage","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":11,"displayOrder":14},{"id":68,"name":"Persistent Rage","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":17},{"id":69,"name":"Indomitable Might","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":20},{"id":70,"name":"Primal Champion","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":22},{"id":459,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":530,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":12,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":46,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10366,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]}]},"moreDetailsUrl":"/characters/classes/barbarian#PathoftheBattlerager","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":9,"hitDice":12,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"MObfDgpa27eVVIlf","name":"Ranger (Drakewarden)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"

A warrior who combats threats on the edges of civilization

\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Drakewarden

\n

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake.

\n\n

Class Features

\n\n

Draconic Gift @Compendium[world.ddb-graus-dnd-class-features.niIQmSwsDoOQ5k9g]{Draconic Gift}

\n

3rd-Level Drakewarden Feature

\n

The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:

\n

Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.

\n

Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

\n\n

Bond of Fang and Scale @Compendium[world.ddb-graus-dnd-class-features.5Xmsq7JpMEdu92Cn]{Bond of Fang and Scale}

\n

7th-Level Drakewarden Feature

\n

The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.

\n

In addition, while your drake is summoned, you and the drake gain the following benefits:

\n

Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.

\n

Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.

\n

Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.

\n\n

Drake’s Breath @Compendium[world.ddb-graus-dnd-class-features.lYzu026jxjEgvpr7]{Drake’s Breath}

\n

11th-Level Drakewarden Feature

\n

As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.

\n

This damage increases to 10d6 when you reach 15th level in this class.

\n

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

\n\n

Perfected Bond @Compendium[world.ddb-graus-dnd-class-features.VQak4wcOWvnDInRS]{Perfected Bond}

\n

15th-Level Drakewarden Feature

\n

Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

\n

Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).

\n

Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.

\n

Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Drake Companion @Compendium[world.ddb-graus-dnd-class-features.qYDhe17xbElmjNkB]{Drake Companion}

\n

3rd-Level Drakewarden Feature

\n

As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

\n

The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

\n

In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

\n

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

\n

Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

\n
\n

Drake Companion

\n

Small Dragon

\n

Armor Class 14 + PB (natural armor)

\n

Hit Points 5 + five times your ranger level (the drake has a number of Hit Dice [d10s] equal to your ranger level)

\n

Speed 40 ft.

\n
\n
\n
STR
\n
16 (+3)
\n
\n
\n
DEX
\n
12 (+1)
\n
\n
\n
CON
\n
15 (+2)
\n
\n
\n
INT
\n
8 (−1)
\n
\n
\n
WIS
\n
14 (+2)
\n
\n
\n
CHA
\n
8 (−1)
\n
\n
\n

Saving Throws Dex +1 plus PB, Wis +2 plus PB

\n

Damage Immunities determined by the drake’s Draconic Essence trait

\n

Senses darkvision 60 ft., passive Perception 12

\n

Languages Draconic

\n

ChallengeProficiency Bonus (PB) equals your bonus

\n

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.

\n

Actions

\n

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

\n

Reactions

\n

Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

\n
\n

 

\n\n

Favored Enemy

\n

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\n

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.

\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\n

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.

\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

\n\n

Natural Explorer

\n

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, swamp, or the Underdark. 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.

\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\n\n

You choose additional favored terrain types at 6th and 10th level.

\n\n

Fighting Style

\n

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\n
Spell Slots
\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the ranger spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n\n

Ranger Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n\n

Primeval Awareness

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Hide in Plain Sight

\n

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.

\n

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.

\n\n

Vanish

\n

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.

\n\n

Feral Senses

\n

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.

\n

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.

\n\n

Foe Slayer

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 89","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["ath","ins","inv","nat","prc","ste"],"value":[]},"spellcasting":{"progression":"half","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":5,"data":{"id":5,"name":"Ranger","description":"

A warrior who combats threats on the edges of civilization

\r\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/ranger","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":89,"sourceType":1}],"classFeatures":[{"id":294,"name":"Favored Enemy","prerequisite":null,"description":"

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\r\n

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.

\r\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\r\n

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.

\r\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

","requiredLevel":1,"displayOrder":3},{"id":295,"name":"Natural Explorer","prerequisite":null,"description":"

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, swamp, or the Underdark. 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.

\r\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\r\n\r\n

You choose additional favored terrain types at 6th and 10th level.

","requiredLevel":1,"displayOrder":4},{"id":296,"name":"Fighting Style","prerequisite":null,"description":"

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\r\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

","requiredLevel":2,"displayOrder":5},{"id":297,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\r\n
Spell Slots
\r\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the ranger spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

","requiredLevel":2,"displayOrder":6},{"id":298,"name":"Ranger Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

","requiredLevel":3,"displayOrder":7},{"id":299,"name":"Primeval Awareness","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":300,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":301,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":302,"name":"Land’s Stride","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":8,"displayOrder":12},{"id":303,"name":"Hide in Plain Sight","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":10,"displayOrder":14},{"id":304,"name":"Vanish","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":16},{"id":305,"name":"Feral Senses","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":19},{"id":306,"name":"Foe Slayer","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":21},{"id":309,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":310,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":311,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":312,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":466,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":538,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":89,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[0,0,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10361,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10362,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/ranger#Drakewarden","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":5,"hitDice":10,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"MXk9cVQ40vy6IoPt","name":"Cleric (Death Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Death Domain

\n

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires.

\n\n

Class Features

\n\n

Bonus Proficiency

\n

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

\n\n

Reaper @Compendium[world.ddb-graus-dnd-class-features.3Cnk53PtvwmYU9ON]{Reaper}

\n

At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

\n\n

Channel Divinity: Touch of Death @Compendium[world.ddb-graus-dnd-class-features.FmBMgNjZYRPueinz]{Channel Divinity: Touch of Death}

\n

Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.

\n

When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.

\n\n

Inescapable Destruction @Compendium[world.ddb-graus-dnd-class-features.F8NmLCPB1dHcvBIN]{Inescapable Destruction}

\n

Starting at 6th level, the cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic damage.

\n\n

Divine Strike

\n

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

\n\n

Improved Reaper @Compendium[world.ddb-graus-dnd-class-features.9BdMKBhBtOijlKSq]{Improved Reaper}

\n

Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.

\n\n

Spellcasting

\n

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

\n\n

Divine Domain

\n

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\n
Domain Spells
\n

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.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\n

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.

\n
Channel Divinity: Turn Undead
\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Destroy Undead

\n

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.

\n

Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cleric Level

\n
\n

Destroys Undead of CR ...

\n
\n

5th

\n
\n

1/2 or lower

\n
\n

8th

\n
\n

1 or lower

\n
\n

11th

\n
\n

2 or lower

\n
\n

14th

\n
\n

3 or lower

\n
\n

17th

\n
\n

4 or lower

\n
\n

 

\n\n

Divine Intervention

\n

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\n

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.

\n

At 20th level, your call for intervention succeeds automatically, no roll required.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":2,"data":{"id":2,"name":"Cleric","description":"

A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":108,"name":"Spellcasting","prerequisite":null,"description":"

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

\r\n
\r\n

5th

\r\n
\r\n

1/2 or lower

\r\n
\r\n

8th

\r\n
\r\n

1 or lower

\r\n
\r\n

11th

\r\n
\r\n

2 or lower

\r\n
\r\n

14th

\r\n
\r\n

3 or lower

\r\n
\r\n

17th

\r\n
\r\n

4 or lower

\r\n
\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric#DeathDomain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":2,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"MpNeFjoQEcqVarXI","name":"Monk (Way of the Drunken Master)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Way of the Drunken Master

\n

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

\n\n

Class Features

\n\n

Bonus Proficiencies

\n

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.

\n\n

Drunken Technique @Compendium[world.ddb-graus-dnd-class-features.41cUkikXzsrkWkTz]{Drunken Technique}

\n

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

\n\n

Tipsy Sway @Compendium[world.ddb-graus-dnd-class-features.tyFuiCXL1tD9CVND]{Tipsy Sway}

\n

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

\n

Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

\n

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

\n\n

Drunkard’s Luck @Compendium[world.ddb-graus-dnd-class-features.n86VyisHa9xV35q3]{Drunkard’s Luck}

\n

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

\n\n

Intoxicated Frenzy @Compendium[world.ddb-graus-dnd-class-features.AQiiDvzjhYaFCLvu]{Intoxicated Frenzy}

\n

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

\n\n

Unarmored Defense

\n

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.

\n\n

Martial Arts

\n

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.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n

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 in the Weapons section.

\n\n

Ki

\n

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.

\n

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.

\n

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.

\n

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:

\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\n
Flurry of Blows
\n

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.

\n
Patient Defense
\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\n
Step of the Wind
\n

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.

\n\n

Unarmored Movement

\n

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.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n

Monastic Tradition

\n

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n\n

Deflect Missiles

\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Slow Fall

\n

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.

\n\n

Extra Attack

\n

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

\n\n

Stunning Strike

\n

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.

\n\n

Ki-Empowered Strikes

\n

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Evasion

\n

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.

\n\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n\n

Purity of Body

\n

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

\n\n

Tongue of the Sun and Moon

\n

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.

\n\n

Diamond Soul

\n

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

\n\n

Timeless Body

\n

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.

\n\n

Empty Body

\n

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.

\n

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.

\n\n

Perfect Self

\n

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

\n\n

Unarmored Movement Improvement

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 76","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":11,"data":{"id":11,"name":"Monk","description":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\r\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/monk","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":76,"sourceType":1}],"classFeatures":[{"id":226,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":227,"name":"Martial Arts","prerequisite":null,"description":"

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.

\r\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\r\n\r\n

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 in the Weapons section.

","requiredLevel":1,"displayOrder":4},{"id":228,"name":"Ki","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

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:

\r\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n
Flurry of Blows
\r\n

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.

\r\n
Patient Defense
\r\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\r\n
Step of the Wind
\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":229,"name":"Unarmored Movement","prerequisite":null,"description":"

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.

\r\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

","requiredLevel":2,"displayOrder":6},{"id":230,"name":"Monastic Tradition","prerequisite":null,"description":"

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":231,"name":"Deflect Missiles","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":3,"displayOrder":8},{"id":232,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":233,"name":"Slow Fall","prerequisite":null,"description":"

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.

","requiredLevel":4,"displayOrder":10},{"id":234,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":235,"name":"Stunning Strike","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":12},{"id":236,"name":"Ki-Empowered Strikes","prerequisite":null,"description":"

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

","requiredLevel":6,"displayOrder":13},{"id":237,"name":"Evasion","prerequisite":null,"description":"

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.

","requiredLevel":7,"displayOrder":15},{"id":238,"name":"Stillness of Mind","prerequisite":null,"description":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","requiredLevel":7,"displayOrder":16},{"id":239,"name":"Purity of Body","prerequisite":null,"description":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

","requiredLevel":10,"displayOrder":19},{"id":240,"name":"Tongue of the Sun and Moon","prerequisite":null,"description":"

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.

","requiredLevel":13,"displayOrder":22},{"id":241,"name":"Diamond Soul","prerequisite":null,"description":"

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\r\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

","requiredLevel":14,"displayOrder":23},{"id":242,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":25},{"id":243,"name":"Empty Body","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":27},{"id":244,"name":"Perfect Self","prerequisite":null,"description":"

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

","requiredLevel":20,"displayOrder":30},{"id":245,"name":"Unarmored Movement Improvement","prerequisite":null,"description":"

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

","requiredLevel":9,"displayOrder":18},{"id":246,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":17},{"id":247,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":21},{"id":248,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":26},{"id":249,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":29},{"id":455,"name":"Unarmored Movement","prerequisite":null,"description":"

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

","requiredLevel":6,"displayOrder":14},{"id":456,"name":"Unarmored Movement","prerequisite":null,"description":"

At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

","requiredLevel":10,"displayOrder":20},{"id":457,"name":"Unarmored Movement","prerequisite":null,"description":"

At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

","requiredLevel":14,"displayOrder":24},{"id":458,"name":"Unarmored Movement","prerequisite":null,"description":"

At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

","requiredLevel":18,"displayOrder":28},{"id":464,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":536,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":76,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10369,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10370,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/monk#WayoftheDrunkenMaster","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":11,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"N6KFLoQ0QRju4gUb","name":"Paladin (Oath of Glory)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"

A holy warrior bound to a sacred oath

\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Oath of Glory

\n

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.

\n\n

Class Features

\n\n

Oath Spells

\n

3rd-level Oath of Glory feature

\n

You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.

\n
Oath of Glory Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
\n

3rd

\n
\n

guiding bolt, heroism

\n
\n

5th

\n
\n

enhance ability, magic weapon

\n
\n

9th

\n
\n

haste, protection from energy

\n
\n

13th

\n
\n

compulsion, freedom of movement

\n
\n

17th

\n
\n

commune, flame strike

\n
\n\n

Channel Divinity

\n

3rd-level Oath of Glory feature

\n

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

\n

Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).

\n

Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

\n\n

Aura of Alacrity @Compendium[world.ddb-graus-dnd-class-features.NKsa1kXIFpCVE1Lm]{Aura of Alacrity}

\n

7th- and 18th-level Oath of Glory feature

\n

You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

\n

When you reach 18th level in this class, the range of the aura increases to 10 feet.

\n\n

Glorious Defense @Compendium[world.ddb-graus-dnd-class-features.6cT1AH1qjfVts2Gg]{Glorious Defense}

\n

15th-level Oath of Glory feature

\n

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.

\n

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

\n\n

Living Legend @Compendium[world.ddb-graus-dnd-class-features.5e9J0M2u8jvYEsxa]{Living Legend}

\n

20th-level Oath of Glory feature

\n

You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

\n\n

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

\n\n

Divine Sense

\n

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.

\n

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.

\n\n

Lay on Hands

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n\n

Fighting Style

\n

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.

\n\n

Spellcasting

\n

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

\n\n

Divine Smite

\n

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n\n

Divine Health

\n

By 3rd level, the divine magic flowing through you makes you immune to disease.

\n\n

Sacred Oath

\n

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\n

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.

\n

Oath Spells

\n

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.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Aura of Protection

\n

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.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Aura of Courage

\n

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Improved Divine Smite

\n

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.

\n\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\n

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.

\n\n

Aura Improvements

\n

At 18th level, the range of your auras increase to 30 feet.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 82","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"spellcasting":{"progression":"half","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":4,"data":{"id":4,"name":"Paladin","description":"

A holy warrior bound to a sacred oath

\r\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/paladin","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":82,"sourceType":1}],"classFeatures":[{"id":260,"name":"Divine Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":261,"name":"Lay on Hands","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

This feature has no effect on undead and constructs.

","requiredLevel":1,"displayOrder":4},{"id":262,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":263,"name":"Spellcasting","prerequisite":null,"description":"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\r\n
Preparing and Casting Spells
\r\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

","requiredLevel":2,"displayOrder":6},{"id":264,"name":"Divine Smite","prerequisite":null,"description":"

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

","requiredLevel":2,"displayOrder":7},{"id":265,"name":"Divine Health","prerequisite":null,"description":"

By 3rd level, the divine magic flowing through you makes you immune to disease.

","requiredLevel":3,"displayOrder":8},{"id":266,"name":"Sacred Oath","prerequisite":null,"description":"

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\r\n

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.

\r\n

Oath Spells

\r\n

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.

\r\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\r\n

Channel Divinity

\r\n

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

","requiredLevel":3,"displayOrder":9},{"id":268,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":10},{"id":269,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":270,"name":"Aura of Protection","prerequisite":null,"description":"

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.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":6,"displayOrder":12},{"id":271,"name":"Aura of Courage","prerequisite":null,"description":"

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":10,"displayOrder":14},{"id":272,"name":"Improved Divine Smite","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":15},{"id":273,"name":"Cleansing Touch","prerequisite":null,"description":"

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\r\n

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.

","requiredLevel":14,"displayOrder":17},{"id":274,"name":"Aura Improvements","prerequisite":null,"description":"

At 18th level, the range of your auras increase to 30 feet.

","requiredLevel":18,"displayOrder":19},{"id":275,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":276,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":16},{"id":277,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":278,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":465,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":537,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":82,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13 and Charisma 13","prerequisiteMappings":[{"id":10359,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"},{"id":10360,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/paladin#OathofGlory","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":4,"hitDice":10,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"NqbDFFE9A33wCJi7","name":"Wizard (School of Divination)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

School of Divination

\n

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

\n\n

Class Features

\n\n

Divination Savant @Compendium[world.ddb-graus-dnd-class-features.KPOMvngQARQLdu9U]{Divination Savant}

\n

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.

\n\n

Portent @Compendium[world.ddb-graus-dnd-class-features.U9GjDmYqEuDu5TtU]{Portent}

\n

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

\n

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

\n\n

Expert Divination @Compendium[world.ddb-graus-dnd-class-features.O12hYO7X60nRPqqn]{Expert Divination}

\n

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

\n\n

The Third Eye @Compendium[world.ddb-graus-dnd-class-features.94z4yoDeDVUXZmJV]{The Third Eye}

\n

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

\n

Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8, “Adventuring.”

\n

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

\n

Greater Comprehension. You can read any language.

\n

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

\n\n

Greater Portent @Compendium[world.ddb-graus-dnd-class-features.quaALTAymF8wI4Jd]{Greater Portent}

\n

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

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.

\n
Spellbook
\n

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.

\n
Preparing and Casting Spells
\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

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.

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\n
Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

\n

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.

\n

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.

\n

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.

\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\n

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.

\n

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.

\n

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.

\n
\n\n

Arcane Recovery

\n

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.

\n

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.

\n\n

Arcane Tradition

\n

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Spell Mastery

\n

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.

\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

\n\n

Signature Spells

\n

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.

\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 112","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":8,"data":{"id":8,"name":"Wizard","description":"

A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/wizard","spellCastingAbilityId":4,"sources":[{"sourceId":1,"pageNumber":112,"sourceType":1}],"classFeatures":[{"id":328,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":329,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":7},{"id":330,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":8},{"id":332,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":412,"name":"Arcane Tradition","prerequisite":null,"description":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":5},{"id":413,"name":"Spell Mastery","prerequisite":null,"description":"

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.

\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

","requiredLevel":18,"displayOrder":10},{"id":414,"name":"Signature Spells","prerequisite":null,"description":"

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.

\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard#SchoolofDivination","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":8,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"ORYPrEGhummOIk6a","name":"Barbarian (Path of Wild Magic)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"

A fierce warrior of primitive background who can enter a battle rage

\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Path of Wild Magic

\n

As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.

\n\n

Class Features

\n\n

Magic Awareness @Compendium[world.ddb-graus-dnd-class-features.QYuAY24ncVKCvUWm]{Magic Awareness}

\n

3rd-level Path of Wild Magic feature

\n

As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

\n

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Wild Surge @Compendium[world.ddb-graus-dnd-class-features.xFZN0Y2DDXw9IHBy]{Wild Surge}

\n

3rd-level Path of Wild Magic feature

\n

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

\n

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

\n
Wild Magic
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Effect
1Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
2You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6Until your rage ends, you are surrounded by multi­colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
\n
\n\n

Bolstering Magic @Compendium[world.ddb-graus-dnd-class-features.UKeUYAA2P2geiMiw]{Bolstering Magic}

\n

6th-level Path of Wild Magic feature

\n

You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

\n\n

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Unstable Backlash @Compendium[world.ddb-graus-dnd-class-features.RFP6gg5MMCAw5Ass]{Unstable Backlash}

\n

10th-level Path of Wild Magic feature

\n

When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

\n\n

Controlled Surge @Compendium[world.ddb-graus-dnd-class-features.TkoIWlV7KvmaER1U]{Controlled Surge}

\n

14th-level Path of Wild Magic feature

\n

Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

\n\n

Rage

\n

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\n\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\n

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.

\n

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.

\n\n

Unarmored Defense

\n

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.

\n\n

Reckless Attack

\n

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.

\n\n

Danger Sense

\n

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.

\n

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.

\n\n

Primal Path

\n

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Fast Movement

\n

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

\n\n

Feral Instinct

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

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.

\n\n

Brutal Critical

\n

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.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n\n

Relentless Rage

\n

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.

\n

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.

\n\n

Persistent Rage

\n

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.

\n\n

Indomitable Might

\n

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.

\n\n

Primal Champion

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 46","identifier":"","levels":1,"hitDice":"d12","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","itm","nat","prc"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":9,"data":{"id":9,"name":"Barbarian","description":"

A fierce warrior of primitive background who can enter a battle rage

\r\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/barbarian","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":46,"sourceType":1}],"classFeatures":[{"id":51,"name":"Rage","prerequisite":null,"description":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\r\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\r\n\r\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":52,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":53,"name":"Reckless Attack","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":54,"name":"Danger Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":55,"name":"Primal Path","prerequisite":null,"description":"

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

","requiredLevel":3,"displayOrder":7},{"id":56,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":57,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":58,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":59,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":60,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":21},{"id":61,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":9},{"id":62,"name":"Fast Movement","prerequisite":null,"description":"

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

","requiredLevel":5,"displayOrder":10},{"id":63,"name":"Feral Instinct","prerequisite":null,"description":"

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\r\n

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.

","requiredLevel":7,"displayOrder":11},{"id":64,"name":"Brutal Critical","prerequisite":null,"description":"

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.

\r\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

","requiredLevel":9,"displayOrder":13},{"id":65,"name":"Brutal Critical","prerequisite":null,"description":"

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

\r\n

This increases to three additional dice at 17th level.

","requiredLevel":13,"displayOrder":16},{"id":66,"name":"Brutal Critical","prerequisite":null,"description":"

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

","requiredLevel":17,"displayOrder":19},{"id":67,"name":"Relentless Rage","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":11,"displayOrder":14},{"id":68,"name":"Persistent Rage","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":17},{"id":69,"name":"Indomitable Might","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":20},{"id":70,"name":"Primal Champion","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":22},{"id":459,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":530,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":12,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":46,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10366,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]}]},"moreDetailsUrl":"/characters/classes/barbarian#PathofWildMagic","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":9,"hitDice":12,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"OWZHEZiGkGdS1ITM","name":"Paladin (Oath of the Ancients)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"

A holy warrior bound to a sacred oath

\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Oath of the Ancients

\n

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

\n\n

Class Features

\n\n

Channel Divinity

\n

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

\n

Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

\n

Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

\n

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.

\n

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

\n\n

Aura of Warding @Compendium[world.ddb-graus-dnd-class-features.cL9vcOwsUfpNUPQv]{Aura of Warding}

\n

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Undying Sentinel @Compendium[world.ddb-graus-dnd-class-features.4NWhCYdUnNosXIml]{Undying Sentinel}

\n

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

\n

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

\n\n

Elder Champion @Compendium[world.ddb-graus-dnd-class-features.OUcpZLzqHI4yq4i7]{Elder Champion}

\n

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

\n

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

\n\n

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

\n\n

Oath Spells

\n

You gain oath spells at the paladin levels listed.

\n
Oath of the Ancients Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
\n

3rd

\n
\n

ensnaring strike, speak with animals

\n
\n

5th

\n
\n

misty step, moonbeam

\n
\n

9th

\n
\n

plant growth, protection from energy

\n
\n

13th

\n
\n

ice storm, stoneskin

\n
\n

17th

\n
\n

commune with nature, tree stride

\n
\n\n

Divine Sense

\n

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.

\n

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.

\n\n

Lay on Hands

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n\n

Fighting Style

\n

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.

\n\n

Spellcasting

\n

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

\n\n

Divine Smite

\n

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n\n

Divine Health

\n

By 3rd level, the divine magic flowing through you makes you immune to disease.

\n\n

Sacred Oath

\n

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\n

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.

\n

Oath Spells

\n

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.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Aura of Protection

\n

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.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Aura of Courage

\n

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Improved Divine Smite

\n

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.

\n\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\n

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.

\n\n

Aura Improvements

\n

At 18th level, the range of your auras increase to 30 feet.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 82","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"spellcasting":{"progression":"half","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":4,"data":{"id":4,"name":"Paladin","description":"

A holy warrior bound to a sacred oath

\r\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/paladin","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":82,"sourceType":1}],"classFeatures":[{"id":260,"name":"Divine Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":261,"name":"Lay on Hands","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

This feature has no effect on undead and constructs.

","requiredLevel":1,"displayOrder":4},{"id":262,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":263,"name":"Spellcasting","prerequisite":null,"description":"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\r\n
Preparing and Casting Spells
\r\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

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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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

","requiredLevel":2,"displayOrder":7},{"id":265,"name":"Divine Health","prerequisite":null,"description":"

By 3rd level, the divine magic flowing through you makes you immune to disease.

","requiredLevel":3,"displayOrder":8},{"id":266,"name":"Sacred Oath","prerequisite":null,"description":"

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\r\n

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.

\r\n

Oath Spells

\r\n

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.

\r\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\r\n

Channel Divinity

\r\n

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

","requiredLevel":3,"displayOrder":9},{"id":268,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":10},{"id":269,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":270,"name":"Aura of Protection","prerequisite":null,"description":"

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.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":6,"displayOrder":12},{"id":271,"name":"Aura of Courage","prerequisite":null,"description":"

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":10,"displayOrder":14},{"id":272,"name":"Improved Divine Smite","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":15},{"id":273,"name":"Cleansing Touch","prerequisite":null,"description":"

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\r\n

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.

","requiredLevel":14,"displayOrder":17},{"id":274,"name":"Aura Improvements","prerequisite":null,"description":"

At 18th level, the range of your auras increase to 30 feet.

","requiredLevel":18,"displayOrder":19},{"id":275,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":276,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":16},{"id":277,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":278,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":465,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":537,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":82,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13 and Charisma 13","prerequisiteMappings":[{"id":10359,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"},{"id":10360,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/paladin#OathoftheAncients","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":4,"hitDice":10,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"PNuzvS4HgKr7uDuG","name":"Druid (Circle of the Moon)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of the Moon

\n

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

\n

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.

\n\n

Class Features

\n\n

Combat Wild Shape @Compendium[world.ddb-graus-dnd-class-features.uL5PCMFlL5bqjOeP]{Combat Wild Shape}

\n

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

\n

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

\n\n

Circle Forms @Compendium[world.ddb-graus-dnd-class-features.fWvh1WWDygnxGGT8]{Circle Forms}

\n

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

\n

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

\n\n

Primal Strike @Compendium[world.ddb-graus-dnd-class-features.3ax07EPSe8PxhJfN]{Primal Strike}

\n

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Elemental Wild Shape @Compendium[world.ddb-graus-dnd-class-features.9y9T2vtl5y4eNhgN]{Elemental Wild Shape}

\n

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

\n\n

Thousand Forms @Compendium[world.ddb-graus-dnd-class-features.nJdr8tDqkSZu7D5Z]{Thousand Forms}

\n

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 64","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","ins","med","nat","prc","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":3,"data":{"id":3,"name":"Druid","description":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleoftheMoon","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"Pgdw7yC1qD0SaLIf","name":"Warlock (The Hexblade)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

The Hexblade

\n

You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

\n\n

Class Features

\n\n

Expanded Spell List

\n

The Hexblade 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.

\n

Hexblade Expanded Spells

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Spell LevelSpells
1stshieldwrathful smite
2ndblurbranding smite
3rdblinkelemental weapon
4thphantasmal killerstaggering smite
5thbanishing smitecone of cold
\n
\n\n

Hexblade’s Curse @Compendium[world.ddb-graus-dnd-class-features.ExYqG3vtZERLuiA9]{Hexblade’s Curse}

\n

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

\n\n

You can’t use this feature again until you finish a short or long rest.

\n\n

Hex Warrior @Compendium[world.ddb-graus-dnd-class-features.rqoYS7zqH2etsvUP]{Hex Warrior}

\n

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

\n

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

\n\n

Accursed Specter @Compendium[world.ddb-graus-dnd-class-features.ekHZJrYrcuqpHFMk]{Accursed Specter}

\n

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

\n

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

\n

Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.

\n\n

Armor of Hexes @Compendium[world.ddb-graus-dnd-class-features.bL3m3xnRRapfLEUx]{Armor of Hexes}

\n

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

\n\n

Master of Hexes @Compendium[world.ddb-graus-dnd-class-features.K41iWozsnXSs3Gmf]{Master of Hexes}

\n

Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Otherworldly Patron

\n

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

\n\n

Pact Magic

\n

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\n
Cantrips
\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n
Spell Slots
\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\n
Spells Known of 1st Level and Higher
\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

\n\n

Eldritch Invocations

\n

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\n

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.

\n

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.

\n

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.

\n\n

Pact Boon

\n

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.

\n\n

Mystic Arcanum (6th level)

\n

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.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

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.

\n\n

Eldritch Master

\n

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.

\n\n

Mystic Arcanum (7th level)

\n

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

\n\n

Mystic Arcanum (8th level)

\n

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Mystic Arcanum (9th level)

\n

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 105","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"pact","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":7,"data":{"id":7,"name":"Warlock","description":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

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

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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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":324,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":325,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":326,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":13},{"id":327,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","requiredLevel":1,"displayOrder":3},{"id":387,"name":"Pact Magic","prerequisite":null,"description":"

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\r\n
Cantrips
\r\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\r\n
Spell Slots
\r\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\r\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\r\n
Spells Known of 1st Level and Higher
\r\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

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In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\r\n

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.

\r\n

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.

\r\n

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.

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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.

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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.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

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.

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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.

","requiredLevel":20,"displayOrder":16},{"id":392,"name":"Mystic Arcanum (7th level)","prerequisite":null,"description":"

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

","requiredLevel":13,"displayOrder":11},{"id":393,"name":"Mystic Arcanum (8th level)","prerequisite":null,"description":"

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":15,"displayOrder":12},{"id":394,"name":"Mystic Arcanum (9th level)","prerequisite":null,"description":"

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":17,"displayOrder":14},{"id":469,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":541,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":105,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,10,11,11,12,12,13,13,14,14,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10364,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/warlock#TheHexblade","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":7,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"PvcK8Iw7B8mJEMN1","name":"Paladin (Oath of the Crown)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"

A holy warrior bound to a sacred oath

\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Oath of the Crown

\n

The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together.

\n\n

Class Features

\n\n

Oath Spells

\n

You gain oath spells at the paladin levels listed.

\n
Oath of the Crown Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
3rdcommand, compelled duel
5thwarding bond, zone of truth
9thaura of vitality, spirit guardians
13thbanishment, guardian of faith
17thcircle of power, geas
\n\n

Channel Divinity

\n

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

\n

Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

\n

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

\n\n

Divine Allegiance @Compendium[world.ddb-graus-dnd-class-features.t4cLWbad4YSpBa7J]{Divine Allegiance}

\n

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.

\n\n

Unyielding Spirit @Compendium[world.ddb-graus-dnd-class-features.FEy8vhFRI3XQt3Gq]{Unyielding Spirit}

\n

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

\n\n

Exalted Champion @Compendium[world.ddb-graus-dnd-class-features.NKo6vZgd2rwKMpbD]{Exalted Champion}

\n

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

\n\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

\n\n

Divine Sense

\n

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.

\n

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.

\n\n

Lay on Hands

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n\n

Fighting Style

\n

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.

\n\n

Spellcasting

\n

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

\n\n

Divine Smite

\n

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n\n

Divine Health

\n

By 3rd level, the divine magic flowing through you makes you immune to disease.

\n\n

Sacred Oath

\n

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\n

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.

\n

Oath Spells

\n

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.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Aura of Protection

\n

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.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Aura of Courage

\n

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Improved Divine Smite

\n

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.

\n\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\n

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.

\n\n

Aura Improvements

\n

At 18th level, the range of your auras increase to 30 feet.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

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A holy warrior bound to a sacred oath

\r\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

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

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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.

\r\n

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.

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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.

\r\n

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.

\r\n

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.

\r\n

This feature has no effect on undead and constructs.

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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.

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By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\r\n
Preparing and Casting Spells
\r\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

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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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

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By 3rd level, the divine magic flowing through you makes you immune to disease.

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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 the Oath of Devotion detailed at the end of the class description or one from another source.

\r\n

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.

\r\n

Oath Spells

\r\n

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.

\r\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\r\n

Channel Divinity

\r\n

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

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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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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

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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.

\r\n

At 18th level, the range of this aura increases to 30 feet.

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Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":10,"displayOrder":14},{"id":272,"name":"Improved Divine Smite","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":15},{"id":273,"name":"Cleansing Touch","prerequisite":null,"description":"

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\r\n

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.

","requiredLevel":14,"displayOrder":17},{"id":274,"name":"Aura Improvements","prerequisite":null,"description":"

At 18th level, the range of your auras increase to 30 feet.

","requiredLevel":18,"displayOrder":19},{"id":275,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":276,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":16},{"id":277,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":278,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":465,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":537,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":82,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13 and Charisma 13","prerequisiteMappings":[{"id":10359,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"},{"id":10360,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/paladin#OathoftheCrown","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":4,"hitDice":10,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"Q7nQ4VL6uLvb1Gbr","name":"Monk (Way of the Long Death)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Way of the Long Death

\n

Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying.

\n\n

Class Features

\n\n

Touch of Death @Compendium[world.ddb-graus-dnd-class-features.GrP9GRDzfiM0YdB1]{Touch of Death}

\n

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

\n\n

Hour of Reaping @Compendium[world.ddb-graus-dnd-class-features.xa8TQjienAS0MObM]{Hour of Reaping}

\n

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

\n\n

Mastery of Death @Compendium[world.ddb-graus-dnd-class-features.PjM7BPrpvB7S2RkR]{Mastery of Death}

\n

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

\n\n

Touch of the Long Death @Compendium[world.ddb-graus-dnd-class-features.MmsqK12avi97DmsZ]{Touch of the Long Death}

\n

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

\n\n

Unarmored Defense

\n

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.

\n\n

Martial Arts

\n

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.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n

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 in the Weapons section.

\n\n

Ki

\n

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.

\n

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.

\n

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.

\n

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:

\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\n
Flurry of Blows
\n

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.

\n
Patient Defense
\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\n
Step of the Wind
\n

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.

\n\n

Unarmored Movement

\n

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.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n

Monastic Tradition

\n

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n\n

Deflect Missiles

\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Slow Fall

\n

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.

\n\n

Extra Attack

\n

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

\n\n

Stunning Strike

\n

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.

\n\n

Ki-Empowered Strikes

\n

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Evasion

\n

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.

\n\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n\n

Purity of Body

\n

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

\n\n

Tongue of the Sun and Moon

\n

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.

\n\n

Diamond Soul

\n

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

\n\n

Timeless Body

\n

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.

\n\n

Empty Body

\n

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.

\n

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.

\n\n

Perfect Self

\n

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

\n\n

Unarmored Movement Improvement

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 76","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":11,"data":{"id":11,"name":"Monk","description":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\r\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/monk","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":76,"sourceType":1}],"classFeatures":[{"id":226,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":227,"name":"Martial Arts","prerequisite":null,"description":"

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.

\r\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\r\n\r\n

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 in the Weapons section.

","requiredLevel":1,"displayOrder":4},{"id":228,"name":"Ki","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

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:

\r\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n
Flurry of Blows
\r\n

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.

\r\n
Patient Defense
\r\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\r\n
Step of the Wind
\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":229,"name":"Unarmored Movement","prerequisite":null,"description":"

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.

\r\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

","requiredLevel":2,"displayOrder":6},{"id":230,"name":"Monastic Tradition","prerequisite":null,"description":"

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":231,"name":"Deflect Missiles","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":3,"displayOrder":8},{"id":232,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":233,"name":"Slow Fall","prerequisite":null,"description":"

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.

","requiredLevel":4,"displayOrder":10},{"id":234,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":235,"name":"Stunning Strike","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":12},{"id":236,"name":"Ki-Empowered Strikes","prerequisite":null,"description":"

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

","requiredLevel":6,"displayOrder":13},{"id":237,"name":"Evasion","prerequisite":null,"description":"

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.

","requiredLevel":7,"displayOrder":15},{"id":238,"name":"Stillness of Mind","prerequisite":null,"description":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","requiredLevel":7,"displayOrder":16},{"id":239,"name":"Purity of Body","prerequisite":null,"description":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

","requiredLevel":10,"displayOrder":19},{"id":240,"name":"Tongue of the Sun and Moon","prerequisite":null,"description":"

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.

","requiredLevel":13,"displayOrder":22},{"id":241,"name":"Diamond Soul","prerequisite":null,"description":"

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\r\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

","requiredLevel":14,"displayOrder":23},{"id":242,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":25},{"id":243,"name":"Empty Body","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":27},{"id":244,"name":"Perfect Self","prerequisite":null,"description":"

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

","requiredLevel":20,"displayOrder":30},{"id":245,"name":"Unarmored Movement Improvement","prerequisite":null,"description":"

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

","requiredLevel":9,"displayOrder":18},{"id":246,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":17},{"id":247,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":21},{"id":248,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":26},{"id":249,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":29},{"id":455,"name":"Unarmored Movement","prerequisite":null,"description":"

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

","requiredLevel":6,"displayOrder":14},{"id":456,"name":"Unarmored Movement","prerequisite":null,"description":"

At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

","requiredLevel":10,"displayOrder":20},{"id":457,"name":"Unarmored Movement","prerequisite":null,"description":"

At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

","requiredLevel":14,"displayOrder":24},{"id":458,"name":"Unarmored Movement","prerequisite":null,"description":"

At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

","requiredLevel":18,"displayOrder":28},{"id":464,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":536,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":76,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10369,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10370,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/monk#WayoftheLongDeath","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":11,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"Q89AYsbtF6kh7Hao","name":"Monk (Way of the Four Elements)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Way of the Four Elements

\n

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

\n

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

\n\n

Class Features

\n\n

Disciple of the Elements @Compendium[world.ddb-graus-dnd-class-features.MRERmfTaXYO4oUxe]{Disciple of the Elements}

\n

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

\n

You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

\n

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

\n
Casting Elemental Spells
\n

Some elemental disciplines allow you to cast spells. See the Spellcasting section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.

\n

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).

\n

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

\n
Spells and Ki Points
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Monk Levels

\n
\n

Maximum Ki Points for a Spell

\n
\n

5th–8th

\n
\n

3

\n
\n

9th–12th

\n
\n

4

\n
\n

13th–16th

\n
\n

5

\n
\n

17th–20th

\n
\n

6

\n
\n\n

Elemental Disciplines @Compendium[world.ddb-graus-dnd-class-features.d3B7pczM8jlCLPss]{Elemental Disciplines}

\n

The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.

\n\n

Unarmored Defense

\n

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.

\n\n

Martial Arts

\n

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.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n

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 in the Weapons section.

\n\n

Ki

\n

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.

\n

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.

\n

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.

\n

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:

\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\n
Flurry of Blows
\n

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.

\n
Patient Defense
\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\n
Step of the Wind
\n

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.

\n\n

Unarmored Movement

\n

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.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n

Monastic Tradition

\n

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n\n

Deflect Missiles

\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Slow Fall

\n

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.

\n\n

Extra Attack

\n

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

\n\n

Stunning Strike

\n

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.

\n\n

Ki-Empowered Strikes

\n

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Evasion

\n

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.

\n\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n\n

Purity of Body

\n

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

\n\n

Tongue of the Sun and Moon

\n

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.

\n\n

Diamond Soul

\n

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

\n\n

Timeless Body

\n

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.

\n\n

Empty Body

\n

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.

\n

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.

\n\n

Perfect Self

\n

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

\n\n

Unarmored Movement Improvement

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 76","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":11,"data":{"id":11,"name":"Monk","description":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\r\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/monk","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":76,"sourceType":1}],"classFeatures":[{"id":226,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":227,"name":"Martial Arts","prerequisite":null,"description":"

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.

\r\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\r\n\r\n

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 in the Weapons section.

","requiredLevel":1,"displayOrder":4},{"id":228,"name":"Ki","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

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:

\r\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n
Flurry of Blows
\r\n

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.

\r\n
Patient Defense
\r\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\r\n
Step of the Wind
\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":229,"name":"Unarmored Movement","prerequisite":null,"description":"

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.

\r\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

","requiredLevel":2,"displayOrder":6},{"id":230,"name":"Monastic Tradition","prerequisite":null,"description":"

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":231,"name":"Deflect Missiles","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":3,"displayOrder":8},{"id":232,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":233,"name":"Slow Fall","prerequisite":null,"description":"

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.

","requiredLevel":4,"displayOrder":10},{"id":234,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":235,"name":"Stunning Strike","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":12},{"id":236,"name":"Ki-Empowered Strikes","prerequisite":null,"description":"

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

","requiredLevel":6,"displayOrder":13},{"id":237,"name":"Evasion","prerequisite":null,"description":"

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.

","requiredLevel":7,"displayOrder":15},{"id":238,"name":"Stillness of Mind","prerequisite":null,"description":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","requiredLevel":7,"displayOrder":16},{"id":239,"name":"Purity of Body","prerequisite":null,"description":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

","requiredLevel":10,"displayOrder":19},{"id":240,"name":"Tongue of the Sun and Moon","prerequisite":null,"description":"

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.

","requiredLevel":13,"displayOrder":22},{"id":241,"name":"Diamond Soul","prerequisite":null,"description":"

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\r\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

","requiredLevel":14,"displayOrder":23},{"id":242,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":25},{"id":243,"name":"Empty Body","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":27},{"id":244,"name":"Perfect Self","prerequisite":null,"description":"

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

","requiredLevel":20,"displayOrder":30},{"id":245,"name":"Unarmored Movement Improvement","prerequisite":null,"description":"

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

","requiredLevel":9,"displayOrder":18},{"id":246,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":17},{"id":247,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":21},{"id":248,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":26},{"id":249,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":29},{"id":455,"name":"Unarmored Movement","prerequisite":null,"description":"

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

","requiredLevel":6,"displayOrder":14},{"id":456,"name":"Unarmored Movement","prerequisite":null,"description":"

At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

","requiredLevel":10,"displayOrder":20},{"id":457,"name":"Unarmored Movement","prerequisite":null,"description":"

At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

","requiredLevel":14,"displayOrder":24},{"id":458,"name":"Unarmored Movement","prerequisite":null,"description":"

At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

","requiredLevel":18,"displayOrder":28},{"id":464,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":536,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":76,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10369,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10370,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/monk#WayoftheFourElements","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":11,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"QbACjVG2UhFUAEAL","name":"Cleric (Arcana Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Arcana Domain

\n

The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand.

\n\n

Class Features

\n\n

Arcane Initiate @Compendium[world.ddb-graus-dnd-class-features.lmC9dx4TptJ0ehoQ]{Arcane Initiate}

\n

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

\n\n

Channel Divinity: Arcane Abjuration @Compendium[world.ddb-graus-dnd-class-features.1i2llBvcqgBhAVTW]{Channel Divinity: Arcane Abjuration}

\n

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

\n

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

\n

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use 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.

\n

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

\n
Arcane Banishment
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Cleric LevelBanishes Creatures of CR …
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower
\n\n

Spell Breaker @Compendium[world.ddb-graus-dnd-class-features.FJ2ysIYmmHf5Zt8l]{Spell Breaker}

\n

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

\n\n

Potent Spellcasting

\n

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

\n\n

Arcane Mastery @Compendium[world.ddb-graus-dnd-class-features.brfv8S1GSZ5DxGlF]{Arcane Mastery}

\n

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

\n\n

Spellcasting

\n

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

\n\n

Divine Domain

\n

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\n
Domain Spells
\n

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.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\n

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.

\n
Channel Divinity: Turn Undead
\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Destroy Undead

\n

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.

\n

Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cleric Level

\n
\n

Destroys Undead of CR ...

\n
\n

5th

\n
\n

1/2 or lower

\n
\n

8th

\n
\n

1 or lower

\n
\n

11th

\n
\n

2 or lower

\n
\n

14th

\n
\n

3 or lower

\n
\n

17th

\n
\n

4 or lower

\n
\n

 

\n\n

Divine Intervention

\n

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\n

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.

\n

At 20th level, your call for intervention succeeds automatically, no roll required.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":2,"data":{"id":2,"name":"Cleric","description":"

A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":108,"name":"Spellcasting","prerequisite":null,"description":"

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

\r\n
\r\n

5th

\r\n
\r\n

1/2 or lower

\r\n
\r\n

8th

\r\n
\r\n

1 or lower

\r\n
\r\n

11th

\r\n
\r\n

2 or lower

\r\n
\r\n

14th

\r\n
\r\n

3 or lower

\r\n
\r\n

17th

\r\n
\r\n

4 or lower

\r\n
\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric#ArcanaDomain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":2,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"Qw2HYp2lMzn5VfuT","name":"Ranger","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"

A warrior who combats threats on the edges of civilization

\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Class Features

\n\n

Favored Enemy

\n

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\n

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.

\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\n

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.

\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

\n\n

Natural Explorer

\n

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, swamp, or the Underdark. 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.

\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\n\n

You choose additional favored terrain types at 6th and 10th level.

\n\n

Fighting Style

\n

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\n
Spell Slots
\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the ranger spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n\n

Ranger Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n\n

Primeval Awareness

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Land’s Stride @Compendium[world.ddb-graus-dnd-class-features.Tqsd6qamH9EGr5Y3]{Land’s Stride}

\n

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.

\n

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.

\n\n

Hide in Plain Sight

\n

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.

\n

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.

\n\n

Vanish

\n

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.

\n\n

Feral Senses

\n

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.

\n

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.

\n\n

Foe Slayer

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 89","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["ath","ins","inv","nat","prc","ste"],"value":[]},"spellcasting":{"progression":"half","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":5,"data":{"id":5,"name":"Ranger","description":"

A warrior who combats threats on the edges of civilization

\r\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/ranger","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":89,"sourceType":1}],"classFeatures":[{"id":294,"name":"Favored Enemy","prerequisite":null,"description":"

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\r\n

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.

\r\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\r\n

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.

\r\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

","requiredLevel":1,"displayOrder":3},{"id":295,"name":"Natural Explorer","prerequisite":null,"description":"

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, swamp, or the Underdark. 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.

\r\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\r\n\r\n

You choose additional favored terrain types at 6th and 10th level.

","requiredLevel":1,"displayOrder":4},{"id":296,"name":"Fighting Style","prerequisite":null,"description":"

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\r\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

","requiredLevel":2,"displayOrder":5},{"id":297,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\r\n
Spell Slots
\r\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the ranger spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

","requiredLevel":2,"displayOrder":6},{"id":298,"name":"Ranger Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

","requiredLevel":3,"displayOrder":7},{"id":299,"name":"Primeval Awareness","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":300,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":301,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":302,"name":"Land’s Stride","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":8,"displayOrder":12},{"id":303,"name":"Hide in Plain Sight","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":10,"displayOrder":14},{"id":304,"name":"Vanish","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":16},{"id":305,"name":"Feral Senses","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":19},{"id":306,"name":"Foe Slayer","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":21},{"id":309,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":310,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":311,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":312,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":466,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":538,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":89,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[0,0,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10361,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10362,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/ranger","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":10,"spellCastingAbilityId":5,"canCastSpells":true}}} {"_id":"SbhG7KDVLGkU8JOO","name":"Blood Hunter (Order of the Profane Soul)","type":"class","img":"ddb-images/other/class-portrait-637158853102614868-png-width-1000-height-1000-fit-bounds-quality-95-auto-webp.png","data":{"description":{"value":"

A fanatical slayer that embraces dark knowledge to destroy evil

\n

Hit Die: d10
Primary Ability: Strength or Dexterity, & Intelligence
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n

Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

\n\n

Order of the Profane Soul

\n

Those who have taken to the Order of the Profane Soul have seen the limits of hemocraft against some of the most ancient and cruel fiends and terrors of the world.

\n\n

Class Features

\n\n

Otherworldly Patron

\n

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each detailed in the Player’s Handbook, the Undying within the Sword Coast Adventurer’s Guide, and the Celestial or Hexblade in Xanathar’s Guide to Everything. Your choice augments some of your order features.

\n\n

Pact Magic

\n

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.

\n

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

\n

Spell Slots. The Profane Soul Spellcasting 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.

\n

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

\n

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

\n

The Spells Known column of the Profane Soul 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 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

\n

Additionally, when you gain a level in this class and order, 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.

\n

Spellcasting Ability. Intelligence is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
BLOOD HUNTER LEVELCANTRIPS
KNOWN
SPELLS
KNOWN
SPELL
SLOTS
SLOT
LEVEL
3rd2211st
4th2211st
5th2311st
6th2321st
7th2422nd
8th2422nd
9th2522nd
10th3522nd
11th3622nd
12th3622nd
13th3723rd
14th3723rd
15th3823rd
16th3823rd
17th3923rd
18th3923rd
19th31024th
20th31124th
\n\n

Rite Focus @Compendium[world.ddb-graus-dnd-class-features.f03UhqkKA62KmXiP]{Rite Focus}

\n

Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your warlock spells, and you gain a specific benefit based on your chosen pact (outlined below).

\n\n

Mystic Frenzy @Compendium[world.ddb-graus-dnd-class-features.Kv8cZKCAKgEQSpeQ]{Mystic Frenzy}

\n

Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

\n\n

Revealed Arcana @Compendium[world.ddb-graus-dnd-class-features.cKzDSrl0od6e44Wg]{Revealed Arcana}

\n

At 7th level, your dark patron grants you the rare use of a dangerous arcane spell based on your pact.

\n\n

Brand of the Sapping Scar @Compendium[world.ddb-graus-dnd-class-features.T5MsuBTg42fFUsXF]{Brand of the Sapping Scar}

\n

Upon reaching 11th level, your Brand of Castigation feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against your warlock spells.

\n\n

Unsealed Arcana @Compendium[world.ddb-graus-dnd-class-features.zBMNEn8E0ZWww2S7]{Unsealed Arcana}

\n

At 15th level, your patron grants you the rare use of an additional arcane spell based on your pact.

\n\n

Blood Curse of the Souleater @Compendium[world.ddb-graus-dnd-class-features.Klz1RvpzCNAHpOOA]{Blood Curse of the Souleater}

\n

Starting at 18th level, you’ve learned to siphon the soul from your fallen prey. You gain the Blood Curse of the Souleater for your Blood Maledict feature. This does not count against your number of blood curses known.

\n\n

Hit Points

\n

Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

\n\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival

\n\n

Hunter's Bane

\n

Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

\n

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\n

Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.

\n\n

Blood Maledict

\n

At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.

\n

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.

\n

You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

\n\n

Fighting Style

\n

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.

\n\n

Crimson Rite

\n

At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

\n

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

\n

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

\n

You learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.

\n

Primal Rites

\n

Choose from the following:

\n

Rite of the Flame. Your rite damage is fire damage.

\n

Rite of the Frozen. Your rite damage is cold damage.

\n

Rite of the Storm. Your rite damage is lightning damage.

\n

Esoteric Rites

\n

Choose from the following:

\n

Rite of the Dead. Your rite damage is necrotic damage.

\n

Rite of the Oracle. Your rite damage is psychic damage.

\n

Rite of the Roar. Your rite damage is thunder damage.

\n\n

Blood Hunter Order

\n

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Brand of Castigation

\n

At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).

\n

Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

\n

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

\n\n

Grim Psychometry

\n

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

\n\n

Dark Augmentation

\n

Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

\n\n

Brand of Tethering

\n

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).

\n

In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

\n\n

Hardened Soul

\n

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

\n\n

Sanguine Mastery

\n

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.

\n

In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.

\n\n

Blood Curses

\n

The blood curses are presented in alphabetical order.

\n
Blood Curse of the Anxious
\n

As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.

\n

Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\n
Blood Curse of Binding
\n

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

\n

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

\n
Blood Curse of Bloated Agony
\n

As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.

\n

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

\n
Blood Curse of Corrosion
\n

Prerequisite: 15th level, Order of the Mutant

\n

As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.

\n

Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

\n
Blood Curse of the Exorcist
\n

Prerequisite: 15th level, Order of the Ghostslayer

\n

As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.

\n

Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

\n
Blood Curse of Exposure
\n

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.

\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

\n
Blood Curse of the Eyeless
\n

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

\n

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

\n
Blood Curse of the Fallen Puppet
\n

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.

\n

Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).

\n
Blood Curse of the Howl
\n

Prerequisite: 18th level, Order of the Lycan

\n

As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

\n

You can choose any number of creatures you can see to be unaffected by the howl.

\n

Amplify. The range of this curse increases to 60 feet.

\n
Blood Curse of the Marked
\n

As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.

\n

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

\n
Blood Curse of the Muddled Mind
\n

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

\n

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

\n
Blood Curse of the Souleater
\n

Prerequisite: 18th level, Order of the Profane Soul

\n

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have advantage.

\n

Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\n\n","chat":"","unidentified":""},"source":"Critical Role","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":357975,"data":{"id":357975,"name":"Blood Hunter","description":"

A fanatical slayer that embraces dark knowledge to destroy evil

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity, & Intelligence
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n\r\n

Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/8551/967/637158853097790600.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/8551/968/637158853099606981.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/8551/969/637158853102614868.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/blood-hunter","spellCastingAbilityId":null,"sources":[{"sourceId":31,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":1610518,"name":"Hit Points","prerequisite":null,"description":"

Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

","requiredLevel":1,"displayOrder":1},{"id":1610574,"name":"Proficiencies","prerequisite":null,"description":"

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival

","requiredLevel":1,"displayOrder":2},{"id":1610579,"name":"Hunter's Bane","prerequisite":null,"description":"

Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

\r\n

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\r\n

Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.

","requiredLevel":1,"displayOrder":3},{"id":1610580,"name":"Blood Maledict","prerequisite":null,"description":"

At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.

\r\n

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.

\r\n

You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

","requiredLevel":1,"displayOrder":4},{"id":1610582,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":1610627,"name":"Crimson Rite","prerequisite":null,"description":"

At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

\r\n

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

\r\n

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

\r\n

You learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.

\r\n

Primal Rites

\r\n

Choose from the following:

\r\n

Rite of the Flame. Your rite damage is fire damage.

\r\n

Rite of the Frozen. Your rite damage is cold damage.

\r\n

Rite of the Storm. Your rite damage is lightning damage.

\r\n

Esoteric Rites

\r\n

Choose from the following:

\r\n

Rite of the Dead. Your rite damage is necrotic damage.

\r\n

Rite of the Oracle. Your rite damage is psychic damage.

\r\n

Rite of the Roar. Your rite damage is thunder damage.

","requiredLevel":2,"displayOrder":7},{"id":1610847,"name":"Blood Hunter Order","prerequisite":null,"description":"

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":8},{"id":1610874,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":1610882,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":1610883,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":1610884,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":1610885,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":1610898,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":1610903,"name":"Brand of Castigation","prerequisite":null,"description":"

At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).

\r\n

Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

\r\n

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

","requiredLevel":6,"displayOrder":11},{"id":1610910,"name":"Grim Psychometry","prerequisite":null,"description":"

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

","requiredLevel":9,"displayOrder":13},{"id":1610911,"name":"Dark Augmentation","prerequisite":null,"description":"

Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

","requiredLevel":10,"displayOrder":14},{"id":1610915,"name":"Brand of Tethering","prerequisite":null,"description":"

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).

\r\n

In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

","requiredLevel":13,"displayOrder":16},{"id":1610921,"name":"Hardened Soul","prerequisite":null,"description":"

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

","requiredLevel":14,"displayOrder":17},{"id":1610923,"name":"Sanguine Mastery","prerequisite":null,"description":"

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.

\r\n

In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.

","requiredLevel":20,"displayOrder":20},{"id":1611383,"name":"Blood Curses","prerequisite":null,"description":"

The blood curses are presented in alphabetical order.

\r\n
Blood Curse of the Anxious
\r\n

As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.

\r\n

Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\r\n
Blood Curse of Binding
\r\n

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

\r\n

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

\r\n
Blood Curse of Bloated Agony
\r\n

As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.

\r\n

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

\r\n
Blood Curse of Corrosion
\r\n

Prerequisite: 15th level, Order of the Mutant

\r\n

As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.

\r\n

Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

\r\n
Blood Curse of the Exorcist
\r\n

Prerequisite: 15th level, Order of the Ghostslayer

\r\n

As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.

\r\n

Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

\r\n
Blood Curse of Exposure
\r\n

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.

\r\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

\r\n
Blood Curse of the Eyeless
\r\n

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

\r\n

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

\r\n
Blood Curse of the Fallen Puppet
\r\n

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.

\r\n

Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).

\r\n
Blood Curse of the Howl
\r\n

Prerequisite: 18th level, Order of the Lycan

\r\n

As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

\r\n

You can choose any number of creatures you can see to be unaffected by the howl.

\r\n

Amplify. The range of this curse increases to 60 feet.

\r\n
Blood Curse of the Marked
\r\n

As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.

\r\n

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

\r\n
Blood Curse of the Muddled Mind
\r\n

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

\r\n

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

\r\n
Blood Curse of the Souleater
\r\n

Prerequisite: 18th level, Order of the Profane Soul

\r\n

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have advantage.

\r\n

Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

","requiredLevel":1,"displayOrder":21}],"hitDice":10,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":146776,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/blood-hunter#OrderoftheProfaneSoul","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/8551/969/637158853102614868.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/8551/967/637158853097790600.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/8551/968/637158853099606981.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":357975,"hitDice":10,"spellCastingAbilityId":4,"canCastSpells":true}}} {"_id":"Tdd9mLTRfOXgFHRk","name":"Barbarian (Path of the Beast)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"

A fierce warrior of primitive background who can enter a battle rage

\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Path of the Beast

\n

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

\n\n

Class Features

\n\n

Form of the Beast @Compendium[world.ddb-graus-dnd-class-features.tpSYlXKtlSINBFK1]{Form of the Beast}

\n

3rd-level Path of the Beast feature

\n

When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

\n

You choose the weapon’s form each time you rage:

\n

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

\n

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

\n

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

\n\n

Bestial Soul @Compendium[world.ddb-graus-dnd-class-features.0OIyGO0RllhvOSIb]{Bestial Soul}

\n

6th-level Path of the Beast feature

\n

The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

\n\n

Infectious Fury @Compendium[world.ddb-graus-dnd-class-features.2M23u4qymkMLTP3S]{Infectious Fury}

\n

10th-level Path of the Beast feature

\n

When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

\n\n

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Call the Hunt @Compendium[world.ddb-graus-dnd-class-features.p4d3Pi4Y7KPXeW8A]{Call the Hunt}

\n

14th-level Path of the Beast feature

\n

The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

\n

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Rage

\n

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\n\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\n

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.

\n

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.

\n\n

Unarmored Defense

\n

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.

\n\n

Reckless Attack

\n

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.

\n\n

Danger Sense

\n

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.

\n

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.

\n\n

Primal Path

\n

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Fast Movement

\n

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

\n\n

Feral Instinct

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

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.

\n\n

Brutal Critical

\n

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.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n\n

Relentless Rage

\n

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.

\n

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.

\n\n

Persistent Rage

\n

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.

\n\n

Indomitable Might

\n

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.

\n\n

Primal Champion

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 46","identifier":"","levels":1,"hitDice":"d12","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","itm","nat","prc"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":9,"data":{"id":9,"name":"Barbarian","description":"

A fierce warrior of primitive background who can enter a battle rage

\r\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/barbarian","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":46,"sourceType":1}],"classFeatures":[{"id":51,"name":"Rage","prerequisite":null,"description":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\r\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\r\n\r\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":52,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":53,"name":"Reckless Attack","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":54,"name":"Danger Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":55,"name":"Primal Path","prerequisite":null,"description":"

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

","requiredLevel":3,"displayOrder":7},{"id":56,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":57,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":58,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":59,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":60,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":21},{"id":61,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":9},{"id":62,"name":"Fast Movement","prerequisite":null,"description":"

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

","requiredLevel":5,"displayOrder":10},{"id":63,"name":"Feral Instinct","prerequisite":null,"description":"

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\r\n

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.

","requiredLevel":7,"displayOrder":11},{"id":64,"name":"Brutal Critical","prerequisite":null,"description":"

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.

\r\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

","requiredLevel":9,"displayOrder":13},{"id":65,"name":"Brutal Critical","prerequisite":null,"description":"

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

\r\n

This increases to three additional dice at 17th level.

","requiredLevel":13,"displayOrder":16},{"id":66,"name":"Brutal Critical","prerequisite":null,"description":"

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

","requiredLevel":17,"displayOrder":19},{"id":67,"name":"Relentless Rage","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":11,"displayOrder":14},{"id":68,"name":"Persistent Rage","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":17},{"id":69,"name":"Indomitable Might","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":20},{"id":70,"name":"Primal Champion","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":22},{"id":459,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":530,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":12,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":46,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10366,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]}]},"moreDetailsUrl":"/characters/classes/barbarian#PathoftheBeast","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/13710/610/637402706436674380.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/13710/613/637402706646069197.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":9,"hitDice":12,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"U479b4tgyc1fADyu","name":"Cleric (Knowledge Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Knowledge Domain

\n

The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

\n\n

Class Features

\n\n

Blessings of Knowledge @Compendium[world.ddb-graus-dnd-class-features.guXlwgZ2vSCg1JCY]{Blessings of Knowledge}

\n

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

\n

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

\n\n

Channel Divinity: Knowledge of the Ages @Compendium[world.ddb-graus-dnd-class-features.AWmtmDbIB13ZtdQS]{Channel Divinity: Knowledge of the Ages}

\n

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

\n\n

Channel Divinity: Read Thoughts @Compendium[world.ddb-graus-dnd-class-features.YFkVQEFeP3Yk021T]{Channel Divinity: Read Thoughts}

\n

At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

\n

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

\n

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

\n

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

\n\n

Potent Spellcasting

\n

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

\n\n

Visions of the Past @Compendium[world.ddb-graus-dnd-class-features.JWwLVtzqvbVRMtri]{Visions of the Past}

\n

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

\n

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

\n

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

\n

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

\n\n

Spellcasting

\n

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

\n\n

Divine Domain

\n

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\n
Domain Spells
\n

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.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\n

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.

\n
Channel Divinity: Turn Undead
\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Destroy Undead

\n

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.

\n

Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cleric Level

\n
\n

Destroys Undead of CR ...

\n
\n

5th

\n
\n

1/2 or lower

\n
\n

8th

\n
\n

1 or lower

\n
\n

11th

\n
\n

2 or lower

\n
\n

14th

\n
\n

3 or lower

\n
\n

17th

\n
\n

4 or lower

\n
\n

 

\n\n

Divine Intervention

\n

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\n

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.

\n

At 20th level, your call for intervention succeeds automatically, no roll required.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

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A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":108,"name":"Spellcasting","prerequisite":null,"description":"

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

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Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

\r\n
\r\n

5th

\r\n
\r\n

1/2 or lower

\r\n
\r\n

8th

\r\n
\r\n

1 or lower

\r\n
\r\n

11th

\r\n
\r\n

2 or lower

\r\n
\r\n

14th

\r\n
\r\n

3 or lower

\r\n
\r\n

17th

\r\n
\r\n

4 or lower

\r\n
\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric#KnowledgeDomain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":2,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"V3KiwwkJGZAdqVNx","name":"Druid (Circle of the Land)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of the Land

\n

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.

\n\n

Class Features

\n\n

Bonus Cantrip

\n

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

\n\n

Natural Recovery

\n

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.

\n

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.

\n\n

Land’s Stride @Compendium[world.ddb-graus-dnd-class-features.Tqsd6qamH9EGr5Y3]{Land’s Stride}

\n

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.

\n

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.

\n\n

Nature’s Ward @Compendium[world.ddb-graus-dnd-class-features.NQTwvcfz56sErQ3V]{Nature’s Ward}

\n

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

\n\n

Nature’s Sanctuary @Compendium[world.ddb-graus-dnd-class-features.2DZU59uXDv7VHSFR]{Nature’s Sanctuary}

\n

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.

\n

The creature is aware of this effect before it makes its attack against you.

\n\n

Circle Spells

\n

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, swamp, or Underdark — and consult the associated list of spells.

\n

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.

\n
Arctic
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

hold person, spike growth

\n
\n

5th

\n
\n

sleet storm, slow

\n
\n

7th

\n
\n

freedom of movement, ice storm

\n
\n

9th

\n
\n

commune with nature, cone of cold 

\n
\n
Coast
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

mirror image, misty step

\n
\n

5th

\n
\n

water breathing, water walk

\n
\n

7th

\n
\n

control water, freedom of movement

\n
\n

9th

\n
\n

conjure elemental, scrying

\n
\n
Desert
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

blur, silence

\n
\n

5th

\n
\n

create food and water, protection from energy

\n
\n

7th

\n
\n

blight, hallucinatory terrain

\n
\n

9th

\n
\n

insect plague, wall of stone

\n
\n
Forest
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

barkskin, spider climb

\n
\n

5th

\n
\n

call lightning, plant growth

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

commune with nature, tree stride

\n
\n
Grassland
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

invisibility, pass without trace

\n
\n

5th

\n
\n

daylight, haste

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

dream, insect plague

\n
\n
Mountain
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, spike growth

\n
\n

5th

\n
\n

lightning bolt, meld into stone

\n
\n

7th

\n
\n

stone shape, stoneskin

\n
\n

9th

\n
\n

passwall, wall of stone

\n
\n
Swamp
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

darkness, acid arrow

\n
\n

5th

\n
\n

water walk, stinking cloud

\n
\n

7th

\n
\n

freedom of movement, locate creature

\n
\n

9th

\n
\n

insect plague, scrying

\n
\n
Underdark
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, web

\n
\n

5th

\n
\n

gaseous form, stinking cloud

\n
\n

7th

\n
\n

greater invisibility, stone shape

\n
\n

9th

\n
\n

cloudkill, insect plague

\n
\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement @Compendium[world.ddb-graus-dnd-class-features.NGOxkeq0UK0P7hE0]{Wild Shape Improvement}

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 64","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","ins","med","nat","prc","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":3,"data":{"id":3,"name":"Druid","description":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleoftheLand","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"VTYSJYjag7qXn3wP","name":"Rogue (Assassin)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Assassin

\n

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

\n\n

Class Features

\n\n

Bonus Proficiencies

\n

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

\n\n

Assassinate @Compendium[world.ddb-graus-dnd-class-features.usVushcmUoasVeRG]{Assassinate}

\n

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

\n\n

Infiltration Expertise @Compendium[world.ddb-graus-dnd-class-features.mHtKLk6QGXDjn6Xp]{Infiltration Expertise}

\n

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

\n

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

\n\n

Impostor @Compendium[world.ddb-graus-dnd-class-features.UgyC1Gtf86eh2xsm]{Impostor}

\n

At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.

\n

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

\n\n

Death Strike @Compendium[world.ddb-graus-dnd-class-features.Q1J0gIhQw5mALPmW]{Death Strike}

\n

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Expertise

\n

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.

\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

\n\n

Sneak Attack

\n

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.

\n

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.

\n

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.

\n\n

Thieves’ Cant

\n

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.

\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

\n\n

Cunning Action

\n

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.

\n\n

Roguish Archetype

\n

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n\n

Uncanny Dodge

\n

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.

\n\n

Evasion

\n

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

\n\n

Reliable Talent

\n

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.

\n\n

Blindsense

\n

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.

\n\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n\n

Elusive

\n

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.

\n\n

Stroke of Luck

\n

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.

\n

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

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 94","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","prc","prf","per"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":12,"data":{"id":12,"name":"Rogue","description":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\r\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/rogue","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":94,"sourceType":1}],"classFeatures":[{"id":313,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":314,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":315,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":14},{"id":316,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":17},{"id":317,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":342,"name":"Expertise","prerequisite":null,"description":"

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.

\r\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

","requiredLevel":1,"displayOrder":3},{"id":343,"name":"Sneak Attack","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":344,"name":"Thieves’ Cant","prerequisite":null,"description":"

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.

\r\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","requiredLevel":1,"displayOrder":5},{"id":345,"name":"Cunning Action","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":346,"name":"Roguish Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":347,"name":"Uncanny Dodge","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":9},{"id":348,"name":"Evasion","prerequisite":null,"description":"

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

","requiredLevel":7,"displayOrder":11},{"id":349,"name":"Reliable Talent","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":13},{"id":350,"name":"Blindsense","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":15},{"id":351,"name":"Slippery Mind","prerequisite":null,"description":"

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","requiredLevel":15,"displayOrder":16},{"id":352,"name":"Elusive","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":18},{"id":353,"name":"Stroke of Luck","prerequisite":null,"description":"

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.

\r\n

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

","requiredLevel":20,"displayOrder":20},{"id":467,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":471,"name":"Expertise","prerequisite":null,"description":"

At 6th level, choose two more of your skill proficiencies, or one more 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.

","requiredLevel":6,"displayOrder":10},{"id":539,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":591,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 10th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":10,"displayOrder":13}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":94,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13","prerequisiteMappings":[{"id":10371,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/rogue#Assassin","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":12,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"W2R3IaybfJ4BcoMH","name":"Wizard (School of Transmutation)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

School of Transmutation

\n

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.

\n

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

\n\n

Class Features

\n\n

Transmutation Savant @Compendium[world.ddb-graus-dnd-class-features.ZpPPzkDEdagZYKwg]{Transmutation Savant}

\n

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

\n\n

Minor Alchemy @Compendium[world.ddb-graus-dnd-class-features.yGQZW9qTHe3mPg0h]{Minor Alchemy}

\n

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

\n\n

Transmuter’s Stone @Compendium[world.ddb-graus-dnd-class-features.sYpo0HHyK5FnAOIl]{Transmuter’s Stone}

\n

Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:

\n\n

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

\n

If you create a new transmuter’s stone, the previous one ceases to function.

\n\n

Shapechanger @Compendium[world.ddb-graus-dnd-class-features.KFHBgjZ5sCAsUq4a]{Shapechanger}

\n

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

\n

Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

\n\n

Master Transmuter @Compendium[world.ddb-graus-dnd-class-features.TtaEq2H5eGq8nHtA]{Master Transmuter}

\n

Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.

\n

Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

\n

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.

\n

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

\n

Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

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.

\n
Spellbook
\n

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.

\n
Preparing and Casting Spells
\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

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.

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\n
Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

\n

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.

\n

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.

\n

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.

\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\n

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.

\n

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.

\n

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.

\n
\n\n

Arcane Recovery

\n

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.

\n

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.

\n\n

Arcane Tradition

\n

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Spell Mastery

\n

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.

\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

\n\n

Signature Spells

\n

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.

\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 112","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":8,"data":{"id":8,"name":"Wizard","description":"

A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/wizard","spellCastingAbilityId":4,"sources":[{"sourceId":1,"pageNumber":112,"sourceType":1}],"classFeatures":[{"id":328,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":329,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":7},{"id":330,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":8},{"id":332,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":412,"name":"Arcane Tradition","prerequisite":null,"description":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":5},{"id":413,"name":"Spell Mastery","prerequisite":null,"description":"

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.

\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

","requiredLevel":18,"displayOrder":10},{"id":414,"name":"Signature Spells","prerequisite":null,"description":"

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.

\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard#SchoolofTransmutation","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":8,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"WBjlt8ye6gXmegY6","name":"Warlock (The Undead)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

The Undead

\n

You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass.

\n\n

Class Features

\n\n

Form of Dread @Compendium[world.ddb-graus-dnd-class-features.Fw7Vz4xcdKPHCo99]{Form of Dread}

\n

1st-level Undead feature

\n

You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

\n\n

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

\n\n

Expanded Spell List

\n

1st-level Undead feature

\n

The Undead 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.

\n
Undead Expanded Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Spell LevelSpells
1stbane, false life
2ndblindness/deafness, phantasmal force
3rdphantom steed, speak with dead
4thdeath ward, greater invisibility
5thantilife shell, cloudkill
\n\n

Grave Touched @Compendium[world.ddb-graus-dnd-class-features.PP3GSmdw0VnRWNMX]{Grave Touched}

\n

6th-level Undead feature

\n

Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.

\n

In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

\n\n

Necrotic Husk @Compendium[world.ddb-graus-dnd-class-features.3LbFNmCJTXRc2akl]{Necrotic Husk}

\n

10th-level Undead feature

\n

Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.

\n

In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.

\n\n

Spirit Projection @Compendium[world.ddb-graus-dnd-class-features.vPr8WBnG4UaK3O5k]{Spirit Projection}

\n

14th-level Undead feature

\n

Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

\n

Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).

\n

While projecting your spirit, you gain the following benefits:

\n\n

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

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Otherworldly Patron

\n

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

\n\n

Pact Magic

\n

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\n
Cantrips
\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n
Spell Slots
\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\n
Spells Known of 1st Level and Higher
\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

\n\n

Eldritch Invocations

\n

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\n

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.

\n

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.

\n

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.

\n\n

Pact Boon

\n

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.

\n\n

Mystic Arcanum (6th level)

\n

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.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

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.

\n\n

Eldritch Master

\n

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.

\n\n

Mystic Arcanum (7th level)

\n

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

\n\n

Mystic Arcanum (8th level)

\n

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Mystic Arcanum (9th level)

\n

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 105","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"pact","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":7,"data":{"id":7,"name":"Warlock","description":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/warlock","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":105,"sourceType":1}],"classFeatures":[{"id":323,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":324,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":325,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":326,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":13},{"id":327,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":386,"name":"Otherworldly Patron","prerequisite":null,"description":"

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","requiredLevel":1,"displayOrder":3},{"id":387,"name":"Pact Magic","prerequisite":null,"description":"

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\r\n
Cantrips
\r\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\r\n
Spell Slots
\r\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\r\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\r\n
Spells Known of 1st Level and Higher
\r\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

","requiredLevel":1,"displayOrder":4},{"id":388,"name":"Eldritch Invocations","prerequisite":null,"description":"

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\r\n

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.

\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":389,"name":"Pact Boon","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":6},{"id":390,"name":"Mystic Arcanum (6th level)","prerequisite":null,"description":"

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.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

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.

","requiredLevel":11,"displayOrder":9},{"id":391,"name":"Eldritch Master","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":16},{"id":392,"name":"Mystic Arcanum (7th level)","prerequisite":null,"description":"

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

","requiredLevel":13,"displayOrder":11},{"id":393,"name":"Mystic Arcanum (8th level)","prerequisite":null,"description":"

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":15,"displayOrder":12},{"id":394,"name":"Mystic Arcanum (9th level)","prerequisite":null,"description":"

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":17,"displayOrder":14},{"id":469,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":541,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":105,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,10,11,11,12,12,13,13,14,14,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10364,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/warlock#TheUndead","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":7,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"WlqOtqybtCc8mwoN","name":"Sorcerer (Wild Magic)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"

A spellcaster who draws on inherent magic from a gift or bloodline

\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Wild Magic

\n

Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.

\n\n

Class Features

\n\n

Wild Magic Surge @Compendium[world.ddb-graus-dnd-class-features.SJ3pUmsbrL2bmnvG]{Wild Magic Surge}

\n

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

\n
Wild Magic Surge
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

d100

\n
\n

Effect

\n
\n

01–02

\n
\n

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

\n
\n

03–04

\n
\n

For the next minute, you can see any invisible creature if you have line of sight to it.

\n
\n

05–06

\n
\n

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

\n
\n

07–08

\n
\n

You cast fireball as a 3rd-level spell centered on yourself.

\n
\n

09–10

\n
\n

You cast magic missile as a 5th-level spell.

\n
\n

11–12

\n
\n

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

\n
\n

13–14

\n
\n

You cast confusion centered on yourself.

\n
\n

15–16

\n
\n

For the next minute, you regain 5 hit points at the start of each of your turns.

\n
\n

17–18

\n
\n

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

\n
\n

19–20

\n
\n

You cast grease centered on yourself.

\n
\n

21–22

\n
\n

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

\n
\n

23–24

\n
\n

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

\n
\n

25–26

\n
\n

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

\n
\n

27–28

\n
\n

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

\n
\n

29–30

\n
\n

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

\n
\n

31–32

\n
\n

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

\n
\n

33–34

\n
\n

Maximize the damage of the next damaging spell you cast within the next minute.

\n
\n

35–36

\n
\n

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

\n
\n

37–38

\n
\n

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

\n
\n

39–40

\n
\n

You regain 2d10 hit points.

\n
\n

41–42

\n
\n

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

\n
\n

43–44

\n
\n

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

\n
\n

45–46

\n
\n

You cast levitate on yourself.

\n
\n

47–48

\n
\n

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

\n
\n

49–50

\n
\n

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

\n
\n

51–52

\n
\n

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

\n
\n

53–54

\n
\n

You are immune to being intoxicated by alcohol for the next 5d6 days.

\n
\n

55–56

\n
\n

Your hair falls out but grows back within 24 hours.

\n
\n

57–58

\n
\n

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

\n
\n

59–60

\n
\n

You regain your lowest-level expended spell slot.

\n
\n

61–62

\n
\n

For the next minute, you must shout when you speak.

\n
\n

63–64

\n
\n

You cast fog cloud centered on yourself.

\n
\n

65–66

\n
\n

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

\n
\n

67–68

\n
\n

You are frightened by the nearest creature until the end of your next turn.

\n
\n

69–70

\n
\n

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

\n
\n

71–72

\n
\n

You gain resistance to all damage for the next minute.

\n
\n

73–74

\n
\n

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

\n
\n

75–76

\n
\n

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

\n
\n

77–78

\n
\n

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

\n
\n

79–80

\n
\n

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

\n
\n

81–82

\n
\n

You can take one additional action immediately.

\n
\n

83–84

\n
\n

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

\n
\n

85–86

\n
\n

You cast mirror image.

\n
\n

87–88

\n
\n

You cast fly on a random creature within 60 feet of you.

\n
\n

89–90

\n
\n

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

\n
\n

91–92

\n
\n

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

\n
\n

93–94

\n
\n

Your size increases by one size category for the next minute.

\n
\n

95–96

\n
\n

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

\n
\n

97–98

\n
\n

You are surrounded by faint, ethereal music for the next minute.

\n
\n

99–00

\n
\n

You regain all expended sorcery points.

\n
\n\n

Tides of Chaos @Compendium[world.ddb-graus-dnd-class-features.MbcpGLiaMPgyi9Kq]{Tides of Chaos}

\n

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

\n

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

\n\n

Bend Luck @Compendium[world.ddb-graus-dnd-class-features.zyZEmmZ999fnsUzG]{Bend Luck}

\n

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

\n\n

Controlled Chaos @Compendium[world.ddb-graus-dnd-class-features.AcPe73674FUfM4Mx]{Controlled Chaos}

\n

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

\n\n

Spell Bombardment @Compendium[world.ddb-graus-dnd-class-features.soRtmVeWfpKIdba5]{Spell Bombardment}

\n

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

\n\n

Sorcerous Origin

\n

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

\n\n

Font of Magic

\n

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.

\n
Sorcery Points
\n

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.

\n
Flexible Casting
\n

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.

\n

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.

\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\n
Creating Spell Slots
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

SPELL SLOT LEVEL

\n
\n

SORCERY POINT COST

\n
\n

1st

\n
\n

2

\n
\n

2nd

\n
\n

3

\n
\n

3rd

\n
\n

5

\n
\n

4th

\n
\n

6

\n
\n

5th

\n
\n

7

\n
\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

\n\n

Metamagic

\n

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.

\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

\n\n

Sorcerous Restoration

\n

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 99","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":6,"data":{"id":6,"name":"Sorcerer","description":"

A spellcaster who draws on inherent magic from a gift or bloodline

\r\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/sorcerer","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":99,"sourceType":1}],"classFeatures":[{"id":318,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":319,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":320,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":321,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":11},{"id":322,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":13},{"id":369,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

","requiredLevel":1,"displayOrder":3},{"id":370,"name":"Sorcerous Origin","prerequisite":null,"description":"

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\r\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

","requiredLevel":1,"displayOrder":4},{"id":371,"name":"Font of Magic","prerequisite":null,"description":"

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.

\r\n
Sorcery Points
\r\n

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.

\r\n
Flexible Casting
\r\n

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.

\r\n

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.

\r\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\r\n
Creating Spell Slots
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

SPELL SLOT LEVEL

\r\n
\r\n

SORCERY POINT COST

\r\n
\r\n

1st

\r\n
\r\n

2

\r\n
\r\n

2nd

\r\n
\r\n

3

\r\n
\r\n

3rd

\r\n
\r\n

5

\r\n
\r\n

4th

\r\n
\r\n

6

\r\n
\r\n

5th

\r\n
\r\n

7

\r\n
\r\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

","requiredLevel":2,"displayOrder":5},{"id":372,"name":"Metamagic","prerequisite":null,"description":"

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.

\r\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

","requiredLevel":3,"displayOrder":6},{"id":373,"name":"Sorcerous Restoration","prerequisite":null,"description":"

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

","requiredLevel":20,"displayOrder":14},{"id":468,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":540,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":3,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"3d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":99,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,4,4,4,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,6],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,11,12,12,13,13,14,14,15,15,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10363,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/sorcerer#WildMagic","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":6,"hitDice":6,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"WxBtZYhDZxpQxEpD","name":"Bard (College of Spirits)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"

An inspiring magician whose power echoes the music of creation

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

College of Spirits

\n

Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions— and bring their subjects to life.

\n\n

Class Features

\n\n

Guiding Whispers @Compendium[world.ddb-graus-dnd-class-features.Th16BT7wTtvsRSwO]{Guiding Whispers}

\n

3rd-level College of Spirits feature

\n

You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

\n\n

Spiritual Focus @Compendium[world.ddb-graus-dnd-class-features.UBc7fgPQC2k1nPBS]{Spiritual Focus}

\n

3rd-level College of Spirits feature

\n

You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.

\n

Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

\n\n

Tales from Beyond @Compendium[world.ddb-graus-dnd-class-features.IQ8TdEVuLE2pwuQc]{Tales from Beyond}

\n

3rd-level College of Spirits feature

\n

You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.

\n

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.

\n

You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.

\n
Spirit Tales
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Bardic Insp. DieTale Told Through You
1Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die’s number to the check. The extra die is the same type as your Bardic Inspiration die.
2Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
3Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
5Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.
6Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC.
7Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn.
8Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature’s next turn.
9Tale of the Brute. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
10Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
11Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
12Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn.
\n\n

Spirit Session @Compendium[world.ddb-graus-dnd-class-features.f7qZMUk0YdRXEExC]{Spirit Session}

\n

6th-level College of Spirits feature

\n

Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.

\n

The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know.

\n

Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.

\n\n

Mystical Connection @Compendium[world.ddb-graus-dnd-class-features.EEbpB0ISIhYXz2L7]{Mystical Connection}

\n

14th-level College of Spirits feature

\n

You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

\n
\n

SPIRIT TALES

\n

Storytellers, like bards of the College of Spirits, often give voice to tales inspired by some greater theme or body of work. When determining what stories you tell, consider what unites them. Do they all feature characters from a specific group, like archetypes from the tarokka deck, figures from constellations, childhood imaginary friends, or characters in a particular storybook? Or are your inspirations more general, incorporating historic champions, mythological heroes, or urban legends? Use the tales you tell to define your niche as a storytelling adventurer.

\n
\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Bard table shows how many spell slots you have to cast your bard 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know four 1st-level spells of your choice from the bard spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Ritual Casting
\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\n
Spellcasting Focus
\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

\n\n

Bardic Inspiration

\n

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.

\n

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 DM 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.

\n

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.

\n

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.

\n\n

Jack of All Trades

\n

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.

\n\n

Song of Rest

\n

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.

\n

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.

\n\n

Bard College

\n

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

\n\n

Expertise

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Font of Inspiration

\n

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

\n\n

Countercharm

\n

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).

\n\n

Superior Inspiration

\n

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n

Magical Secrets

\n

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\n

You learn two additional spells from any classes at 14th level and again at 18th level.

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 51","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","prf","per","rel","slt","ste","sur"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":1,"data":{"id":1,"name":"Bard","description":"

An inspiring magician whose power echoes the music of creation

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/bard","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":51,"sourceType":1}],"classFeatures":[{"id":74,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Bard table shows how many spell slots you have to cast your bard 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know four 1st-level spells of your choice from the bard spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Ritual Casting
\r\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\r\n
Spellcasting Focus
\r\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

","requiredLevel":1,"displayOrder":3},{"id":75,"name":"Bardic Inspiration","prerequisite":null,"description":"

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.

\r\n

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 DM 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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":79,"name":"Jack of All Trades","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":80,"name":"Song of Rest","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":84,"name":"Bard College","prerequisite":null,"description":"

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

","requiredLevel":3,"displayOrder":7},{"id":85,"name":"Expertise","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":86,"name":"Expertise","prerequisite":null,"description":"

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

","requiredLevel":10,"displayOrder":14},{"id":87,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":88,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":89,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":90,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":16},{"id":91,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":17},{"id":92,"name":"Font of Inspiration","prerequisite":null,"description":"

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

","requiredLevel":5,"displayOrder":11},{"id":93,"name":"Countercharm","prerequisite":null,"description":"

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).

","requiredLevel":6,"displayOrder":12},{"id":94,"name":"Superior Inspiration","prerequisite":null,"description":"

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

","requiredLevel":20,"displayOrder":18},{"id":460,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":531,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":592,"name":"Magical Secrets","prerequisite":null,"description":"

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 14th level and again at 18th level.

","requiredLevel":10,"displayOrder":14},{"id":593,"name":"Magical Secrets","prerequisite":null,"description":"

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 18th level.

","requiredLevel":14,"displayOrder":15},{"id":594,"name":"Magical Secrets","prerequisite":null,"description":"

At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

","requiredLevel":18,"displayOrder":16}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":51,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,4,5,6,7,8,9,10,11,12,14,15,15,16,18,19,19,20,22,22,22],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10356,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/bard#CollegeofSpirits","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":1,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"XYFUpXCkfr56vfE8","name":"Cleric (Tempest Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Tempest Domain

\n

Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

\n\n

Class Features

\n\n

Bonus Proficiencies

\n

At 1st level, you gain proficiency with martial weapons and heavy armor.

\n\n

Wrath of the Storm @Compendium[world.ddb-graus-dnd-class-features.cQb8rUehMOfevGWy]{Wrath of the Storm}

\n

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

\n

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n\n

Channel Divinity: Destructive Wrath @Compendium[world.ddb-graus-dnd-class-features.OjKWLarh0YuW32aD]{Channel Divinity: Destructive Wrath}

\n

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

\n

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

\n\n

Thunderbolt Strike @Compendium[world.ddb-graus-dnd-class-features.R2RmKk7ZSn4eDNu6]{Thunderbolt Strike}

\n

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

\n\n

Divine Strike

\n

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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

\n\n

Stormborn @Compendium[world.ddb-graus-dnd-class-features.IbJJ6bbxlxmt99Vr]{Stormborn}

\n

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

\n\n

Spellcasting

\n

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

\n\n

Divine Domain

\n

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\n
Domain Spells
\n

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.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\n

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.

\n
Channel Divinity: Turn Undead
\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Destroy Undead

\n

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.

\n

Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cleric Level

\n
\n

Destroys Undead of CR ...

\n
\n

5th

\n
\n

1/2 or lower

\n
\n

8th

\n
\n

1 or lower

\n
\n

11th

\n
\n

2 or lower

\n
\n

14th

\n
\n

3 or lower

\n
\n

17th

\n
\n

4 or lower

\n
\n

 

\n\n

Divine Intervention

\n

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\n

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.

\n

At 20th level, your call for intervention succeeds automatically, no roll required.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":2,"data":{"id":2,"name":"Cleric","description":"

A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":108,"name":"Spellcasting","prerequisite":null,"description":"

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

\r\n
\r\n

5th

\r\n
\r\n

1/2 or lower

\r\n
\r\n

8th

\r\n
\r\n

1 or lower

\r\n
\r\n

11th

\r\n
\r\n

2 or lower

\r\n
\r\n

14th

\r\n
\r\n

3 or lower

\r\n
\r\n

17th

\r\n
\r\n

4 or lower

\r\n
\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric#TempestDomain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":2,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"XzAyHGNkEcO6jirz","name":"Druid (Circle of Wildfire)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of Wildfire

\n

Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

\n\n

Class Features

\n\n

Summon Wildfire Spirit @Compendium[world.ddb-graus-dnd-class-features.QnyVYzRIlkh03Mor]{Summon Wildfire Spirit}

\n

2nd-level Circle of Wildfire feature

\n

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

\n

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

\n

The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

\n
\n

Wildfire Spirit

\n

Small elemental

\n

Armor Class 13 (natural armor)

\n

Hit Points 5 + five times your druid level

\n

Speed 30 ft., fly 30 ft. (hover)

\n
\n
\n
STR
\n
10 (+0)
\n
\n
\n
DEX
\n
14 (+2)
\n
\n
\n
CON
\n
14 (+2)
\n
\n
\n
INT
\n
13 (+1)
\n
\n
\n
WIS
\n
15 (+2)
\n
\n
\n
CHA
\n
11 (+0)
\n
\n
\n

Damage Immunities fire

\n

Condition Immunities charmed, frightened, grappled, prone, restrained

\n

Senses darkvision 60 ft., passive Perception 12

\n

Languages understands the languages you speak

\n

ChallengeProficiency Bonus (PB) equals your bonus

\n

Actions

\n

Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

\n

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

\n
\n

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

\n

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

\n\n

Circle Spells

\n

2nd-level Circle of Wildfire feature

\n

You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.

\n

Once you gain access to one of these spells, 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.

\n
Circle of Wildfire Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
2ndburning hands, cure wounds
3rdflaming sphere, scorching ray
5thplant growth, revivify
7thaura of life, fire shield
9thflame strike, mass cure wounds
\n\n

Enhanced Bond @Compendium[world.ddb-graus-dnd-class-features.HsYSpJpOnzb3S2O9]{Enhanced Bond}

\n

6th-level Circle of Wildfire feature

\n

The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

\n

In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

\n\n

Cauterizing Flames @Compendium[world.ddb-graus-dnd-class-features.NFNFtlejckVPj1H8]{Cauterizing Flames}

\n

10th-level Circle of Wildfire feature

\n

You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature’s space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

\n

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Blazing Revival @Compendium[world.ddb-graus-dnd-class-features.weGq5709wig1xgIk]{Blazing Revival}

\n

14th-level Circle of Wildfire feature

\n

The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

\n

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

\n\n

Druidic

\n

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.

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Spellcasting

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Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

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Cantrips
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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.

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Preparing and Casting Spells
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The Druid table shows how many spell slots you have to cast your druid 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.

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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.

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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.

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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.

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Spellcasting Ability
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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.

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Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

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Spell attack modifier = your proficiency bonus + your Wisdom modifier

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Ritual Casting
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You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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Spellcasting Focus
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You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

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Wild Shape

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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.

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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.

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Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

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\n

Max CR

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Limitations

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Example

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\n

2nd

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\n

1/4

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No flying or swimming speed

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Wolf

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\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
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Crocodile

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\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

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While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

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At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

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At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

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Ability Score Improvement

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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.

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Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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Timeless Body

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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.

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Beast Spells

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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.

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Archdruid

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At 20th level, you can use your Wild Shape an unlimited number of times.

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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.

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Proficiencies

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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

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Hit Points

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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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 64","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","ins","med","nat","prc","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":3,"data":{"id":3,"name":"Druid","description":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

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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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleofWildfire","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"Z9Ia4Zm1g3o79vjt","name":"Druid (Circle of the Shepherd)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of the Shepherd

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Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.

\n\n

Class Features

\n\n

Speech of the Woods @Compendium[world.ddb-graus-dnd-class-features.mR9yS71q0wsH3oRd]{Speech of the Woods}

\n

At 2nd level, you gain the ability to converse with beasts and many fey.

\n

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

\n\n

Spirit Totem @Compendium[world.ddb-graus-dnd-class-features.Gri2f34qYxXcMSmM]{Spirit Totem}

\n

Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.

\n

As a bonus action, you can move the spirit up to 60 feet to a point you can see.

\n

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

\n

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

\n

Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

\n

Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

\n

Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

\n\n

Mighty Summoner @Compendium[world.ddb-graus-dnd-class-features.IZSPASqZJDztJ7Jb]{Mighty Summoner}

\n

Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

\n\n\n

Guardian Spirit @Compendium[world.ddb-graus-dnd-class-features.Tr5qcIpnHi72k7BC]{Guardian Spirit}

\n

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

\n\n

Faithful Summons @Compendium[world.ddb-graus-dnd-class-features.1SlafO0vmRDhWINH]{Faithful Summons}

\n

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

\n

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

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 64","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","ins","med","nat","prc","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":3,"data":{"id":3,"name":"Druid","description":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleoftheShepherd","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"ZPwSAVNmgVhT9jIu","name":"Paladin (Oath of Redemption)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"

A holy warrior bound to a sacred oath

\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Oath of Redemption

\n

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.

\n\n

Class Features

\n\n

Oath Spells

\n

You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.

\n
Oath of Redemption Spells
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
3rdsanctuarysleep
5thcalm emotionshold person
9thcounterspellhypnotic pattern
13thOtiluke’s resilient spherestoneskin
17thhold monsterwall of force
\n
\n\n

Channel Divinity

\n

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

\n

Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

\n

Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

\n\n

Aura of the Guardian @Compendium[world.ddb-graus-dnd-class-features.5UrGY8gLUb0LywcR]{Aura of the Guardian}

\n

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Protective Spirit @Compendium[world.ddb-graus-dnd-class-features.3kzO182538GZQDlt]{Protective Spirit}

\n

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

\n\n

Emissary of Redemption @Compendium[world.ddb-graus-dnd-class-features.0LArfwNNk3B0RqNh]{Emissary of Redemption}

\n

At 20th level, you become an avatar of peace, which gives you two benefits:

\n\n

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

\n\n

Divine Sense

\n

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.

\n

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.

\n\n

Lay on Hands

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n\n

Fighting Style

\n

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.

\n\n

Spellcasting

\n

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

\n\n

Divine Smite

\n

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n\n

Divine Health

\n

By 3rd level, the divine magic flowing through you makes you immune to disease.

\n\n

Sacred Oath

\n

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\n

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.

\n

Oath Spells

\n

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.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Aura of Protection

\n

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.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Aura of Courage

\n

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Improved Divine Smite

\n

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.

\n\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\n

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.

\n\n

Aura Improvements

\n

At 18th level, the range of your auras increase to 30 feet.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 82","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"spellcasting":{"progression":"half","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":4,"data":{"id":4,"name":"Paladin","description":"

A holy warrior bound to a sacred oath

\r\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/paladin","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":82,"sourceType":1}],"classFeatures":[{"id":260,"name":"Divine Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":261,"name":"Lay on Hands","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

This feature has no effect on undead and constructs.

","requiredLevel":1,"displayOrder":4},{"id":262,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":263,"name":"Spellcasting","prerequisite":null,"description":"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\r\n
Preparing and Casting Spells
\r\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

","requiredLevel":2,"displayOrder":6},{"id":264,"name":"Divine Smite","prerequisite":null,"description":"

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

","requiredLevel":2,"displayOrder":7},{"id":265,"name":"Divine Health","prerequisite":null,"description":"

By 3rd level, the divine magic flowing through you makes you immune to disease.

","requiredLevel":3,"displayOrder":8},{"id":266,"name":"Sacred Oath","prerequisite":null,"description":"

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\r\n

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.

\r\n

Oath Spells

\r\n

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.

\r\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\r\n

Channel Divinity

\r\n

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

","requiredLevel":3,"displayOrder":9},{"id":268,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":10},{"id":269,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":270,"name":"Aura of Protection","prerequisite":null,"description":"

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.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":6,"displayOrder":12},{"id":271,"name":"Aura of Courage","prerequisite":null,"description":"

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":10,"displayOrder":14},{"id":272,"name":"Improved Divine Smite","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":15},{"id":273,"name":"Cleansing Touch","prerequisite":null,"description":"

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\r\n

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.

","requiredLevel":14,"displayOrder":17},{"id":274,"name":"Aura Improvements","prerequisite":null,"description":"

At 18th level, the range of your auras increase to 30 feet.

","requiredLevel":18,"displayOrder":19},{"id":275,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":276,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":16},{"id":277,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":278,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":465,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":537,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":82,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13 and Charisma 13","prerequisiteMappings":[{"id":10359,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"},{"id":10360,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/paladin#OathofRedemption","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":4,"hitDice":10,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"ZSXjVALviAUU7fiE","name":"Fighter (Purple Dragon Knight)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"

A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Purple Dragon Knight

\n

Purple Dragon knights are warriors who hail from the kingdom of Cormyr.

\n\n

Class Features

\n\n

Restriction: Knighthood @Compendium[world.ddb-graus-dnd-class-features.UiAy26FFvASTGIeB]{Restriction: Knighthood}

\n

Purple Dragon knights are tied to a specific order of Cormyrean knighthood.

\n

Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than Purple Dragon knights.

\n\n

Rallying Cry @Compendium[world.ddb-graus-dnd-class-features.GAUkEjdA03lo4lu4]{Rallying Cry}

\n

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

\n

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

\n\n

Royal Envoy @Compendium[world.ddb-graus-dnd-class-features.gW8TT6jfSW1Ry2TF]{Royal Envoy}

\n

A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.

\n

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

\n

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

\n\n

Inspiring Surge @Compendium[world.ddb-graus-dnd-class-features.8S8J5JgjzpMNFzqL]{Inspiring Surge}

\n

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

\n

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

\n\n

Bulwark @Compendium[world.ddb-graus-dnd-class-features.6c5SsPkwfP00pBGC]{Bulwark}

\n

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

\n\n

Fighting Style

\n

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.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 70","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":10,"data":{"id":10,"name":"Fighter","description":"

A master of martial combat, skilled with a variety of weapons and armor

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/fighter","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":70,"sourceType":1}],"classFeatures":[{"id":191,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":192,"name":"Second Wind","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":193,"name":"Action Surge","prerequisite":null,"description":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":194,"name":"Martial Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":6},{"id":195,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":196,"name":"Extra Attack","prerequisite":null,"description":"

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

\r\n

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.

","requiredLevel":5,"displayOrder":8},{"id":197,"name":"Indomitable","prerequisite":null,"description":"

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.

\r\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","requiredLevel":9,"displayOrder":11},{"id":199,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 6th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":6,"displayOrder":9},{"id":200,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":201,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":13},{"id":202,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 14th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":14,"displayOrder":14},{"id":203,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":15},{"id":204,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":205,"name":"Extra Attack","prerequisite":null,"description":"

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

\r\n

The number of attacks increases to four when you reach 20th level in this class.

","requiredLevel":11,"displayOrder":12},{"id":206,"name":"Extra Attack","prerequisite":null,"description":"

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

","requiredLevel":20,"displayOrder":17},{"id":463,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":535,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":70,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1,2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10367,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]},{"description":"or Dexterity 13","prerequisiteMappings":[{"id":10368,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/fighter#PurpleDragonKnight","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":10,"hitDice":10,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"Zc8pjZwhYcKIz5UX","name":"Warlock (The Archfey)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

The Archfey

\n

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

\n\n

Class Features

\n\n

Expanded Spell List

\n

The Archfey 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.

\n
Archfey Expanded Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Spell LevelSpells
\n

1st

\n
\n

faerie fire, sleep

\n
\n

2nd

\n
\n

calm emotions, phantasmal force

\n
\n

3rd

\n
\n

blink, plant growth

\n
\n

4th

\n
\n

dominate beast, greater invisibility

\n
\n

5th

\n
\n

dominate person, seeming

\n
\n\n

Fey Presence @Compendium[world.ddb-graus-dnd-class-features.8s49naOq9GPMCcrM]{Fey Presence}

\n

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

\n

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

\n\n

Misty Escape @Compendium[world.ddb-graus-dnd-class-features.6hsKPD7tnhtrwnJ0]{Misty Escape}

\n

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

\n

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

\n\n

Beguiling Defenses @Compendium[world.ddb-graus-dnd-class-features.np8P7AqXuBbET4gU]{Beguiling Defenses}

\n

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

\n\n

Dark Delirium @Compendium[world.ddb-graus-dnd-class-features.dAXgnvr26R6s5wof]{Dark Delirium}

\n

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

\n

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

\n

You must finish a short or long rest before you can use this feature again.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Otherworldly Patron

\n

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

\n\n

Pact Magic

\n

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\n
Cantrips
\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n
Spell Slots
\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\n
Spells Known of 1st Level and Higher
\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

\n\n

Eldritch Invocations

\n

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\n

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.

\n

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.

\n

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.

\n\n

Pact Boon

\n

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.

\n\n

Mystic Arcanum (6th level)

\n

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.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

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.

\n\n

Eldritch Master

\n

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.

\n\n

Mystic Arcanum (7th level)

\n

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

\n\n

Mystic Arcanum (8th level)

\n

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Mystic Arcanum (9th level)

\n

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 105","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"pact","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":7,"data":{"id":7,"name":"Warlock","description":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/warlock","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":105,"sourceType":1}],"classFeatures":[{"id":323,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":324,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":325,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":326,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":13},{"id":327,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":386,"name":"Otherworldly Patron","prerequisite":null,"description":"

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","requiredLevel":1,"displayOrder":3},{"id":387,"name":"Pact Magic","prerequisite":null,"description":"

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\r\n
Cantrips
\r\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\r\n
Spell Slots
\r\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\r\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\r\n
Spells Known of 1st Level and Higher
\r\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

","requiredLevel":1,"displayOrder":4},{"id":388,"name":"Eldritch Invocations","prerequisite":null,"description":"

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\r\n

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.

\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":389,"name":"Pact Boon","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":6},{"id":390,"name":"Mystic Arcanum (6th level)","prerequisite":null,"description":"

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.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

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.

","requiredLevel":11,"displayOrder":9},{"id":391,"name":"Eldritch Master","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":16},{"id":392,"name":"Mystic Arcanum (7th level)","prerequisite":null,"description":"

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

","requiredLevel":13,"displayOrder":11},{"id":393,"name":"Mystic Arcanum (8th level)","prerequisite":null,"description":"

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":15,"displayOrder":12},{"id":394,"name":"Mystic Arcanum (9th level)","prerequisite":null,"description":"

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":17,"displayOrder":14},{"id":469,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":541,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":105,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,10,11,11,12,12,13,13,14,14,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10364,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/warlock#TheArchfey","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":7,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"ZdGtPRuw8DfvRVKV","name":"Cleric (Twilight Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Twilight Domain

\n

The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.

\n\n

Class Features

\n\n

Domain Spells

\n

1st-level Twilight Domain feature

\n

You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.

\n
Twilight Domain Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Cleric LevelSpells
\n

1st

\n
\n

faerie fire, sleep

\n
\n

3rd

\n
\n

moonbeam, see invisibility

\n
\n

5th

\n
\n

aura of vitality, Leomund’s tiny hut

\n
\n

7th

\n
\n

aura of life, greater invisibility

\n
\n

9th

\n
\n

circle of power, mislead

\n
\n\n

Bonus Proficiencies

\n

1st-level Twilight Domain feature

\n

You gain proficiency with martial weapons and heavy armor.

\n\n

Eyes of Night @Compendium[world.ddb-graus-dnd-class-features.WawJgtBr2tDfPPh4]{Eyes of Night}

\n

1st-level Twilight Domain feature

\n

You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

\n

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

\n\n

Vigilant Blessing @Compendium[world.ddb-graus-dnd-class-features.Ua4ZQlFEgP6vnJ68]{Vigilant Blessing}

\n

1st-level Twilight Domain feature

\n

The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

\n\n

Channel Divinity: Twilight Sanctuary @Compendium[world.ddb-graus-dnd-class-features.4f3YPq08DGNlCLd2]{Channel Divinity: Twilight Sanctuary}

\n

2nd-level Twilight Domain feature

\n

You can use your Channel Divinity to refresh your allies with soothing twilight.

\n

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

\n\n\n

Steps of Night @Compendium[world.ddb-graus-dnd-class-features.o3MdzCpAutwASDcj]{Steps of Night}

\n

6th-level Twilight Domain feature

\n

You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Divine Strike

\n

8th-level Twilight Domain feature

\n

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. When you reach 14th level, the extra damage increases to 2d8.

\n\n

Twilight Shroud @Compendium[world.ddb-graus-dnd-class-features.EvNs5TvgGo3NKk5A]{Twilight Shroud}

\n

17th-level Twilight Domain feature

\n

The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

\n\n

Spellcasting

\n

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

\n\n

Divine Domain

\n

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\n
Domain Spells
\n

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.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\n

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.

\n
Channel Divinity: Turn Undead
\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Destroy Undead

\n

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.

\n

Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cleric Level

\n
\n

Destroys Undead of CR ...

\n
\n

5th

\n
\n

1/2 or lower

\n
\n

8th

\n
\n

1 or lower

\n
\n

11th

\n
\n

2 or lower

\n
\n

14th

\n
\n

3 or lower

\n
\n

17th

\n
\n

4 or lower

\n
\n

 

\n\n

Divine Intervention

\n

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\n

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.

\n

At 20th level, your call for intervention succeeds automatically, no roll required.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

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A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":108,"name":"Spellcasting","prerequisite":null,"description":"

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

\r\n
\r\n

5th

\r\n
\r\n

1/2 or lower

\r\n
\r\n

8th

\r\n
\r\n

1 or lower

\r\n
\r\n

11th

\r\n
\r\n

2 or lower

\r\n
\r\n

14th

\r\n
\r\n

3 or lower

\r\n
\r\n

17th

\r\n
\r\n

4 or lower

\r\n
\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric#TwilightDomain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":2,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"ZnXFRihzi3Nlq5Sc","name":"Monk (Way of the Kensei)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Way of the Kensei

\n

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

\n\n

Class Features

\n\n

Path of the Kensei @Compendium[world.ddb-graus-dnd-class-features.DRefYFDdEI82vbu2]{Path of the Kensei}

\n

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

\n

Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

\n

Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

\n

Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

\n

Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.

\n\n

One with the Blade @Compendium[world.ddb-graus-dnd-class-features.gbpGbNs1X3WZ3ESS]{One with the Blade}

\n

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

\n

Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n

Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

\n\n

Sharpen the Blade @Compendium[world.ddb-graus-dnd-class-features.b1HWWp1W7DU8kDG2]{Sharpen the Blade}

\n

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

\n\n

Unerring Accuracy @Compendium[world.ddb-graus-dnd-class-features.zrtLEKsjnCjT8hY4]{Unerring Accuracy}

\n

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

\n\n

Kensei Weapon @Compendium[world.ddb-graus-dnd-class-features.gnsceJui34ucTqwO]{Kensei Weapon}

\n

When you reach 6th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

\n\n

Unarmored Defense

\n

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.

\n\n

Martial Arts

\n

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.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n

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 in the Weapons section.

\n\n

Ki

\n

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.

\n

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.

\n

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.

\n

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:

\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\n
Flurry of Blows
\n

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.

\n
Patient Defense
\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\n
Step of the Wind
\n

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.

\n\n

Unarmored Movement

\n

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.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n

Monastic Tradition

\n

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n\n

Deflect Missiles

\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Slow Fall

\n

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.

\n\n

Extra Attack

\n

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

\n\n

Stunning Strike

\n

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.

\n\n

Ki-Empowered Strikes

\n

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Evasion

\n

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.

\n\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n\n

Purity of Body

\n

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

\n\n

Tongue of the Sun and Moon

\n

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.

\n\n

Diamond Soul

\n

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

\n\n

Timeless Body

\n

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.

\n\n

Empty Body

\n

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.

\n

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.

\n\n

Perfect Self

\n

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

\n\n

Unarmored Movement Improvement

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

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A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\r\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/monk","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":76,"sourceType":1}],"classFeatures":[{"id":226,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":227,"name":"Martial Arts","prerequisite":null,"description":"

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.

\r\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\r\n\r\n

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 in the Weapons section.

","requiredLevel":1,"displayOrder":4},{"id":228,"name":"Ki","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

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:

\r\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n
Flurry of Blows
\r\n

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.

\r\n
Patient Defense
\r\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\r\n
Step of the Wind
\r\n

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.

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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.

\r\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

","requiredLevel":2,"displayOrder":6},{"id":230,"name":"Monastic Tradition","prerequisite":null,"description":"

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

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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.

\r\n

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.

","requiredLevel":3,"displayOrder":8},{"id":232,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":233,"name":"Slow Fall","prerequisite":null,"description":"

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.

","requiredLevel":4,"displayOrder":10},{"id":234,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":235,"name":"Stunning Strike","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":12},{"id":236,"name":"Ki-Empowered Strikes","prerequisite":null,"description":"

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

","requiredLevel":6,"displayOrder":13},{"id":237,"name":"Evasion","prerequisite":null,"description":"

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.

","requiredLevel":7,"displayOrder":15},{"id":238,"name":"Stillness of Mind","prerequisite":null,"description":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","requiredLevel":7,"displayOrder":16},{"id":239,"name":"Purity of Body","prerequisite":null,"description":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

","requiredLevel":10,"displayOrder":19},{"id":240,"name":"Tongue of the Sun and Moon","prerequisite":null,"description":"

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.

","requiredLevel":13,"displayOrder":22},{"id":241,"name":"Diamond Soul","prerequisite":null,"description":"

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\r\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

","requiredLevel":14,"displayOrder":23},{"id":242,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":25},{"id":243,"name":"Empty Body","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":27},{"id":244,"name":"Perfect Self","prerequisite":null,"description":"

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

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At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

","requiredLevel":9,"displayOrder":18},{"id":246,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":17},{"id":247,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":21},{"id":248,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":26},{"id":249,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":29},{"id":455,"name":"Unarmored Movement","prerequisite":null,"description":"

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

","requiredLevel":6,"displayOrder":14},{"id":456,"name":"Unarmored Movement","prerequisite":null,"description":"

At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

","requiredLevel":10,"displayOrder":20},{"id":457,"name":"Unarmored Movement","prerequisite":null,"description":"

At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

","requiredLevel":14,"displayOrder":24},{"id":458,"name":"Unarmored Movement","prerequisite":null,"description":"

At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

","requiredLevel":18,"displayOrder":28},{"id":464,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":536,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":76,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10369,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10370,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/monk#WayoftheKensei","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":11,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"aW5CnJZ4HQLXfsyA","name":"Wizard (School of Necromancy)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

School of Necromancy

\n

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

\n

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

\n\n

Class Features

\n\n

Necromancy Savant @Compendium[world.ddb-graus-dnd-class-features.T1BE6oRPvncspKu9]{Necromancy Savant}

\n

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

\n\n

Grim Harvest @Compendium[world.ddb-graus-dnd-class-features.LiuSsDqyiILfmCjN]{Grim Harvest}

\n

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

\n\n

Undead Thralls @Compendium[world.ddb-graus-dnd-class-features.picvER7k22lWzlEY]{Undead Thralls}

\n

At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

\n

Whenever you create an undead using a necromancy spell, it has additional benefits:

\n\n\n

Inured to Undeath @Compendium[world.ddb-graus-dnd-class-features.hihEH0tI60Khqxn0]{Inured to Undeath}

\n

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

\n\n

Command Undead @Compendium[world.ddb-graus-dnd-class-features.brkcgwfnLKxHrt8e]{Command Undead}

\n

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

\n

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

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.

\n
Spellbook
\n

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.

\n
Preparing and Casting Spells
\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

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.

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\n
Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

\n

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.

\n

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.

\n

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.

\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\n

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.

\n

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.

\n

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.

\n
\n\n

Arcane Recovery

\n

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.

\n

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.

\n\n

Arcane Tradition

\n

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Spell Mastery

\n

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.

\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

\n\n

Signature Spells

\n

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.

\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

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A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

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

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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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

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When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

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\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

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\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard#SchoolofNecromancy","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":8,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"bNFf2UQxEL0z0ZUN","name":"Ranger (Hunter)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"

A warrior who combats threats on the edges of civilization

\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Hunter

\n

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.

\n\n

Class Features

\n\n

Hunter’s Prey @Compendium[world.ddb-graus-dnd-class-features.dgktarCZA7o0PqBr]{Hunter’s Prey}

\n

At 3rd level, you gain one of the following features of your choice.

\n\n

Defensive Tactics

\n

At 7th level, you gain one of the following features of your choice.

\n\n

Multiattack

\n

At 11th level, you gain one of the following features of your choice.

\n\n

Superior Hunter’s Defense @Compendium[world.ddb-graus-dnd-class-features.jnTN8DdPzQhb02Sn]{Superior Hunter’s Defense}

\n

At 15th level, you gain one of the following features of your choice.

\n\n

Favored Enemy

\n

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\n

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.

\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\n

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.

\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

\n\n

Natural Explorer

\n

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, swamp, or the Underdark. 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.

\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\n\n

You choose additional favored terrain types at 6th and 10th level.

\n\n

Fighting Style

\n

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\n
Spell Slots
\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the ranger spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n\n

Ranger Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n\n

Primeval Awareness

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Land’s Stride @Compendium[world.ddb-graus-dnd-class-features.Tqsd6qamH9EGr5Y3]{Land’s Stride}

\n

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.

\n

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.

\n\n

Hide in Plain Sight

\n

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.

\n

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.

\n\n

Vanish

\n

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.

\n\n

Feral Senses

\n

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.

\n

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.

\n\n

Foe Slayer

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 89","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["ath","ins","inv","nat","prc","ste"],"value":[]},"spellcasting":{"progression":"half","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":5,"data":{"id":5,"name":"Ranger","description":"

A warrior who combats threats on the edges of civilization

\r\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/ranger","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":89,"sourceType":1}],"classFeatures":[{"id":294,"name":"Favored Enemy","prerequisite":null,"description":"

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\r\n

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.

\r\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\r\n

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.

\r\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

","requiredLevel":1,"displayOrder":3},{"id":295,"name":"Natural Explorer","prerequisite":null,"description":"

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, swamp, or the Underdark. 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.

\r\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\r\n\r\n

You choose additional favored terrain types at 6th and 10th level.

","requiredLevel":1,"displayOrder":4},{"id":296,"name":"Fighting Style","prerequisite":null,"description":"

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\r\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

","requiredLevel":2,"displayOrder":5},{"id":297,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\r\n
Spell Slots
\r\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the ranger spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

","requiredLevel":2,"displayOrder":6},{"id":298,"name":"Ranger Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

","requiredLevel":3,"displayOrder":7},{"id":299,"name":"Primeval Awareness","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":300,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":301,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":302,"name":"Land’s Stride","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":8,"displayOrder":12},{"id":303,"name":"Hide in Plain Sight","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":10,"displayOrder":14},{"id":304,"name":"Vanish","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":16},{"id":305,"name":"Feral Senses","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":19},{"id":306,"name":"Foe Slayer","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":21},{"id":309,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":310,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":311,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":312,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":466,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":538,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":89,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[0,0,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10361,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10362,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/ranger#Hunter","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":5,"hitDice":10,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"bdgTz3gUagrin82Z","name":"Rogue (Phantom)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Phantom

\n

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts.

\n\n

Class Features

\n\n

Whispers of the Dead @Compendium[world.ddb-graus-dnd-class-features.tuI2rrpb4YqbnbJT]{Whispers of the Dead}

\n

3rd-level Phantom feature

\n

Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

\n\n

Wails from the Grave @Compendium[world.ddb-graus-dnd-class-features.LRQ2CtIBW4Rorwu3]{Wails from the Grave}

\n

3rd-level Phantom feature

\n

As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.

\n

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Tokens of the Departed @Compendium[world.ddb-graus-dnd-class-features.yGbndAkxtA2f6Vlw]{Tokens of the Departed}

\n

9th-level Phantom feature

\n

When a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to generate it.

\n

You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum. You can use soul trinkets in the following ways:

\n\n\n

Ghost Walk @Compendium[world.ddb-graus-dnd-class-features.Uqf2ogHaO1foBRDi]{Ghost Walk}

\n

13th-level Phantom feature

\n

You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

\n

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

\n\n

Death’s Friend @Compendium[world.ddb-graus-dnd-class-features.TeHuYMC0XCBV4unM]{Death’s Friend}

\n

17th-level Phantom feature

\n

Your association with death has become so close that you gain the following benefits:

\n\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Expertise

\n

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.

\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

\n\n

Sneak Attack

\n

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.

\n

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.

\n

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.

\n\n

Thieves’ Cant

\n

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.

\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

\n\n

Cunning Action

\n

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.

\n\n

Roguish Archetype

\n

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n\n

Uncanny Dodge

\n

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.

\n\n

Evasion

\n

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

\n\n

Reliable Talent

\n

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.

\n\n

Blindsense

\n

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.

\n\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n\n

Elusive

\n

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.

\n\n

Stroke of Luck

\n

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.

\n

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

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 94","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","prc","prf","per"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":12,"data":{"id":12,"name":"Rogue","description":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\r\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/rogue","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":94,"sourceType":1}],"classFeatures":[{"id":313,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":314,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":315,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":14},{"id":316,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":17},{"id":317,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":342,"name":"Expertise","prerequisite":null,"description":"

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.

\r\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

","requiredLevel":1,"displayOrder":3},{"id":343,"name":"Sneak Attack","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":344,"name":"Thieves’ Cant","prerequisite":null,"description":"

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.

\r\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","requiredLevel":1,"displayOrder":5},{"id":345,"name":"Cunning Action","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":346,"name":"Roguish Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":347,"name":"Uncanny Dodge","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":9},{"id":348,"name":"Evasion","prerequisite":null,"description":"

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

","requiredLevel":7,"displayOrder":11},{"id":349,"name":"Reliable Talent","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":13},{"id":350,"name":"Blindsense","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":15},{"id":351,"name":"Slippery Mind","prerequisite":null,"description":"

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","requiredLevel":15,"displayOrder":16},{"id":352,"name":"Elusive","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":18},{"id":353,"name":"Stroke of Luck","prerequisite":null,"description":"

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.

\r\n

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

","requiredLevel":20,"displayOrder":20},{"id":467,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":471,"name":"Expertise","prerequisite":null,"description":"

At 6th level, choose two more of your skill proficiencies, or one more 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.

","requiredLevel":6,"displayOrder":10},{"id":539,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":591,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 10th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":10,"displayOrder":13}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":94,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13","prerequisiteMappings":[{"id":10371,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/rogue#Phantom","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/13823/924/637407713476537539.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/13823/925/637407713479379241.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":12,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"biVhIT0i5Zd3yQ9q","name":"Bard","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"

An inspiring magician whose power echoes the music of creation

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Class Features

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Bard table shows how many spell slots you have to cast your bard 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know four 1st-level spells of your choice from the bard spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Ritual Casting
\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\n
Spellcasting Focus
\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

\n\n

Bardic Inspiration

\n

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.

\n

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 DM 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.

\n

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.

\n

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.

\n\n

Jack of All Trades

\n

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.

\n\n

Song of Rest

\n

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.

\n

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.

\n\n

Bard College

\n

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

\n\n

Expertise

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Font of Inspiration

\n

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

\n\n

Countercharm

\n

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).

\n\n

Superior Inspiration

\n

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n

Magical Secrets

\n

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\n

You learn two additional spells from any classes at 14th level and again at 18th level.

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 51","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","prf","per","rel","slt","ste","sur"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":1,"data":{"id":1,"name":"Bard","description":"

An inspiring magician whose power echoes the music of creation

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/bard","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":51,"sourceType":1}],"classFeatures":[{"id":74,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Bard table shows how many spell slots you have to cast your bard 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know four 1st-level spells of your choice from the bard spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Ritual Casting
\r\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\r\n
Spellcasting Focus
\r\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

","requiredLevel":1,"displayOrder":3},{"id":75,"name":"Bardic Inspiration","prerequisite":null,"description":"

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.

\r\n

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 DM 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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":79,"name":"Jack of All Trades","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":80,"name":"Song of Rest","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":84,"name":"Bard College","prerequisite":null,"description":"

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

","requiredLevel":3,"displayOrder":7},{"id":85,"name":"Expertise","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":86,"name":"Expertise","prerequisite":null,"description":"

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

","requiredLevel":10,"displayOrder":14},{"id":87,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":88,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":89,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":90,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":16},{"id":91,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":17},{"id":92,"name":"Font of Inspiration","prerequisite":null,"description":"

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

","requiredLevel":5,"displayOrder":11},{"id":93,"name":"Countercharm","prerequisite":null,"description":"

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).

","requiredLevel":6,"displayOrder":12},{"id":94,"name":"Superior Inspiration","prerequisite":null,"description":"

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

","requiredLevel":20,"displayOrder":18},{"id":460,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":531,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":592,"name":"Magical Secrets","prerequisite":null,"description":"

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 14th level and again at 18th level.

","requiredLevel":10,"displayOrder":14},{"id":593,"name":"Magical Secrets","prerequisite":null,"description":"

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 18th level.

","requiredLevel":14,"displayOrder":15},{"id":594,"name":"Magical Secrets","prerequisite":null,"description":"

At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

","requiredLevel":18,"displayOrder":16}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":51,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,4,5,6,7,8,9,10,11,12,14,15,15,16,18,19,19,20,22,22,22],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10356,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/bard","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":true}}} {"_id":"dJ0UAQRSc5MmG0xG","name":"Monk (Way of the Cobalt Soul)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Way of the Cobalt Soul

\n

Driven by the pursuit of knowledge and their worship of the Knowing Mentor, the archives of the Cobalt Soul stand as some of the most well-respected and most heavily guarded repositories of tomes, history, and information across Exandria. Here, young people seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Cobalt Soul is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to perverse the sanctity of civilization.

\n

The monks of the Cobalt Soul are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.

\n\n

Class Features

\n\n

Mystical Erudition @Compendium[world.ddb-graus-dnd-class-features.hGJURtYLP8AEwpi5]{Mystical Erudition}

\n

Beginning at 6th level, you’ve undergone extensive training with the Cobalt Soul, teaching you extensively in history or lore from the monastery’s collected volumes. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, and Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

\n

You gain an additional language and an additional skill proficiency from the above list (with the ability to double the bonus of an existing proficiency from the list) at 11th and 17th level.

\n\n

Extract Aspects @Compendium[world.ddb-graus-dnd-class-features.6ikPMdXyxwezPUU5]{Extract Aspects}

\n

Beginning at 3rd level when choosing this tradition, you can strike pressure points to extract crucial information about your foe, granting you insight about their combat ability. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you mark them as analyzed. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed melee attack against that creature. This benefit lasts until you finish a short or long rest.

\n

In addition, you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.

\n\n

Extort Truth @Compendium[world.ddb-graus-dnd-class-features.sQJgwWb9gTw3WIdm]{Extort Truth}

\n

At 6th level, you can hit a hidden cluster of nerves on a creature with precision, temporarily causing them to become mentally malleable. If you hit a creature with an unarmed attack, you can spend 1 ki point to force them to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if they succeeded or failed on their saving throw.

\n

An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.

\n\n

Mind of Mercury @Compendium[world.ddb-graus-dnd-class-features.vwF68xAdGl68mDLG]{Mind of Mercury}

\n

Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction.

\n\n

Debilitating Barrage @Compendium[world.ddb-graus-dnd-class-features.qF61hFOKpKQjjnkV]{Debilitating Barrage}

\n

Upon reaching 17th level, you’ve gained the knowledge to temporarily lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 3 ki points to cause the creature to suffer a vulnerability to a damage type of your choice for 1 minute, or until they take damage of that type. A creature who is affected by this feature cannot be affected by it again for 24 hours.

\n\n

Mystical Erudition (Additional) @Compendium[world.ddb-graus-dnd-class-features.r3eujdrcJ7VfrSkT]{Mystical Erudition (Additional)}

\n

You gain an additional language and an additional skill proficiency from the above list at 11th level. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

\n\n

Unarmored Defense

\n

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.

\n\n

Martial Arts

\n

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.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n

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 in the Weapons section.

\n\n

Ki

\n

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.

\n

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.

\n

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.

\n

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:

\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\n
Flurry of Blows
\n

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.

\n
Patient Defense
\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\n
Step of the Wind
\n

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.

\n\n

Unarmored Movement

\n

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.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n

Monastic Tradition

\n

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n\n

Deflect Missiles

\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Slow Fall

\n

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.

\n\n

Extra Attack

\n

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

\n\n

Stunning Strike

\n

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.

\n\n

Ki-Empowered Strikes

\n

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Evasion

\n

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.

\n\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n\n

Purity of Body

\n

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

\n\n

Tongue of the Sun and Moon

\n

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.

\n\n

Diamond Soul

\n

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

\n\n

Timeless Body

\n

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.

\n\n

Empty Body

\n

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.

\n

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.

\n\n

Perfect Self

\n

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

\n\n

Unarmored Movement Improvement

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 76","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":11,"data":{"id":11,"name":"Monk","description":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\r\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/monk","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":76,"sourceType":1}],"classFeatures":[{"id":226,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":227,"name":"Martial Arts","prerequisite":null,"description":"

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.

\r\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\r\n\r\n

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 in the Weapons section.

","requiredLevel":1,"displayOrder":4},{"id":228,"name":"Ki","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

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:

\r\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n
Flurry of Blows
\r\n

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.

\r\n
Patient Defense
\r\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\r\n
Step of the Wind
\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":229,"name":"Unarmored Movement","prerequisite":null,"description":"

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.

\r\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

","requiredLevel":2,"displayOrder":6},{"id":230,"name":"Monastic Tradition","prerequisite":null,"description":"

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":231,"name":"Deflect Missiles","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":3,"displayOrder":8},{"id":232,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":233,"name":"Slow Fall","prerequisite":null,"description":"

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.

","requiredLevel":4,"displayOrder":10},{"id":234,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":235,"name":"Stunning Strike","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":12},{"id":236,"name":"Ki-Empowered Strikes","prerequisite":null,"description":"

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

","requiredLevel":6,"displayOrder":13},{"id":237,"name":"Evasion","prerequisite":null,"description":"

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.

","requiredLevel":7,"displayOrder":15},{"id":238,"name":"Stillness of Mind","prerequisite":null,"description":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","requiredLevel":7,"displayOrder":16},{"id":239,"name":"Purity of Body","prerequisite":null,"description":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

","requiredLevel":10,"displayOrder":19},{"id":240,"name":"Tongue of the Sun and Moon","prerequisite":null,"description":"

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.

","requiredLevel":13,"displayOrder":22},{"id":241,"name":"Diamond Soul","prerequisite":null,"description":"

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\r\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

","requiredLevel":14,"displayOrder":23},{"id":242,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":25},{"id":243,"name":"Empty Body","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":27},{"id":244,"name":"Perfect Self","prerequisite":null,"description":"

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

","requiredLevel":20,"displayOrder":30},{"id":245,"name":"Unarmored Movement Improvement","prerequisite":null,"description":"

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

","requiredLevel":9,"displayOrder":18},{"id":246,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":17},{"id":247,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":21},{"id":248,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":26},{"id":249,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":29},{"id":455,"name":"Unarmored Movement","prerequisite":null,"description":"

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

","requiredLevel":6,"displayOrder":14},{"id":456,"name":"Unarmored Movement","prerequisite":null,"description":"

At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

","requiredLevel":10,"displayOrder":20},{"id":457,"name":"Unarmored Movement","prerequisite":null,"description":"

At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

","requiredLevel":14,"displayOrder":24},{"id":458,"name":"Unarmored Movement","prerequisite":null,"description":"

At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

","requiredLevel":18,"displayOrder":28},{"id":464,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":536,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":76,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10369,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10370,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/monk#WayoftheCobaltSoul","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":11,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"dcF1S6pqPz8ploia","name":"Fighter (Psi Warrior)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"

A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Psi Warrior

\n

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force.

\n\n

Class Features

\n\n

Psionic Power

\n

3rd-level Psi Warrior feature

\n

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

\n

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

\n

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

\n

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

\n

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

\n

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

\n\n

Telekinetic Adept @Compendium[world.ddb-graus-dnd-class-features.3kYyzrYwDnJsLf8x]{Telekinetic Adept}

\n

7th-level Psi Warrior feature

\n

You have mastered new ways to use your telekinetic abilities, detailed below.

\n

Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

\n

Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

\n\n

Guarded Mind @Compendium[world.ddb-graus-dnd-class-features.6B6Xo7AnwrU1Y1p1]{Guarded Mind}

\n

10th-level Psi Warrior feature

\n

The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

\n\n

Bulwark of Force @Compendium[world.ddb-graus-dnd-class-features.w1jebqHFIhIbXbZk]{Bulwark of Force}

\n

15th-level Psi Warrior feature

\n

You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.

\n

Once you take this bonus action, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

\n\n

Telekinetic Master @Compendium[world.ddb-graus-dnd-class-features.XUJqmNqFwNSnkcOU]{Telekinetic Master}

\n

18th-level Psi Warrior feature

\n

Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

\n

Once you cast the spell with this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.

\n\n

Fighting Style

\n

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.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 70","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":10,"data":{"id":10,"name":"Fighter","description":"

A master of martial combat, skilled with a variety of weapons and armor

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/fighter","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":70,"sourceType":1}],"classFeatures":[{"id":191,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":192,"name":"Second Wind","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":193,"name":"Action Surge","prerequisite":null,"description":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":194,"name":"Martial Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":6},{"id":195,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":196,"name":"Extra Attack","prerequisite":null,"description":"

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

\r\n

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.

","requiredLevel":5,"displayOrder":8},{"id":197,"name":"Indomitable","prerequisite":null,"description":"

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.

\r\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","requiredLevel":9,"displayOrder":11},{"id":199,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 6th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":6,"displayOrder":9},{"id":200,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":201,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":13},{"id":202,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 14th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":14,"displayOrder":14},{"id":203,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":15},{"id":204,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":205,"name":"Extra Attack","prerequisite":null,"description":"

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

\r\n

The number of attacks increases to four when you reach 20th level in this class.

","requiredLevel":11,"displayOrder":12},{"id":206,"name":"Extra Attack","prerequisite":null,"description":"

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

","requiredLevel":20,"displayOrder":17},{"id":463,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":535,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":70,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1,2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10367,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]},{"description":"or Dexterity 13","prerequisiteMappings":[{"id":10368,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/fighter#PsiWarrior","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":10,"hitDice":10,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"dmOsRXe8g9gqwlxq","name":"Blood Hunter (Order of the Ghostslayer)","type":"class","img":"ddb-images/other/class-portrait-637158853102614868-png-width-1000-height-1000-fit-bounds-quality-95-auto-webp.png","data":{"description":{"value":"

A fanatical slayer that embraces dark knowledge to destroy evil

\n

Hit Die: d10
Primary Ability: Strength or Dexterity, & Intelligence
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n

Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

\n\n

Order of the Ghostslayer

\n

The Order of the Ghostslayer is the oldest of the orders, having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath.

\n\n

Class Features

\n\n

Rite of the Dawn @Compendium[world.ddb-graus-dnd-class-features.7aHJc2W4Uo9jjOGP]{Rite of the Dawn}

\n

When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite (detailed below).

\n

Rite of the Dawn. Your rite damage is radiant damage. While the rite is active, you gain the following benefits:

\n\n\n

Curse Specialist @Compendium[world.ddb-graus-dnd-class-features.8hTRLzFM3xixxNso]{Curse Specialist}

\n

Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

\n\n

Ethereal Step @Compendium[world.ddb-graus-dnd-class-features.eyux9ZI4hGddWEvx]{Ethereal Step}

\n

Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically step into the veil between the planes.

\n

You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).

\n

You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests. You regain all expended uses when you finish a short or long rest.

\n\n

Brand of Sundering @Compendium[world.ddb-graus-dnd-class-features.8LHeZGijRzWKMory]{Brand of Sundering}

\n

Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature can’t move through creatures or objects.

\n\n

Blood Curse of the Exorcist @Compendium[world.ddb-graus-dnd-class-features.GCt6UH1teGrBwo54]{Blood Curse of the Exorcist}

\n

At 15th level, you’ve honed your hemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

\n\n

Rite Revival @Compendium[world.ddb-graus-dnd-class-features.8ucsgqdgfIxgbM8T]{Rite Revival}

\n

Upon reaching 18th level, you learn to protect your fading life by absorbing your blood rite. When you are reduced to 0 hit points while you have an active Crimson Rite, but don’t die outright, the rite ends and you drop to 1 hit point instead. If you have rites active on multiple weapons, you choose which one ends.

\n\n

Hit Points

\n

Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

\n\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival

\n\n

Hunter's Bane @Compendium[world.ddb-graus-dnd-class-features.wTLwIRjMhuxVojhW]{Hunter's Bane}

\n

Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

\n

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\n

Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.

\n\n

Blood Maledict @Compendium[world.ddb-graus-dnd-class-features.x1eNeihFReQwnGBI]{Blood Maledict}

\n

At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.

\n

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.

\n

You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

\n\n

Fighting Style

\n

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.

\n\n

Crimson Rite @Compendium[world.ddb-graus-dnd-class-features.fjldP3k6xbTHknkR]{Crimson Rite}

\n

At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

\n

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

\n

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

\n

You learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.

\n

Primal Rites

\n

Choose from the following:

\n

Rite of the Flame. Your rite damage is fire damage.

\n

Rite of the Frozen. Your rite damage is cold damage.

\n

Rite of the Storm. Your rite damage is lightning damage.

\n

Esoteric Rites

\n

Choose from the following:

\n

Rite of the Dead. Your rite damage is necrotic damage.

\n

Rite of the Oracle. Your rite damage is psychic damage.

\n

Rite of the Roar. Your rite damage is thunder damage.

\n\n

Blood Hunter Order @Compendium[world.ddb-graus-dnd-class-features.lgiPCQ5qxp84A7O4]{Blood Hunter Order}

\n

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Brand of Castigation @Compendium[world.ddb-graus-dnd-class-features.7B1rYtLdKNjxDE15]{Brand of Castigation}

\n

At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).

\n

Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

\n

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

\n\n

Grim Psychometry @Compendium[world.ddb-graus-dnd-class-features.F2HH2z2Opy5SSnl1]{Grim Psychometry}

\n

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

\n\n

Dark Augmentation @Compendium[world.ddb-graus-dnd-class-features.KXXiETx9VdGV2w0G]{Dark Augmentation}

\n

Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

\n\n

Brand of Tethering @Compendium[world.ddb-graus-dnd-class-features.VDURM8vWlHFj1nzM]{Brand of Tethering}

\n

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).

\n

In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

\n\n

Hardened Soul @Compendium[world.ddb-graus-dnd-class-features.aou9o22eYsxA2DUS]{Hardened Soul}

\n

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

\n\n

Sanguine Mastery @Compendium[world.ddb-graus-dnd-class-features.wrFU1j9LqWWVR8Qr]{Sanguine Mastery}

\n

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.

\n

In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.

\n\n

Blood Curses @Compendium[world.ddb-graus-dnd-class-features.2IHkbA4t87EKjr1t]{Blood Curses}

\n

The blood curses are presented in alphabetical order.

\n
Blood Curse of the Anxious
\n

As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.

\n

Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\n
Blood Curse of Binding
\n

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

\n

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

\n
Blood Curse of Bloated Agony
\n

As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.

\n

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

\n
Blood Curse of Corrosion
\n

Prerequisite: 15th level, Order of the Mutant

\n

As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.

\n

Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

\n
Blood Curse of the Exorcist
\n

Prerequisite: 15th level, Order of the Ghostslayer

\n

As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.

\n

Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

\n
Blood Curse of Exposure
\n

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.

\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

\n
Blood Curse of the Eyeless
\n

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

\n

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

\n
Blood Curse of the Fallen Puppet
\n

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.

\n

Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).

\n
Blood Curse of the Howl
\n

Prerequisite: 18th level, Order of the Lycan

\n

As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

\n

You can choose any number of creatures you can see to be unaffected by the howl.

\n

Amplify. The range of this curse increases to 60 feet.

\n
Blood Curse of the Marked
\n

As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.

\n

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

\n
Blood Curse of the Muddled Mind
\n

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

\n

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

\n
Blood Curse of the Souleater
\n

Prerequisite: 18th level, Order of the Profane Soul

\n

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have advantage.

\n

Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\n\n","chat":"","unidentified":""},"source":"Critical Role","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":357975,"data":{"id":357975,"name":"Blood Hunter","description":"

A fanatical slayer that embraces dark knowledge to destroy evil

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity, & Intelligence
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n\r\n

Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/8551/967/637158853097790600.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/8551/968/637158853099606981.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/8551/969/637158853102614868.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/blood-hunter","spellCastingAbilityId":null,"sources":[{"sourceId":31,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":1610518,"name":"Hit Points","prerequisite":null,"description":"

Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

","requiredLevel":1,"displayOrder":1},{"id":1610574,"name":"Proficiencies","prerequisite":null,"description":"

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival

","requiredLevel":1,"displayOrder":2},{"id":1610579,"name":"Hunter's Bane","prerequisite":null,"description":"

Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

\r\n

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\r\n

Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.

","requiredLevel":1,"displayOrder":3},{"id":1610580,"name":"Blood Maledict","prerequisite":null,"description":"

At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.

\r\n

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.

\r\n

You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

","requiredLevel":1,"displayOrder":4},{"id":1610582,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":1610627,"name":"Crimson Rite","prerequisite":null,"description":"

At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

\r\n

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

\r\n

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

\r\n

You learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.

\r\n

Primal Rites

\r\n

Choose from the following:

\r\n

Rite of the Flame. Your rite damage is fire damage.

\r\n

Rite of the Frozen. Your rite damage is cold damage.

\r\n

Rite of the Storm. Your rite damage is lightning damage.

\r\n

Esoteric Rites

\r\n

Choose from the following:

\r\n

Rite of the Dead. Your rite damage is necrotic damage.

\r\n

Rite of the Oracle. Your rite damage is psychic damage.

\r\n

Rite of the Roar. Your rite damage is thunder damage.

","requiredLevel":2,"displayOrder":7},{"id":1610847,"name":"Blood Hunter Order","prerequisite":null,"description":"

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":8},{"id":1610874,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":1610882,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":1610883,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":1610884,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":1610885,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":1610898,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":1610903,"name":"Brand of Castigation","prerequisite":null,"description":"

At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).

\r\n

Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

\r\n

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

","requiredLevel":6,"displayOrder":11},{"id":1610910,"name":"Grim Psychometry","prerequisite":null,"description":"

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

","requiredLevel":9,"displayOrder":13},{"id":1610911,"name":"Dark Augmentation","prerequisite":null,"description":"

Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

","requiredLevel":10,"displayOrder":14},{"id":1610915,"name":"Brand of Tethering","prerequisite":null,"description":"

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).

\r\n

In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

","requiredLevel":13,"displayOrder":16},{"id":1610921,"name":"Hardened Soul","prerequisite":null,"description":"

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

","requiredLevel":14,"displayOrder":17},{"id":1610923,"name":"Sanguine Mastery","prerequisite":null,"description":"

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.

\r\n

In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.

","requiredLevel":20,"displayOrder":20},{"id":1611383,"name":"Blood Curses","prerequisite":null,"description":"

The blood curses are presented in alphabetical order.

\r\n
Blood Curse of the Anxious
\r\n

As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.

\r\n

Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\r\n
Blood Curse of Binding
\r\n

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

\r\n

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

\r\n
Blood Curse of Bloated Agony
\r\n

As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.

\r\n

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

\r\n
Blood Curse of Corrosion
\r\n

Prerequisite: 15th level, Order of the Mutant

\r\n

As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.

\r\n

Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

\r\n
Blood Curse of the Exorcist
\r\n

Prerequisite: 15th level, Order of the Ghostslayer

\r\n

As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.

\r\n

Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

\r\n
Blood Curse of Exposure
\r\n

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.

\r\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

\r\n
Blood Curse of the Eyeless
\r\n

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

\r\n

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

\r\n
Blood Curse of the Fallen Puppet
\r\n

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.

\r\n

Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).

\r\n
Blood Curse of the Howl
\r\n

Prerequisite: 18th level, Order of the Lycan

\r\n

As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

\r\n

You can choose any number of creatures you can see to be unaffected by the howl.

\r\n

Amplify. The range of this curse increases to 60 feet.

\r\n
Blood Curse of the Marked
\r\n

As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.

\r\n

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

\r\n
Blood Curse of the Muddled Mind
\r\n

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

\r\n

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

\r\n
Blood Curse of the Souleater
\r\n

Prerequisite: 18th level, Order of the Profane Soul

\r\n

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have advantage.

\r\n

Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

","requiredLevel":1,"displayOrder":21}],"hitDice":10,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":146776,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/blood-hunter#OrderoftheGhostslayer","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/8551/969/637158853102614868.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/8551/967/637158853097790600.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/8551/968/637158853099606981.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":357975,"hitDice":10,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"dvqBefcUPkYHzVx9","name":"Cleric (Forge Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Forge Domain

\n

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

\n\n

Class Features

\n\n

Domain Spells

\n

You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.

\n
Forge Domain Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Cleric LevelSpells
1stidentifysearing smite
3rdheat metalmagic weapon
5thelemental weapon, protection from energy
7thfabricate, wall of fire
9thanimate objectscreation
\n\n

Bonus Proficiencies

\n

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.

\n\n

Blessing of the Forge @Compendium[world.ddb-graus-dnd-class-features.opQcSl8tVBCq7cZS]{Blessing of the Forge}

\n

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

\n

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

\n\n

Channel Divinity: Artisan's Blessing @Compendium[world.ddb-graus-dnd-class-features.2dU1QMrgyuefOaLW]{Channel Divinity: Artisan's Blessing}

\n

Starting at 2nd level, you can use your Channel Divinity to create simple items.

\n

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

\n

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

\n

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

\n\n

Soul of the Forge @Compendium[world.ddb-graus-dnd-class-features.4qPP1gnTVmCHqNTO]{Soul of the Forge}

\n

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

\n\n\n

Divine Strike

\n

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

\n\n

Saint of Forge and Fire @Compendium[world.ddb-graus-dnd-class-features.RyG47dpM24NU3rDd]{Saint of Forge and Fire}

\n

At 17th level, your blessed affinity with fire and metal becomes more powerful:

\n\n\n

Spellcasting

\n

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

\n\n

Divine Domain

\n

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\n
Domain Spells
\n

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.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\n

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.

\n
Channel Divinity: Turn Undead
\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Destroy Undead

\n

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.

\n

Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cleric Level

\n
\n

Destroys Undead of CR ...

\n
\n

5th

\n
\n

1/2 or lower

\n
\n

8th

\n
\n

1 or lower

\n
\n

11th

\n
\n

2 or lower

\n
\n

14th

\n
\n

3 or lower

\n
\n

17th

\n
\n

4 or lower

\n
\n

 

\n\n

Divine Intervention

\n

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\n

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.

\n

At 20th level, your call for intervention succeeds automatically, no roll required.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

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A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":108,"name":"Spellcasting","prerequisite":null,"description":"

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

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Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

\r\n
\r\n

5th

\r\n
\r\n

1/2 or lower

\r\n
\r\n

8th

\r\n
\r\n

1 or lower

\r\n
\r\n

11th

\r\n
\r\n

2 or lower

\r\n
\r\n

14th

\r\n
\r\n

3 or lower

\r\n
\r\n

17th

\r\n
\r\n

4 or lower

\r\n
\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric#ForgeDomain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":2,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"e0JB1UYHD7BO2LTL","name":"Druid (Circle of the Land (Mountain))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of the Land (Mountain)

\n

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.

\n\n

Class Features

\n\n

Bonus Cantrip

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When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

\n\n

Natural Recovery

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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.

\n

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.

\n\n

Circle Spells

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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, swamp, or Underdark — and consult the associated list of spells.

\n

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.

\n
Arctic
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

hold person, spike growth

\n
\n

5th

\n
\n

sleet storm, slow

\n
\n

7th

\n
\n

freedom of movement, ice storm

\n
\n

9th

\n
\n

commune with nature, cone of cold 

\n
\n
Coast
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

mirror image, misty step

\n
\n

5th

\n
\n

water breathing, water walk

\n
\n

7th

\n
\n

control water, freedom of movement

\n
\n

9th

\n
\n

conjure elemental, scrying

\n
\n
Desert
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

blur, silence

\n
\n

5th

\n
\n

create food and water, protection from energy

\n
\n

7th

\n
\n

blight, hallucinatory terrain

\n
\n

9th

\n
\n

insect plague, wall of stone

\n
\n
Forest
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

barkskin, spider climb

\n
\n

5th

\n
\n

call lightning, plant growth

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

commune with nature, tree stride

\n
\n
Grassland
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

invisibility, pass without trace

\n
\n

5th

\n
\n

daylight, haste

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

dream, insect plague

\n
\n
Mountain
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, spike growth

\n
\n

5th

\n
\n

lightning bolt, meld into stone

\n
\n

7th

\n
\n

stone shape, stoneskin

\n
\n

9th

\n
\n

passwall, wall of stone

\n
\n
Swamp
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

darkness, acid arrow

\n
\n

5th

\n
\n

water walk, stinking cloud

\n
\n

7th

\n
\n

freedom of movement, locate creature

\n
\n

9th

\n
\n

insect plague, scrying

\n
\n
Underdark
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, web

\n
\n

5th

\n
\n

gaseous form, stinking cloud

\n
\n

7th

\n
\n

greater invisibility, stone shape

\n
\n

9th

\n
\n

cloudkill, insect plague

\n
\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Nature’s Ward

\n

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

\n\n

Nature’s Sanctuary

\n

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.

\n

The creature is aware of this effect before it makes its attack against you.

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

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Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 64","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","ins","med","nat","prc","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":3,"data":{"id":3,"name":"Druid","description":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleoftheLandMountain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"e4rtPxOMEnujuP7F","name":"Druid (Circle of Dreams)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of Dreams

\n

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

\n\n

Class Features

\n\n

Balm of the Summer Court @Compendium[world.ddb-graus-dnd-class-features.2ZY30YLQpJ8FrJfn]{Balm of the Summer Court}

\n

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

\n

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

\n

You regain all expended dice when you finish a long rest.

\n\n

Hearth of Moonlight and Shadow @Compendium[world.ddb-graus-dnd-class-features.9djHjwk8QIcqrWOL]{Hearth of Moonlight and Shadow}

\n

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

\n

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.

\n

The sphere vanishes at the end of the rest or when you leave the sphere.

\n\n

Hidden Paths @Compendium[world.ddb-graus-dnd-class-features.AgQtfBDWwj7UYiZg]{Hidden Paths}

\n

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

\n

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

\n\n

Walker in Dreams @Compendium[world.ddb-graus-dnd-class-features.bc0geMS1DCjai4sc]{Walker in Dreams}

\n

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

\n

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.

\n

This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.

\n

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

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 64","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","ins","med","nat","prc","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":3,"data":{"id":3,"name":"Druid","description":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleofDreams","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"eKz72Y3NtPRwlsQI","name":"Druid (Circle of Stars)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of Stars

\n

The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

\n\n

Class Features

\n\n

Star Map @Compendium[world.ddb-graus-dnd-class-features.dAQlLfZkurXtPka2]{Star Map}

\n

2nd-level Circle of the Stars feature

\n

You’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.

\n

While holding this map, you have these benefits:

\n\n

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

\n
Star Map
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Map Form
1A scroll covered with depictions of constellations
2A stone tablet with fine holes drilled through it
3A speckled owlbear hide, tooled with raised marks
4A collection of maps bound in an ebony cover
5A crystal that projects starry patterns when placed before a light
6Glass disks that depict constellations
\n\n

Starry Form @Compendium[world.ddb-graus-dnd-class-features.IODmljLJT1kfKm3i]{Starry Form}

\n

2nd-level Circle of the Stars feature

\n

As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

\n

While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

\n

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

\n

Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

\n

Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.

\n

Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

\n\n

Cosmic Omen @Compendium[world.ddb-graus-dnd-class-features.B9hsTBTjOMpxPuNZ]{Cosmic Omen}

\n

6th-level Circle of the Stars feature

\n

Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

\n

Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.

\n

Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

\n

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Twinkling Constellations @Compendium[world.ddb-graus-dnd-class-features.tkdL0FMkF8X4RWgT]{Twinkling Constellations}

\n

10th-level Circle of the Stars feature

\n

The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

\n

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

\n\n

Full of Stars @Compendium[world.ddb-graus-dnd-class-features.YxfQqmAn55mOr63c]{Full of Stars}

\n

14th-level Circle of the Stars feature

\n

While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 64","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","ins","med","nat","prc","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":3,"data":{"id":3,"name":"Druid","description":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleofStars","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"fBgnmO4VpBojkMIa","name":"Rogue (Scout)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Scout

\n

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.

\n\n

Class Features

\n\n

Skirmisher @Compendium[world.ddb-graus-dnd-class-features.6OVZfLXhPiDeNIG8]{Skirmisher}

\n

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

\n\n

Survivalist @Compendium[world.ddb-graus-dnd-class-features.lkDyKoZHoZtSFAUt]{Survivalist}

\n

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

\n\n

Superior Mobility @Compendium[world.ddb-graus-dnd-class-features.tBesXekE1vTSKJRY]{Superior Mobility}

\n

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

\n\n

Ambush Master @Compendium[world.ddb-graus-dnd-class-features.7P55rCjfxMxTb9Qr]{Ambush Master}

\n

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

\n

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

\n\n

Sudden Strike @Compendium[world.ddb-graus-dnd-class-features.DQV9tDkDRbEVbSwg]{Sudden Strike}

\n

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Expertise

\n

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.

\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

\n\n

Sneak Attack

\n

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.

\n

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.

\n

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.

\n\n

Thieves’ Cant

\n

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.

\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

\n\n

Cunning Action

\n

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.

\n\n

Roguish Archetype

\n

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n\n

Uncanny Dodge

\n

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.

\n\n

Evasion

\n

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

\n\n

Reliable Talent

\n

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.

\n\n

Blindsense

\n

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.

\n\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n\n

Elusive

\n

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.

\n\n

Stroke of Luck

\n

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.

\n

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

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 94","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","prc","prf","per"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":12,"data":{"id":12,"name":"Rogue","description":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\r\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/rogue","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":94,"sourceType":1}],"classFeatures":[{"id":313,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":314,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":315,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":14},{"id":316,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":17},{"id":317,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":342,"name":"Expertise","prerequisite":null,"description":"

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.

\r\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

","requiredLevel":1,"displayOrder":3},{"id":343,"name":"Sneak Attack","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":344,"name":"Thieves’ Cant","prerequisite":null,"description":"

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.

\r\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","requiredLevel":1,"displayOrder":5},{"id":345,"name":"Cunning Action","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":346,"name":"Roguish Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":347,"name":"Uncanny Dodge","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":9},{"id":348,"name":"Evasion","prerequisite":null,"description":"

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

","requiredLevel":7,"displayOrder":11},{"id":349,"name":"Reliable Talent","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":13},{"id":350,"name":"Blindsense","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":15},{"id":351,"name":"Slippery Mind","prerequisite":null,"description":"

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","requiredLevel":15,"displayOrder":16},{"id":352,"name":"Elusive","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":18},{"id":353,"name":"Stroke of Luck","prerequisite":null,"description":"

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.

\r\n

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

","requiredLevel":20,"displayOrder":20},{"id":467,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":471,"name":"Expertise","prerequisite":null,"description":"

At 6th level, choose two more of your skill proficiencies, or one more 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.

","requiredLevel":6,"displayOrder":10},{"id":539,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":591,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 10th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":10,"displayOrder":13}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":94,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13","prerequisiteMappings":[{"id":10371,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/rogue#Scout","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":12,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"fdfRXjQrjDRLUdT6","name":"Cleric (Trickery Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Trickery Domain

\n

Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

\n\n

Class Features

\n\n

Blessing of the Trickster @Compendium[world.ddb-graus-dnd-class-features.GKHRAljc7h4xuc0t]{Blessing of the Trickster}

\n

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

\n\n

Channel Divinity: Invoke Duplicity @Compendium[world.ddb-graus-dnd-class-features.70Wlx4E9wakDMffp]{Channel Divinity: Invoke Duplicity}

\n

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

\n

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

\n

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

\n\n

Channel Divinity: Cloak of Shadows @Compendium[world.ddb-graus-dnd-class-features.kV66sgeBwAznPBE5]{Channel Divinity: Cloak of Shadows}

\n

Starting at 6th level, you can use your Channel Divinity to vanish.

\n

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

\n\n

Divine Strike

\n

At 8th level, you gain the ability to infuse your weapon strikes with poison — a gift from your deity. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

\n\n

Improved Duplicity @Compendium[world.ddb-graus-dnd-class-features.kFFSWXMbMwI2Q0rY]{Improved Duplicity}

\n

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

\n\n

Spellcasting

\n

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

\n\n

Divine Domain

\n

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\n
Domain Spells
\n

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.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\n

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.

\n
Channel Divinity: Turn Undead
\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Destroy Undead

\n

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.

\n

Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cleric Level

\n
\n

Destroys Undead of CR ...

\n
\n

5th

\n
\n

1/2 or lower

\n
\n

8th

\n
\n

1 or lower

\n
\n

11th

\n
\n

2 or lower

\n
\n

14th

\n
\n

3 or lower

\n
\n

17th

\n
\n

4 or lower

\n
\n

 

\n\n

Divine Intervention

\n

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\n

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.

\n

At 20th level, your call for intervention succeeds automatically, no roll required.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":2,"data":{"id":2,"name":"Cleric","description":"

A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":108,"name":"Spellcasting","prerequisite":null,"description":"

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

\r\n
\r\n

5th

\r\n
\r\n

1/2 or lower

\r\n
\r\n

8th

\r\n
\r\n

1 or lower

\r\n
\r\n

11th

\r\n
\r\n

2 or lower

\r\n
\r\n

14th

\r\n
\r\n

3 or lower

\r\n
\r\n

17th

\r\n
\r\n

4 or lower

\r\n
\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric#TrickeryDomain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":2,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"fs4KviwCJzxO4Pv6","name":"Artificer","type":"class","img":"icons/commodities/tech/cog-bronze.webp","data":{"description":{"value":"

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.

\n

Hit Die: d8
Primary Ability: Intelligence
Saves: Constitution & Intelligence

\n\n\n\n

Starting Equipment

\n

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

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If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.

\n\n

Class Features

\n\n

Hit Points

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Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

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Proficiencies

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Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

\n

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

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Magical Tinkering @Compendium[world.ddb-graus-dnd-class-features.UJg1RBYymse8spy0]{Magical Tinkering}

\n

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

\n\n

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

\n

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

\n\n

Spellcasting

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You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

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Tools Required
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You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.

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After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

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Cantrips (0-Level Spells)
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At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

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When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

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Preparing and Casting Spells
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The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer 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.

\n

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

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For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence 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.

\n

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

\n
\n

THE MAGIC OF ARTIFICE

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As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

\n

The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.

\n

Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

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\n
Spellcasting Ability
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Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

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Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

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Spell attack modifier = your proficiency bonus + your Intelligence modifier

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Ritual Casting
\n

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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Infuse Item @Compendium[world.ddb-graus-dnd-class-features.RColbi0MhNgDioUz]{Infuse Item}

\n

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

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Infusions Known
\n

When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

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Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

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Infusing an Item
\n

Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).

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Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

\n

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

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If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

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Artificer Infusions @Compendium[world.ddb-graus-dnd-class-features.irbSW6pWD8rRSG1O]{Artificer Infusions}

\n

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.

\n

The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

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Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

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Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

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Arcane Propulsion Armor
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Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

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The wearer of this armor gains these benefits:

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Armor of Magical Strength
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Item: A suit of armor (requires attunement)

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This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

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The armor regains 1d6 expended charges daily at dawn.

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Boots of the Winding Path
\n

Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

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While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

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Enhanced Arcane Focus
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Item: A rod, staff, or wand (requires attunement)

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While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Defense
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Item: A suit of armor or a shield

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A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Weapon
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Item: A simple or martial weapon

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This magic weapon grants a +1 bonus to attack and damage rolls made with it.

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The bonus increases to +2 when you reach 10th level in this class.

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Helm of Awareness
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Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

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While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

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Homunculus Servant
\n

Item: A gem or crystal worth at least 100 gp

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You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

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You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

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The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

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In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

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The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

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\n

Homunculus Servant

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Tiny construct

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Armor Class 13 (natural armor)

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Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)

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Speed 20 ft., fly 30 ft.

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\n
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STR
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4 (−3)
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DEX
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15 (+2)
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CON
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12 (+1)
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INT
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10 (+0)
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WIS
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10 (+0)
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\n
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CHA
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7 (−2)
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\n
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Saving Throws Dex +2 plus PB

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Skills Perception +0 plus PB × 2, Stealth +2 plus PB

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Damage Immunities poison

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Condition Immunities exhaustion, poisoned

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Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

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Languages understands the languages you speak

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ChallengeProficiency Bonus (PB) equals your bonus

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Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

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Actions

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Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

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Reactions

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Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

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Mind Sharpener
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Item: A suit of armor or robes

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The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

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Radiant Weapon
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Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

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This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

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The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

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Repeating Shot
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Item: A simple or martial weapon with the ammunition property (requires attunement)

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This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

\n

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

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Replicate Magic Item
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Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

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In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

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Replicable Items (2nd-Level Artificer)
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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Magic ItemAttunement
Alchemy jugNo
Bag of holdingNo
Cap of water breathingNo
Goggles of nightNo
Rope of climbingNo
Sending stonesNo
Wand of magic detectionNo
Wand of secretsNo
\n
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Replicable Items (6th-Level Artificer)
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Magic ItemAttunement
Boots of elvenkindNo
Cloak of elvenkindYes
Cloak of the manta rayNo
Eyes of charmingYes
Gloves of thieveryNo
Lantern of revealingNo
Pipes of hauntingNo
Ring of water walkingNo
\n
\n
Replicable Items (10th-Level Artificer)
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Magic ItemAttunement
Boots of striding and springingYes
Boots of the winterlandsYes
Bracers of archeryYes
Brooch of shieldingYes
Cloak of protectionYes
Eyes of the eagleYes
Gauntlets of ogre powerYes
Gloves of missile snaringYes
Gloves of swimming and climbingYes
Hat of disguiseYes
Headband of intellectYes
Helm of telepathyYes
Medallion of thoughtsYes
Necklace of adaptationYes
Periapt of wound closureYes
Pipes of the sewersYes
Quiver of EhlonnaNo
Ring of jumpingYes
Ring of mind shieldingYes
Slippers of spider climbingYes
Winged bootsYes
\n
\n
Replicable Items (14th-Level Artificer)
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Magic ItemAttunement
Amulet of healthYes
Belt of hill giant strengthYes
Boots of levitationYes
Boots of speedYes
Bracers of defenseYes
Cloak of the batYes
Dimensional shacklesNo
Gem of seeingYes
Horn of blastingNo
Ring of free actionYes
Ring of protectionYes
Ring of the ramYes
\n
\n
Repulsion Shield
\n

Prerequisite: 6th-level artificer
Item: A shield (requires attunement)

\n

A creature gains a +1 bonus to Armor Class while wielding this shield.

\n

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

\n
Resistant Armor
\n

Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)

\n

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

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Returning Weapon
\n

Item: A simple or martial weapon with the thrown property

\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

\n
Spell-Refueling Ring
\n

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

\n

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

\n\n

Artificer Specialist @Compendium[world.ddb-graus-dnd-class-features.xi89Zi3gQfnLaCH4]{Artificer Specialist}

\n

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

\n\n

The Right Tool for the Job @Compendium[world.ddb-graus-dnd-class-features.7VUjYh9aXZlttTRk]{The Right Tool for the Job}

\n

At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

\n\n

Ability Score Improvement

\n

When you reach 4th, 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.

\n\n

Tool Expertise @Compendium[world.ddb-graus-dnd-class-features.3XFvq15CYykaL91g]{Tool Expertise}

\n

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

\n\n

Flash of Genius @Compendium[world.ddb-graus-dnd-class-features.fW1spESYzUohoHhC]{Flash of Genius}

\n

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

\n\n

Magic Item Adept @Compendium[world.ddb-graus-dnd-class-features.c25TPOYvLr2i90DN]{Magic Item Adept}

\n

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

\n\n\n

Spell-Storing Item @Compendium[world.ddb-graus-dnd-class-features.qDKCvoS85mha4R9f]{Spell-Storing Item}

\n

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).

\n

While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

\n\n

Magic Item Savant @Compendium[world.ddb-graus-dnd-class-features.SWM7A9yhDLrEj5L4]{Magic Item Savant}

\n

At 14th level, your skill with magic items deepens more:

\n\n\n

Magic Item Master @Compendium[world.ddb-graus-dnd-class-features.SBYz2vFrzNuPlJc8]{Magic Item Master}

\n

Starting at 18th level, you can attune to up to six magic items at once.

\n\n

Soul of Artifice @Compendium[world.ddb-graus-dnd-class-features.A7Y2y07ue2I8TXPX]{Soul of Artifice}

\n

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

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Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.

\r\n

Hit Die: d8
Primary Ability: Intelligence
Saves: Constitution & Intelligence

","equipmentDescription":"

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

\r\n\r\n

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.

","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/7106/600/637037130286530746.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7106/603/637037130543268604.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/13916/408/637411847943829485.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/artificer","spellCastingAbilityId":4,"sources":[{"sourceId":67,"pageNumber":9,"sourceType":1}],"classFeatures":[{"id":1131329,"name":"Hit Points","prerequisite":null,"description":"

Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

","requiredLevel":1,"displayOrder":1},{"id":1131384,"name":"Proficiencies","prerequisite":null,"description":"

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

\r\n

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

","requiredLevel":1,"displayOrder":2},{"id":1131400,"name":"Magical Tinkering","prerequisite":null,"description":"

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

\r\n\r\n

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

\r\n

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

","requiredLevel":1,"displayOrder":3},{"id":1131501,"name":"Spellcasting","prerequisite":null,"description":"

You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

\r\n
Tools Required
\r\n

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.

\r\n

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

\r\n
Cantrips (0-Level Spells)
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At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

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When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

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Preparing and Casting Spells
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The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer 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.

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You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

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For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence 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.

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You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

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THE MAGIC OF ARTIFICE

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As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

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The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.

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Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

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Spellcasting Ability
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Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

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Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

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Spell attack modifier = your proficiency bonus + your Intelligence modifier

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Ritual Casting
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You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

","requiredLevel":1,"displayOrder":4},{"id":1131631,"name":"Infuse Item","prerequisite":null,"description":"

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

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Infusions Known
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When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

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Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

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Infusing an Item
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Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).

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Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

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You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

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If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

","requiredLevel":2,"displayOrder":5},{"id":1131764,"name":"Artificer Infusions","prerequisite":null,"description":"

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.

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The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

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Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

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Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

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Arcane Propulsion Armor
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Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

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The wearer of this armor gains these benefits:

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Armor of Magical Strength
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Item: A suit of armor (requires attunement)

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This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

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The armor regains 1d6 expended charges daily at dawn.

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Boots of the Winding Path
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Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

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While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

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Enhanced Arcane Focus
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Item: A rod, staff, or wand (requires attunement)

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While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Defense
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Item: A suit of armor or a shield

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A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Weapon
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Item: A simple or martial weapon

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This magic weapon grants a +1 bonus to attack and damage rolls made with it.

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The bonus increases to +2 when you reach 10th level in this class.

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Helm of Awareness
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Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

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While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

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Homunculus Servant
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Item: A gem or crystal worth at least 100 gp

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You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

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You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

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The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

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In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

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The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

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Homunculus Servant

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Tiny construct

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Armor Class 13 (natural armor)

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Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)

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Speed 20 ft., fly 30 ft.

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STR
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4 (−3)
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DEX
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15 (+2)
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CON
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12 (+1)
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INT
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10 (+0)
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WIS
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10 (+0)
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CHA
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7 (−2)
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Saving Throws Dex +2 plus PB

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Skills Perception +0 plus PB × 2, Stealth +2 plus PB

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Damage Immunities poison

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Condition Immunities exhaustion, poisoned

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Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

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Languages understands the languages you speak

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ChallengeProficiency Bonus (PB) equals your bonus

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Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

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Actions

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Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

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Reactions

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Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

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Mind Sharpener
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Item: A suit of armor or robes

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The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

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Radiant Weapon
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Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

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This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

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The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

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Repeating Shot
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Item: A simple or martial weapon with the ammunition property (requires attunement)

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This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

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If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

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Replicate Magic Item
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Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

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In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

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Replicable Items (2nd-Level Artificer)
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Magic ItemAttunement
Alchemy jugNo
Bag of holdingNo
Cap of water breathingNo
Goggles of nightNo
Rope of climbingNo
Sending stonesNo
Wand of magic detectionNo
Wand of secretsNo
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Replicable Items (6th-Level Artificer)
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Magic ItemAttunement
Boots of elvenkindNo
Cloak of elvenkindYes
Cloak of the manta rayNo
Eyes of charmingYes
Gloves of thieveryNo
Lantern of revealingNo
Pipes of hauntingNo
Ring of water walkingNo
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Replicable Items (10th-Level Artificer)
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Magic ItemAttunement
Boots of striding and springingYes
Boots of the winterlandsYes
Bracers of archeryYes
Brooch of shieldingYes
Cloak of protectionYes
Eyes of the eagleYes
Gauntlets of ogre powerYes
Gloves of missile snaringYes
Gloves of swimming and climbingYes
Hat of disguiseYes
Headband of intellectYes
Helm of telepathyYes
Medallion of thoughtsYes
Necklace of adaptationYes
Periapt of wound closureYes
Pipes of the sewersYes
Quiver of EhlonnaNo
Ring of jumpingYes
Ring of mind shieldingYes
Slippers of spider climbingYes
Winged bootsYes
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Replicable Items (14th-Level Artificer)
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Magic ItemAttunement
Amulet of healthYes
Belt of hill giant strengthYes
Boots of levitationYes
Boots of speedYes
Bracers of defenseYes
Cloak of the batYes
Dimensional shacklesNo
Gem of seeingYes
Horn of blastingNo
Ring of free actionYes
Ring of protectionYes
Ring of the ramYes
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Repulsion Shield
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Prerequisite: 6th-level artificer
Item: A shield (requires attunement)

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A creature gains a +1 bonus to Armor Class while wielding this shield.

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The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

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Resistant Armor
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Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)

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While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

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Returning Weapon
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Item: A simple or martial weapon with the thrown property

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This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

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Spell-Refueling Ring
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Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

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While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

","requiredLevel":2,"displayOrder":21},{"id":1131772,"name":"Artificer Specialist","prerequisite":null,"description":"

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

","requiredLevel":3,"displayOrder":7},{"id":1131786,"name":"The Right Tool for the Job","prerequisite":null,"description":"

At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

","requiredLevel":3,"displayOrder":8},{"id":1131833,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":4,"displayOrder":9},{"id":1131848,"name":"Tool Expertise","prerequisite":null,"description":"

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

","requiredLevel":6,"displayOrder":10},{"id":1131856,"name":"Flash of Genius","prerequisite":null,"description":"

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

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You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

","requiredLevel":7,"displayOrder":11},{"id":1134217,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

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Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":1134228,"name":"Magic Item Adept","prerequisite":null,"description":"

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

\r\n","requiredLevel":10,"displayOrder":13},{"id":1134246,"name":"Spell-Storing Item","prerequisite":null,"description":"

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).

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While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

","requiredLevel":11,"displayOrder":14},{"id":1134348,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":12,"displayOrder":15},{"id":1134349,"name":"Magic Item Savant","prerequisite":null,"description":"

At 14th level, your skill with magic items deepens more:

\r\n","requiredLevel":14,"displayOrder":16},{"id":1134359,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":16,"displayOrder":17},{"id":1134372,"name":"Magic Item Master","prerequisite":null,"description":"

Starting at 18th level, you can attune to up to six magic items at once.

","requiredLevel":18,"displayOrder":18},{"id":1134379,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":19,"displayOrder":19},{"id":1134380,"name":"Soul of Artifice","prerequisite":null,"description":"

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

\r\n","requiredLevel":20,"displayOrder":20}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":9,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,2,2,2,2,2,2,3,3,3,3,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":2},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":74766,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/artificer","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/13916/408/637411847943829485.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/7106/600/637037130286530746.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7106/603/637037130543268604.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":8,"spellCastingAbilityId":4,"canCastSpells":true}}} {"_id":"gEQUzRmWHydzVLLw","name":"Cleric (Nature Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

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Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

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Starting Equipment

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

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Nature Domain

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Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

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Class Features

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Acolyte of Nature @Compendium[world.ddb-graus-dnd-class-features.DxKLXhGkKgnzqXW6]{Acolyte of Nature}

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At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

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Bonus Proficiency

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Also at 1st level, you gain proficiency with heavy armor.

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Channel Divinity: Charm Animals and Plants @Compendium[world.ddb-graus-dnd-class-features.3t4LdRj43ICXG59r]{Channel Divinity: Charm Animals and Plants}

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Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

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As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

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Dampen Elements @Compendium[world.ddb-graus-dnd-class-features.HhM3ppLeVZRNom2f]{Dampen Elements}

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Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

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Divine Strike

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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 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

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Master of Nature @Compendium[world.ddb-graus-dnd-class-features.e5jV31h3qtFWr3Lk]{Master of Nature}

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At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

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Spellcasting

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As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

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Cantrips
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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.

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Preparing and Casting Spells
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The Cleric table shows how many spell slots you have to cast your cleric 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.

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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.

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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.

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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.

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Spellcasting Ability
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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.

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Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

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Spell attack modifier = your proficiency bonus + your Wisdom modifier

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Ritual Casting
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You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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Spellcasting Focus
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You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

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Divine Domain

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Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

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Domain Spells
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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.

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If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

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Channel Divinity

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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.

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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.

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Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

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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.

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Channel Divinity: Turn Undead
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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.

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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.

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Ability Score Improvement

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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.

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Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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Destroy Undead

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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.

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Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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Cleric Level

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Destroys Undead of CR ...

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5th

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1/2 or lower

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8th

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1 or lower

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11th

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2 or lower

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14th

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3 or lower

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17th

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4 or lower

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\n

 

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Divine Intervention

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Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

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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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

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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.

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At 20th level, your call for intervention succeeds automatically, no roll required.

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Proficiencies

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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

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Hit Points

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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

\n\n","chat":"","unidentified":""},"source":"Basic Rules","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":2,"data":{"id":2,"name":"Cleric","description":"

A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

","equipmentDescription":"

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

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As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

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Spell attack modifier = your proficiency bonus + your Wisdom modifier

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Ritual Casting
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You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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Spellcasting Focus
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You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
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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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
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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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

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\r\n

5th

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\r\n

1/2 or lower

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8th

\r\n
\r\n

1 or lower

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\r\n

11th

\r\n
\r\n

2 or lower

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14th

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\r\n

3 or lower

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\r\n

17th

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\r\n

4 or lower

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\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

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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

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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

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A fierce warrior of primitive background who can enter a battle rage

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Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

\n\n\n\n

Starting Equipment

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

\n\n\n

Path of the Zealot

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Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.

\n\n

Class Features

\n\n

Divine Fury @Compendium[world.ddb-graus-dnd-class-features.8wKK92krYChkRV6N]{Divine Fury}

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Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

\n\n

Warrior of the Gods @Compendium[world.ddb-graus-dnd-class-features.2uC6F1ClpyNpksI2]{Warrior of the Gods}

\n

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

\n\n

Fanatical Focus @Compendium[world.ddb-graus-dnd-class-features.vtf1f03B7yNOI2WI]{Fanatical Focus}

\n

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

\n\n

Zealous Presence @Compendium[world.ddb-graus-dnd-class-features.YNoLsDUUTx254H6a]{Zealous Presence}

\n

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

\n

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

\n\n

Rage beyond Death @Compendium[world.ddb-graus-dnd-class-features.yfstU4UVsdyo0aH5]{Rage beyond Death}

\n

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

\n

While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

\n\n

Rage

\n

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\n\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\n

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.

\n

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.

\n\n

Unarmored Defense

\n

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.

\n\n

Reckless Attack

\n

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.

\n\n

Danger Sense

\n

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.

\n

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.

\n\n

Primal Path

\n

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Fast Movement

\n

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

\n\n

Feral Instinct

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

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.

\n\n

Brutal Critical

\n

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.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n\n

Relentless Rage

\n

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.

\n

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.

\n\n

Persistent Rage

\n

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.

\n\n

Indomitable Might

\n

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.

\n\n

Primal Champion

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 46","identifier":"","levels":1,"hitDice":"d12","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","itm","nat","prc"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":9,"data":{"id":9,"name":"Barbarian","description":"

A fierce warrior of primitive background who can enter a battle rage

\r\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/barbarian","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":46,"sourceType":1}],"classFeatures":[{"id":51,"name":"Rage","prerequisite":null,"description":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\r\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\r\n\r\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":52,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":53,"name":"Reckless Attack","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":54,"name":"Danger Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":55,"name":"Primal Path","prerequisite":null,"description":"

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

","requiredLevel":3,"displayOrder":7},{"id":56,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":57,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":58,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":59,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":60,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":21},{"id":61,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":9},{"id":62,"name":"Fast Movement","prerequisite":null,"description":"

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

","requiredLevel":5,"displayOrder":10},{"id":63,"name":"Feral Instinct","prerequisite":null,"description":"

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\r\n

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.

","requiredLevel":7,"displayOrder":11},{"id":64,"name":"Brutal Critical","prerequisite":null,"description":"

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.

\r\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

","requiredLevel":9,"displayOrder":13},{"id":65,"name":"Brutal Critical","prerequisite":null,"description":"

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

\r\n

This increases to three additional dice at 17th level.

","requiredLevel":13,"displayOrder":16},{"id":66,"name":"Brutal Critical","prerequisite":null,"description":"

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

","requiredLevel":17,"displayOrder":19},{"id":67,"name":"Relentless Rage","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":11,"displayOrder":14},{"id":68,"name":"Persistent Rage","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":17},{"id":69,"name":"Indomitable Might","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":20},{"id":70,"name":"Primal Champion","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":22},{"id":459,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":530,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":12,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":46,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10366,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]}]},"moreDetailsUrl":"/characters/classes/barbarian#PathoftheZealot","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":9,"hitDice":12,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"gdxdaxveXVBTfQpq","name":"Blood Hunter (Order of the Lycan)","type":"class","img":"ddb-images/other/class-portrait-637158853102614868-png-width-1000-height-1000-fit-bounds-quality-95-auto-webp.png","data":{"description":{"value":"

A fanatical slayer that embraces dark knowledge to destroy evil

\n

Hit Die: d10
Primary Ability: Strength or Dexterity, & Intelligence
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n

Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

\n\n

Order of the Lycan

\n

The Order of the Lycan is a proud order of blood hunters who undergo “The Taming,” a ceremonial inflicting of lycanthropy from a senior member.

\n\n

Class Features

\n\n

Heightened Senses @Compendium[world.ddb-graus-dnd-class-features.exW7mPqgVSvuJBdH]{Heightened Senses}

\n

Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

\n\n

Hybrid Transformation @Compendium[world.ddb-graus-dnd-class-features.jSUFQlNexNSVUCQC]{Hybrid Transformation}

\n

Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As a bonus action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.

\n

Once you use this feature, you must finish a short or long rest before you can use it again.

\n
\n

In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.

\n
\n\n

Hybrid Transformation Features @Compendium[world.ddb-graus-dnd-class-features.jIotPLakEZ73amKD]{Hybrid Transformation Features}

\n

While you are transformed, you gain the following features:

\n

Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws.

\n

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

\n

Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.

\n

Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.

\n

Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.

\n

If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.

\n\n

Stalker's Prowess @Compendium[world.ddb-graus-dnd-class-features.lKCQGtlyMMM353uJ]{Stalker's Prowess}

\n

At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature.

\n

Improved Predatory Strikes. You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3). In addition, when you have an active Crimson Rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Advanced Transformation @Compendium[world.ddb-graus-dnd-class-features.1Wpzwm7jtr91dyez]{Advanced Transformation}

\n

Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. In addition, your hybrid form gains the Lycan Regeneration feature.

\n

Lycan Regeneration. At the start of each of your turns, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left.

\n\n

Brand of the Voracious @Compendium[world.ddb-graus-dnd-class-features.m49xtxJBfjSi2iBL]{Brand of the Voracious}

\n

At 15th level, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form. In addition, your Brand of Castigation now binds your foe to your hunter’s thirst for savagery. While in your hybrid form, your attacks have advantage against a creature branded by you.

\n\n

Hybrid Transformation Mastery @Compendium[world.ddb-graus-dnd-class-features.PfG4eVyxCQkMzaEa]{Hybrid Transformation Mastery}

\n

At 18th level, you have wrestled your inner predator and mastered it. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form can now last indefinitely.

\n

You also gain the Blood Curse of the Howl for your Blood Maledict feature. This does not count against your number of blood curses known.

\n\n

Hit Points

\n

Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

\n\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival

\n\n

Hunter's Bane

\n

Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

\n

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\n

Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.

\n\n

Blood Maledict

\n

At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.

\n

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.

\n

You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

\n\n

Fighting Style

\n

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.

\n\n

Crimson Rite

\n

At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

\n

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

\n

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

\n

You learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.

\n

Primal Rites

\n

Choose from the following:

\n

Rite of the Flame. Your rite damage is fire damage.

\n

Rite of the Frozen. Your rite damage is cold damage.

\n

Rite of the Storm. Your rite damage is lightning damage.

\n

Esoteric Rites

\n

Choose from the following:

\n

Rite of the Dead. Your rite damage is necrotic damage.

\n

Rite of the Oracle. Your rite damage is psychic damage.

\n

Rite of the Roar. Your rite damage is thunder damage.

\n\n

Blood Hunter Order

\n

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Brand of Castigation

\n

At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).

\n

Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

\n

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

\n\n

Grim Psychometry

\n

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

\n\n

Dark Augmentation

\n

Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

\n\n

Brand of Tethering

\n

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).

\n

In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

\n\n

Hardened Soul

\n

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

\n\n

Sanguine Mastery

\n

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.

\n

In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.

\n\n

Blood Curses

\n

The blood curses are presented in alphabetical order.

\n
Blood Curse of the Anxious
\n

As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.

\n

Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\n
Blood Curse of Binding
\n

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

\n

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

\n
Blood Curse of Bloated Agony
\n

As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.

\n

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

\n
Blood Curse of Corrosion
\n

Prerequisite: 15th level, Order of the Mutant

\n

As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.

\n

Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

\n
Blood Curse of the Exorcist
\n

Prerequisite: 15th level, Order of the Ghostslayer

\n

As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.

\n

Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

\n
Blood Curse of Exposure
\n

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.

\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

\n
Blood Curse of the Eyeless
\n

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

\n

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

\n
Blood Curse of the Fallen Puppet
\n

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.

\n

Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).

\n
Blood Curse of the Howl
\n

Prerequisite: 18th level, Order of the Lycan

\n

As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

\n

You can choose any number of creatures you can see to be unaffected by the howl.

\n

Amplify. The range of this curse increases to 60 feet.

\n
Blood Curse of the Marked
\n

As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.

\n

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

\n
Blood Curse of the Muddled Mind
\n

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

\n

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

\n
Blood Curse of the Souleater
\n

Prerequisite: 18th level, Order of the Profane Soul

\n

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have advantage.

\n

Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\n\n","chat":"","unidentified":""},"source":"Critical Role","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":357975,"data":{"id":357975,"name":"Blood Hunter","description":"

A fanatical slayer that embraces dark knowledge to destroy evil

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity, & Intelligence
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n\r\n

Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/8551/967/637158853097790600.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/8551/968/637158853099606981.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/8551/969/637158853102614868.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/blood-hunter","spellCastingAbilityId":null,"sources":[{"sourceId":31,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":1610518,"name":"Hit Points","prerequisite":null,"description":"

Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

","requiredLevel":1,"displayOrder":1},{"id":1610574,"name":"Proficiencies","prerequisite":null,"description":"

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival

","requiredLevel":1,"displayOrder":2},{"id":1610579,"name":"Hunter's Bane","prerequisite":null,"description":"

Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

\r\n

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\r\n

Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.

","requiredLevel":1,"displayOrder":3},{"id":1610580,"name":"Blood Maledict","prerequisite":null,"description":"

At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.

\r\n

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.

\r\n

You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

","requiredLevel":1,"displayOrder":4},{"id":1610582,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":1610627,"name":"Crimson Rite","prerequisite":null,"description":"

At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

\r\n

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

\r\n

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

\r\n

You learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.

\r\n

Primal Rites

\r\n

Choose from the following:

\r\n

Rite of the Flame. Your rite damage is fire damage.

\r\n

Rite of the Frozen. Your rite damage is cold damage.

\r\n

Rite of the Storm. Your rite damage is lightning damage.

\r\n

Esoteric Rites

\r\n

Choose from the following:

\r\n

Rite of the Dead. Your rite damage is necrotic damage.

\r\n

Rite of the Oracle. Your rite damage is psychic damage.

\r\n

Rite of the Roar. Your rite damage is thunder damage.

","requiredLevel":2,"displayOrder":7},{"id":1610847,"name":"Blood Hunter Order","prerequisite":null,"description":"

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":8},{"id":1610874,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":1610882,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":1610883,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":1610884,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":1610885,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":1610898,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":1610903,"name":"Brand of Castigation","prerequisite":null,"description":"

At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).

\r\n

Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

\r\n

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

","requiredLevel":6,"displayOrder":11},{"id":1610910,"name":"Grim Psychometry","prerequisite":null,"description":"

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

","requiredLevel":9,"displayOrder":13},{"id":1610911,"name":"Dark Augmentation","prerequisite":null,"description":"

Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

","requiredLevel":10,"displayOrder":14},{"id":1610915,"name":"Brand of Tethering","prerequisite":null,"description":"

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).

\r\n

In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

","requiredLevel":13,"displayOrder":16},{"id":1610921,"name":"Hardened Soul","prerequisite":null,"description":"

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

","requiredLevel":14,"displayOrder":17},{"id":1610923,"name":"Sanguine Mastery","prerequisite":null,"description":"

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.

\r\n

In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.

","requiredLevel":20,"displayOrder":20},{"id":1611383,"name":"Blood Curses","prerequisite":null,"description":"

The blood curses are presented in alphabetical order.

\r\n
Blood Curse of the Anxious
\r\n

As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.

\r\n

Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\r\n
Blood Curse of Binding
\r\n

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

\r\n

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

\r\n
Blood Curse of Bloated Agony
\r\n

As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.

\r\n

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

\r\n
Blood Curse of Corrosion
\r\n

Prerequisite: 15th level, Order of the Mutant

\r\n

As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.

\r\n

Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

\r\n
Blood Curse of the Exorcist
\r\n

Prerequisite: 15th level, Order of the Ghostslayer

\r\n

As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.

\r\n

Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

\r\n
Blood Curse of Exposure
\r\n

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.

\r\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

\r\n
Blood Curse of the Eyeless
\r\n

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

\r\n

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

\r\n
Blood Curse of the Fallen Puppet
\r\n

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.

\r\n

Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).

\r\n
Blood Curse of the Howl
\r\n

Prerequisite: 18th level, Order of the Lycan

\r\n

As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

\r\n

You can choose any number of creatures you can see to be unaffected by the howl.

\r\n

Amplify. The range of this curse increases to 60 feet.

\r\n
Blood Curse of the Marked
\r\n

As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.

\r\n

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

\r\n
Blood Curse of the Muddled Mind
\r\n

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

\r\n

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

\r\n
Blood Curse of the Souleater
\r\n

Prerequisite: 18th level, Order of the Profane Soul

\r\n

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have advantage.

\r\n

Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

","requiredLevel":1,"displayOrder":21}],"hitDice":10,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":146776,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/blood-hunter#OrderoftheLycan","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/8551/969/637158853102614868.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/8551/967/637158853097790600.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/8551/968/637158853099606981.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":357975,"hitDice":10,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"gz3e2dgHTmQIwdD5","name":"Wizard (School of Conjuration)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

School of Conjuration

\n

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

\n\n

Class Features

\n\n

Conjuration Savant @Compendium[world.ddb-graus-dnd-class-features.DdUiEisprsCaKN6l]{Conjuration Savant}

\n

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.

\n\n

Minor Conjuration @Compendium[world.ddb-graus-dnd-class-features.rtnDGHFDw4BA4YoZ]{Minor Conjuration}

\n

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

\n

The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

\n\n

Benign Transposition @Compendium[world.ddb-graus-dnd-class-features.w7mwIats4rIJJ6Es]{Benign Transposition}

\n

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

\n

Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

\n\n

Focused Conjuration @Compendium[world.ddb-graus-dnd-class-features.v4PkVHLHtbQJARX8]{Focused Conjuration}

\n

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

\n\n

Durable Summons @Compendium[world.ddb-graus-dnd-class-features.ajkjiU945Dcz73l7]{Durable Summons}

\n

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

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.

\n
Spellbook
\n

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.

\n
Preparing and Casting Spells
\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

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.

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\n
Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

\n

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.

\n

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.

\n

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.

\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\n

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.

\n

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.

\n

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.

\n
\n\n

Arcane Recovery

\n

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.

\n

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.

\n\n

Arcane Tradition

\n

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Spell Mastery

\n

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.

\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

\n\n

Signature Spells

\n

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.

\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 112","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":8,"data":{"id":8,"name":"Wizard","description":"

A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/wizard","spellCastingAbilityId":4,"sources":[{"sourceId":1,"pageNumber":112,"sourceType":1}],"classFeatures":[{"id":328,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":329,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":7},{"id":330,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":8},{"id":332,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":412,"name":"Arcane Tradition","prerequisite":null,"description":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":5},{"id":413,"name":"Spell Mastery","prerequisite":null,"description":"

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.

\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

","requiredLevel":18,"displayOrder":10},{"id":414,"name":"Signature Spells","prerequisite":null,"description":"

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.

\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard#SchoolofConjuration","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":8,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"hbdqt3jUZWZuBP20","name":"Warlock (The Celestial)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

The Celestial

\n

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

\n\n

Class Features

\n\n

Expanded Spell List

\n

The Celestial 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.

\n
Celestial Expanded Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Spell LevelSpells
1stcure woundsguiding bolt
2ndflaming spherelesser restoration
3rddaylightrevivify
4thguardian of faithwall of fire
5thflame strikegreater restoration
\n\n

Bonus Cantrips

\n

At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

\n\n

Healing Light @Compendium[world.ddb-graus-dnd-class-features.xXnoHN1xX4ovlL93]{Healing Light}

\n

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

\n

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

\n

Your pool regains all expended dice when you finish a long rest.

\n\n

Radiant Soul @Compendium[world.ddb-graus-dnd-class-features.k3y4yApto8mKeXUz]{Radiant Soul}

\n

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

\n\n

Celestial Resilience @Compendium[world.ddb-graus-dnd-class-features.9scNbd97OkauKEpS]{Celestial Resilience}

\n

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

\n\n

Searing Vengeance @Compendium[world.ddb-graus-dnd-class-features.IClc9z3H5FeKCYJK]{Searing Vengeance}

\n

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

\n

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

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Otherworldly Patron

\n

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

\n\n

Pact Magic

\n

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\n
Cantrips
\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n
Spell Slots
\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\n
Spells Known of 1st Level and Higher
\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

\n\n

Eldritch Invocations

\n

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\n

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.

\n

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.

\n

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.

\n\n

Pact Boon

\n

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.

\n\n

Mystic Arcanum (6th level)

\n

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.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

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.

\n\n

Eldritch Master

\n

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.

\n\n

Mystic Arcanum (7th level)

\n

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

\n\n

Mystic Arcanum (8th level)

\n

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Mystic Arcanum (9th level)

\n

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 105","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"pact","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":7,"data":{"id":7,"name":"Warlock","description":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/warlock","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":105,"sourceType":1}],"classFeatures":[{"id":323,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":324,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":325,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":326,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":13},{"id":327,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":386,"name":"Otherworldly Patron","prerequisite":null,"description":"

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","requiredLevel":1,"displayOrder":3},{"id":387,"name":"Pact Magic","prerequisite":null,"description":"

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\r\n
Cantrips
\r\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\r\n
Spell Slots
\r\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\r\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\r\n
Spells Known of 1st Level and Higher
\r\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

","requiredLevel":1,"displayOrder":4},{"id":388,"name":"Eldritch Invocations","prerequisite":null,"description":"

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\r\n

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.

\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":389,"name":"Pact Boon","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":6},{"id":390,"name":"Mystic Arcanum (6th level)","prerequisite":null,"description":"

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.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

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.

","requiredLevel":11,"displayOrder":9},{"id":391,"name":"Eldritch Master","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":16},{"id":392,"name":"Mystic Arcanum (7th level)","prerequisite":null,"description":"

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

","requiredLevel":13,"displayOrder":11},{"id":393,"name":"Mystic Arcanum (8th level)","prerequisite":null,"description":"

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":15,"displayOrder":12},{"id":394,"name":"Mystic Arcanum (9th level)","prerequisite":null,"description":"

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":17,"displayOrder":14},{"id":469,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":541,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":105,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,10,11,11,12,12,13,13,14,14,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10364,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/warlock#TheCelestial","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":7,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"hvi2FJsLmfpV7T4A","name":"Bard (College of Swords)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"

An inspiring magician whose power echoes the music of creation

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

College of Swords

\n

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

\n\n

Class Features

\n\n

Bonus Proficiencies

\n

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

\n

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

\n\n

Fighting Style

\n

At 3rd 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 something in the game lets you choose again.

\n\n

Blade Flourish @Compendium[world.ddb-graus-dnd-class-features.05Cz7DymMMPxpvNM]{Blade Flourish}

\n

At 3rd level, you learn to perform impressive displays of martial prowess and speed.

\n

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

\n

Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

\n

Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

\n

Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

\n\n

Extra Attack

\n

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

\n\n

Master’s Flourish @Compendium[world.ddb-graus-dnd-class-features.S2DPIebOIo8rOWw2]{Master’s Flourish}

\n

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Bard table shows how many spell slots you have to cast your bard 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know four 1st-level spells of your choice from the bard spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Ritual Casting
\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\n
Spellcasting Focus
\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

\n\n

Bardic Inspiration

\n

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.

\n

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 DM 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.

\n

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.

\n

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.

\n\n

Jack of All Trades

\n

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.

\n\n

Song of Rest

\n

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.

\n

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.

\n\n

Bard College

\n

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

\n\n

Expertise

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Font of Inspiration

\n

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

\n\n

Countercharm

\n

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).

\n\n

Superior Inspiration

\n

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n

Magical Secrets

\n

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\n

You learn two additional spells from any classes at 14th level and again at 18th level.

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 51","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","prf","per","rel","slt","ste","sur"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":1,"data":{"id":1,"name":"Bard","description":"

An inspiring magician whose power echoes the music of creation

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/bard","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":51,"sourceType":1}],"classFeatures":[{"id":74,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Bard table shows how many spell slots you have to cast your bard 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know four 1st-level spells of your choice from the bard spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Ritual Casting
\r\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\r\n
Spellcasting Focus
\r\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

","requiredLevel":1,"displayOrder":3},{"id":75,"name":"Bardic Inspiration","prerequisite":null,"description":"

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.

\r\n

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 DM 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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":79,"name":"Jack of All Trades","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":80,"name":"Song of Rest","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":84,"name":"Bard College","prerequisite":null,"description":"

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

","requiredLevel":3,"displayOrder":7},{"id":85,"name":"Expertise","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":86,"name":"Expertise","prerequisite":null,"description":"

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

","requiredLevel":10,"displayOrder":14},{"id":87,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":88,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":89,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":90,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":16},{"id":91,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":17},{"id":92,"name":"Font of Inspiration","prerequisite":null,"description":"

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

","requiredLevel":5,"displayOrder":11},{"id":93,"name":"Countercharm","prerequisite":null,"description":"

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).

","requiredLevel":6,"displayOrder":12},{"id":94,"name":"Superior Inspiration","prerequisite":null,"description":"

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

","requiredLevel":20,"displayOrder":18},{"id":460,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":531,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":592,"name":"Magical Secrets","prerequisite":null,"description":"

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 14th level and again at 18th level.

","requiredLevel":10,"displayOrder":14},{"id":593,"name":"Magical Secrets","prerequisite":null,"description":"

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 18th level.

","requiredLevel":14,"displayOrder":15},{"id":594,"name":"Magical Secrets","prerequisite":null,"description":"

At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

","requiredLevel":18,"displayOrder":16}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":51,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,4,5,6,7,8,9,10,11,12,14,15,15,16,18,19,19,20,22,22,22],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10356,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/bard#CollegeofSwords","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":1,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"i2hDty9OcttusVjz","name":"Artificer (Artillerist)","type":"class","img":"icons/commodities/tech/cog-bronze.webp","data":{"description":{"value":"

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.

\n

Hit Die: d8
Primary Ability: Intelligence
Saves: Constitution & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.

\n\n

Artillerist

\n

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.

\n\n

Class Features

\n\n

Tool Proficiency

\n

3rd-level Artillerist feature

\n

You gain proficiency with woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

\n\n

Artillerist Spells @Compendium[world.ddb-graus-dnd-class-features.rTVDdYuthOmmqAQc]{Artillerist Spells}

\n

3rd-level Artillerist feature

\n

You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

\n

Artillerist Spells

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Artificer LevelSpell
\n

3rd

\n
\n

shield, thunderwave

\n
\n

5th

\n
\n

scorching ray, shatter

\n
\n

9th

\n
\n

fireball, wind wall

\n
\n

13th

\n
\n

ice storm, wall of fire

\n
\n

17th

\n
\n

cone of cold, wall of force

\n
\n\n

Eldritch Cannon @Compendium[world.ddb-graus-dnd-class-features.cUlfRfZCCSaWYPlg]{Eldritch Cannon}

\n

3rd-level Artillerist feature

\n

You've learned how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

\n

Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can’t create one while your cannon is present.

\n

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

\n

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

\n

Eldritch Cannons

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
CannonActivation
\n

Flamethrower

\n
\n

The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

\n
\n

Force Ballista

\n
\n

Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

\n
\n

Protector

\n
\n

The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

\n
\n\n

Arcane Firearm @Compendium[world.ddb-graus-dnd-class-features.rtZsBbfac1dK2bMo]{Arcane Firearm}

\n

5th-level Artillerist feature

\n

You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

\n

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

\n\n

Explosive Cannon @Compendium[world.ddb-graus-dnd-class-features.xBmxMlqJjhouALuv]{Explosive Cannon}

\n

9th-level Artillerist feature

\n

Every eldritch cannon you create is more destructive:

\n\n\n

Fortified Position @Compendium[world.ddb-graus-dnd-class-features.Wc3UdfsBULoanpem]{Fortified Position}

\n

15th-level Artillerist feature

\n

You’re a master at forming well-defended emplacements using Eldritch Cannon:

\n\n\n

Hit Points

\n

Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

\n\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

\n

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

\n\n

Magical Tinkering

\n

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

\n\n

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

\n

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

\n\n

Spellcasting

\n

You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

\n
Tools Required
\n

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.

\n

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

\n
Cantrips (0-Level Spells)
\n

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

\n

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

\n
Preparing and Casting Spells
\n

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer 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.

\n

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

\n

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence 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.

\n

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

\n
\n

THE MAGIC OF ARTIFICE

\n

As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

\n

The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.

\n

Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

\n
\n
Spellcasting Ability
\n

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n\n

Infuse Item

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At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

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Infusions Known
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When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

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Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

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Infusing an Item
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Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).

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Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

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You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

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If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

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Artificer Infusions

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Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.

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The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

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Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

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Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

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Arcane Propulsion Armor
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Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

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The wearer of this armor gains these benefits:

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Armor of Magical Strength
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Item: A suit of armor (requires attunement)

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This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

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The armor regains 1d6 expended charges daily at dawn.

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Boots of the Winding Path
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Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

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While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

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Enhanced Arcane Focus
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Item: A rod, staff, or wand (requires attunement)

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While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Defense
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Item: A suit of armor or a shield

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A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Weapon
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Item: A simple or martial weapon

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This magic weapon grants a +1 bonus to attack and damage rolls made with it.

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The bonus increases to +2 when you reach 10th level in this class.

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Helm of Awareness
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Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

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While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

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Homunculus Servant
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Item: A gem or crystal worth at least 100 gp

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You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

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You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

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The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

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In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

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The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

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Homunculus Servant

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Tiny construct

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Armor Class 13 (natural armor)

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Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)

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Speed 20 ft., fly 30 ft.

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STR
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4 (−3)
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DEX
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15 (+2)
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CON
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12 (+1)
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INT
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10 (+0)
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WIS
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10 (+0)
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CHA
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7 (−2)
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Saving Throws Dex +2 plus PB

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Skills Perception +0 plus PB × 2, Stealth +2 plus PB

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Damage Immunities poison

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Condition Immunities exhaustion, poisoned

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Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

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Languages understands the languages you speak

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ChallengeProficiency Bonus (PB) equals your bonus

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Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

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Actions

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Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

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Reactions

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Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

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Mind Sharpener
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Item: A suit of armor or robes

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The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

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Radiant Weapon
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Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

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This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

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The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

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Repeating Shot
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Item: A simple or martial weapon with the ammunition property (requires attunement)

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This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

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If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

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Replicate Magic Item
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Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

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In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

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Replicable Items (2nd-Level Artificer)
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Magic ItemAttunement
Alchemy jugNo
Bag of holdingNo
Cap of water breathingNo
Goggles of nightNo
Rope of climbingNo
Sending stonesNo
Wand of magic detectionNo
Wand of secretsNo
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Replicable Items (6th-Level Artificer)
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Magic ItemAttunement
Boots of elvenkindNo
Cloak of elvenkindYes
Cloak of the manta rayNo
Eyes of charmingYes
Gloves of thieveryNo
Lantern of revealingNo
Pipes of hauntingNo
Ring of water walkingNo
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Replicable Items (10th-Level Artificer)
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Magic ItemAttunement
Boots of striding and springingYes
Boots of the winterlandsYes
Bracers of archeryYes
Brooch of shieldingYes
Cloak of protectionYes
Eyes of the eagleYes
Gauntlets of ogre powerYes
Gloves of missile snaringYes
Gloves of swimming and climbingYes
Hat of disguiseYes
Headband of intellectYes
Helm of telepathyYes
Medallion of thoughtsYes
Necklace of adaptationYes
Periapt of wound closureYes
Pipes of the sewersYes
Quiver of EhlonnaNo
Ring of jumpingYes
Ring of mind shieldingYes
Slippers of spider climbingYes
Winged bootsYes
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Replicable Items (14th-Level Artificer)
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Magic ItemAttunement
Amulet of healthYes
Belt of hill giant strengthYes
Boots of levitationYes
Boots of speedYes
Bracers of defenseYes
Cloak of the batYes
Dimensional shacklesNo
Gem of seeingYes
Horn of blastingNo
Ring of free actionYes
Ring of protectionYes
Ring of the ramYes
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Repulsion Shield
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Prerequisite: 6th-level artificer
Item: A shield (requires attunement)

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A creature gains a +1 bonus to Armor Class while wielding this shield.

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The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

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Resistant Armor
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Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)

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While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

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Returning Weapon
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Item: A simple or martial weapon with the thrown property

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This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

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Spell-Refueling Ring
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Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

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While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

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Artificer Specialist

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Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

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The Right Tool for the Job

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At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

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Ability Score Improvement

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When you reach 4th, 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.

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Tool Expertise

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Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

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Flash of Genius

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Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

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You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

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Magic Item Adept

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When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

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Spell-Storing Item

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At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).

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While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

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Magic Item Savant

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At 14th level, your skill with magic items deepens more:

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Magic Item Master

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Starting at 18th level, you can attune to up to six magic items at once.

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Soul of Artifice

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At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

\n\n\n","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 9","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"artificer","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":252717,"data":{"id":252717,"name":"Artificer","description":"

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.

\r\n

Hit Die: d8
Primary Ability: Intelligence
Saves: Constitution & Intelligence

","equipmentDescription":"

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

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If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.

","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/7106/600/637037130286530746.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7106/603/637037130543268604.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/13916/408/637411847943829485.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/artificer","spellCastingAbilityId":4,"sources":[{"sourceId":67,"pageNumber":9,"sourceType":1}],"classFeatures":[{"id":1131329,"name":"Hit Points","prerequisite":null,"description":"

Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

","requiredLevel":1,"displayOrder":1},{"id":1131384,"name":"Proficiencies","prerequisite":null,"description":"

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

\r\n

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

","requiredLevel":1,"displayOrder":2},{"id":1131400,"name":"Magical Tinkering","prerequisite":null,"description":"

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

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The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

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You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

","requiredLevel":1,"displayOrder":3},{"id":1131501,"name":"Spellcasting","prerequisite":null,"description":"

You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

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Tools Required
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You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.

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After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

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Cantrips (0-Level Spells)
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At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

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When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

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Preparing and Casting Spells
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The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer 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.

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You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

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For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence 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.

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You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

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THE MAGIC OF ARTIFICE

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As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

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The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.

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Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

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Spellcasting Ability
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Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

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Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

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Spell attack modifier = your proficiency bonus + your Intelligence modifier

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Ritual Casting
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You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

","requiredLevel":1,"displayOrder":4},{"id":1131631,"name":"Infuse Item","prerequisite":null,"description":"

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

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Infusions Known
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When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

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Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

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Infusing an Item
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Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).

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Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

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You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

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If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

","requiredLevel":2,"displayOrder":5},{"id":1131764,"name":"Artificer Infusions","prerequisite":null,"description":"

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.

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The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

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Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

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Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

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Arcane Propulsion Armor
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Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

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The wearer of this armor gains these benefits:

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Armor of Magical Strength
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Item: A suit of armor (requires attunement)

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This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

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The armor regains 1d6 expended charges daily at dawn.

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Boots of the Winding Path
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Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

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While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

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Enhanced Arcane Focus
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Item: A rod, staff, or wand (requires attunement)

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While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Defense
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Item: A suit of armor or a shield

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A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

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The bonus increases to +2 when you reach 10th level in this class.

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Enhanced Weapon
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Item: A simple or martial weapon

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This magic weapon grants a +1 bonus to attack and damage rolls made with it.

\r\n

The bonus increases to +2 when you reach 10th level in this class.

\r\n
Helm of Awareness
\r\n

Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

\r\n

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

\r\n
Homunculus Servant
\r\n

Item: A gem or crystal worth at least 100 gp

\r\n

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

\r\n

You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

\r\n

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

\r\n

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

\r\n

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

\r\n
\r\n

Homunculus Servant

\r\n

Tiny construct

\r\n

Armor Class 13 (natural armor)

\r\n

Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)

\r\n

Speed 20 ft., fly 30 ft.

\r\n
\r\n
\r\n
STR
\r\n
4 (−3)
\r\n
\r\n
\r\n
DEX
\r\n
15 (+2)
\r\n
\r\n
\r\n
CON
\r\n
12 (+1)
\r\n
\r\n
\r\n
INT
\r\n
10 (+0)
\r\n
\r\n
\r\n
WIS
\r\n
10 (+0)
\r\n
\r\n
\r\n
CHA
\r\n
7 (−2)
\r\n
\r\n
\r\n

Saving Throws Dex +2 plus PB

\r\n

Skills Perception +0 plus PB × 2, Stealth +2 plus PB

\r\n

Damage Immunities poison

\r\n

Condition Immunities exhaustion, poisoned

\r\n

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

\r\n

Languages understands the languages you speak

\r\n

ChallengeProficiency Bonus (PB) equals your bonus

\r\n

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

\r\n

Actions

\r\n

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

\r\n

Reactions

\r\n

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

\r\n
\r\n
Mind Sharpener
\r\n

Item: A suit of armor or robes

\r\n

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

\r\n
Radiant Weapon
\r\n

Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

\r\n

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

\r\n
Repeating Shot
\r\n

Item: A simple or martial weapon with the ammunition property (requires attunement)

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

\r\n

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

\r\n
Replicate Magic Item
\r\n

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

\r\n

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

\r\n
Replicable Items (2nd-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Alchemy jugNo
Bag of holdingNo
Cap of water breathingNo
Goggles of nightNo
Rope of climbingNo
Sending stonesNo
Wand of magic detectionNo
Wand of secretsNo
\r\n
\r\n
Replicable Items (6th-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Boots of elvenkindNo
Cloak of elvenkindYes
Cloak of the manta rayNo
Eyes of charmingYes
Gloves of thieveryNo
Lantern of revealingNo
Pipes of hauntingNo
Ring of water walkingNo
\r\n
\r\n
Replicable Items (10th-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Boots of striding and springingYes
Boots of the winterlandsYes
Bracers of archeryYes
Brooch of shieldingYes
Cloak of protectionYes
Eyes of the eagleYes
Gauntlets of ogre powerYes
Gloves of missile snaringYes
Gloves of swimming and climbingYes
Hat of disguiseYes
Headband of intellectYes
Helm of telepathyYes
Medallion of thoughtsYes
Necklace of adaptationYes
Periapt of wound closureYes
Pipes of the sewersYes
Quiver of EhlonnaNo
Ring of jumpingYes
Ring of mind shieldingYes
Slippers of spider climbingYes
Winged bootsYes
\r\n
\r\n
Replicable Items (14th-Level Artificer)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
Magic ItemAttunement
Amulet of healthYes
Belt of hill giant strengthYes
Boots of levitationYes
Boots of speedYes
Bracers of defenseYes
Cloak of the batYes
Dimensional shacklesNo
Gem of seeingYes
Horn of blastingNo
Ring of free actionYes
Ring of protectionYes
Ring of the ramYes
\r\n
\r\n
Repulsion Shield
\r\n

Prerequisite: 6th-level artificer
Item: A shield (requires attunement)

\r\n

A creature gains a +1 bonus to Armor Class while wielding this shield.

\r\n

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

\r\n
Resistant Armor
\r\n

Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)

\r\n

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

\r\n
Returning Weapon
\r\n

Item: A simple or martial weapon with the thrown property

\r\n

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

\r\n
Spell-Refueling Ring
\r\n

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

\r\n

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

","requiredLevel":2,"displayOrder":21},{"id":1131772,"name":"Artificer Specialist","prerequisite":null,"description":"

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

","requiredLevel":3,"displayOrder":7},{"id":1131786,"name":"The Right Tool for the Job","prerequisite":null,"description":"

At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

","requiredLevel":3,"displayOrder":8},{"id":1131833,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":4,"displayOrder":9},{"id":1131848,"name":"Tool Expertise","prerequisite":null,"description":"

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

","requiredLevel":6,"displayOrder":10},{"id":1131856,"name":"Flash of Genius","prerequisite":null,"description":"

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

\r\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

","requiredLevel":7,"displayOrder":11},{"id":1134217,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":1134228,"name":"Magic Item Adept","prerequisite":null,"description":"

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

\r\n","requiredLevel":10,"displayOrder":13},{"id":1134246,"name":"Spell-Storing Item","prerequisite":null,"description":"

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).

\r\n

While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

","requiredLevel":11,"displayOrder":14},{"id":1134348,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":12,"displayOrder":15},{"id":1134349,"name":"Magic Item Savant","prerequisite":null,"description":"

At 14th level, your skill with magic items deepens more:

\r\n","requiredLevel":14,"displayOrder":16},{"id":1134359,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":16,"displayOrder":17},{"id":1134372,"name":"Magic Item Master","prerequisite":null,"description":"

Starting at 18th level, you can attune to up to six magic items at once.

","requiredLevel":18,"displayOrder":18},{"id":1134379,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 4th, 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.

","requiredLevel":19,"displayOrder":19},{"id":1134380,"name":"Soul of Artifice","prerequisite":null,"description":"

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

\r\n","requiredLevel":20,"displayOrder":20}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":9,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,2,2,2,2,2,2,3,3,3,3,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":2},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":74766,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/artificer#Artillerist","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/13916/408/637411847943829485.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/7106/600/637037130286530746.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7106/603/637037130543268604.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":252717,"hitDice":8,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"il0Z8IMR4rmrznEj","name":"Druid (Circle of the Land (Underdark))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of the Land (Underdark)

\n

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.

\n\n

Class Features

\n\n

Bonus Cantrip

\n

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

\n\n

Natural Recovery

\n

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.

\n

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.

\n\n

Circle Spells

\n

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, swamp, or Underdark — and consult the associated list of spells.

\n

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.

\n
Arctic
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

hold person, spike growth

\n
\n

5th

\n
\n

sleet storm, slow

\n
\n

7th

\n
\n

freedom of movement, ice storm

\n
\n

9th

\n
\n

commune with nature, cone of cold 

\n
\n
Coast
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

mirror image, misty step

\n
\n

5th

\n
\n

water breathing, water walk

\n
\n

7th

\n
\n

control water, freedom of movement

\n
\n

9th

\n
\n

conjure elemental, scrying

\n
\n
Desert
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

blur, silence

\n
\n

5th

\n
\n

create food and water, protection from energy

\n
\n

7th

\n
\n

blight, hallucinatory terrain

\n
\n

9th

\n
\n

insect plague, wall of stone

\n
\n
Forest
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

barkskin, spider climb

\n
\n

5th

\n
\n

call lightning, plant growth

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

commune with nature, tree stride

\n
\n
Grassland
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

invisibility, pass without trace

\n
\n

5th

\n
\n

daylight, haste

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

dream, insect plague

\n
\n
Mountain
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, spike growth

\n
\n

5th

\n
\n

lightning bolt, meld into stone

\n
\n

7th

\n
\n

stone shape, stoneskin

\n
\n

9th

\n
\n

passwall, wall of stone

\n
\n
Swamp
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

darkness, acid arrow

\n
\n

5th

\n
\n

water walk, stinking cloud

\n
\n

7th

\n
\n

freedom of movement, locate creature

\n
\n

9th

\n
\n

insect plague, scrying

\n
\n
Underdark
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, web

\n
\n

5th

\n
\n

gaseous form, stinking cloud

\n
\n

7th

\n
\n

greater invisibility, stone shape

\n
\n

9th

\n
\n

cloudkill, insect plague

\n
\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Nature’s Ward

\n

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

\n\n

Nature’s Sanctuary

\n

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.

\n

The creature is aware of this effect before it makes its attack against you.

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 64","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","ins","med","nat","prc","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":3,"data":{"id":3,"name":"Druid","description":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleoftheLandUnderdark","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"jPShYdqVWGeZoTGr","name":"Monk (Way of the Sun Soul)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Way of the Sun Soul

\n

Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light.

\n\n

Class Features

\n\n

Radiant Sun Bolt @Compendium[world.ddb-graus-dnd-class-features.WUBn9uivm7QoWa0Y]{Radiant Sun Bolt}

\n

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

\n

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

\n

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

\n

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

\n\n

Searing Arc Strike @Compendium[world.ddb-graus-dnd-class-features.xk1IzMm4v5Cyetev]{Searing Arc Strike}

\n

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.

\n

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

\n\n

Searing Sunburst @Compendium[world.ddb-graus-dnd-class-features.rhXH7rLf3shXbeqB]{Searing Sunburst}

\n

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

\n

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.

\n

You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

\n\n

Sun Shield @Compendium[world.ddb-graus-dnd-class-features.s8cGJmdBnzJITscB]{Sun Shield}

\n

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

\n

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

\n\n

Unarmored Defense

\n

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.

\n\n

Martial Arts

\n

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.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n

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 in the Weapons section.

\n\n

Ki

\n

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.

\n

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.

\n

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.

\n

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:

\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\n
Flurry of Blows
\n

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.

\n
Patient Defense
\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\n
Step of the Wind
\n

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.

\n\n

Unarmored Movement

\n

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.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n

Monastic Tradition

\n

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n\n

Deflect Missiles

\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Slow Fall

\n

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.

\n\n

Extra Attack

\n

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

\n\n

Stunning Strike

\n

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.

\n\n

Ki-Empowered Strikes

\n

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Evasion

\n

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.

\n\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n\n

Purity of Body

\n

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

\n\n

Tongue of the Sun and Moon

\n

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.

\n\n

Diamond Soul

\n

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

\n\n

Timeless Body

\n

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.

\n\n

Empty Body

\n

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.

\n

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.

\n\n

Perfect Self

\n

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

\n\n

Unarmored Movement Improvement

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 76","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":11,"data":{"id":11,"name":"Monk","description":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\r\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/monk","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":76,"sourceType":1}],"classFeatures":[{"id":226,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":227,"name":"Martial Arts","prerequisite":null,"description":"

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.

\r\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\r\n\r\n

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 in the Weapons section.

","requiredLevel":1,"displayOrder":4},{"id":228,"name":"Ki","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

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:

\r\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n
Flurry of Blows
\r\n

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.

\r\n
Patient Defense
\r\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\r\n
Step of the Wind
\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":229,"name":"Unarmored Movement","prerequisite":null,"description":"

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.

\r\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

","requiredLevel":2,"displayOrder":6},{"id":230,"name":"Monastic Tradition","prerequisite":null,"description":"

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":231,"name":"Deflect Missiles","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":3,"displayOrder":8},{"id":232,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":233,"name":"Slow Fall","prerequisite":null,"description":"

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.

","requiredLevel":4,"displayOrder":10},{"id":234,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":235,"name":"Stunning Strike","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":12},{"id":236,"name":"Ki-Empowered Strikes","prerequisite":null,"description":"

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

","requiredLevel":6,"displayOrder":13},{"id":237,"name":"Evasion","prerequisite":null,"description":"

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.

","requiredLevel":7,"displayOrder":15},{"id":238,"name":"Stillness of Mind","prerequisite":null,"description":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","requiredLevel":7,"displayOrder":16},{"id":239,"name":"Purity of Body","prerequisite":null,"description":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

","requiredLevel":10,"displayOrder":19},{"id":240,"name":"Tongue of the Sun and Moon","prerequisite":null,"description":"

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.

","requiredLevel":13,"displayOrder":22},{"id":241,"name":"Diamond Soul","prerequisite":null,"description":"

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\r\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

","requiredLevel":14,"displayOrder":23},{"id":242,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":25},{"id":243,"name":"Empty Body","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":27},{"id":244,"name":"Perfect Self","prerequisite":null,"description":"

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

","requiredLevel":20,"displayOrder":30},{"id":245,"name":"Unarmored Movement Improvement","prerequisite":null,"description":"

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

","requiredLevel":9,"displayOrder":18},{"id":246,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":17},{"id":247,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":21},{"id":248,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":26},{"id":249,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":29},{"id":455,"name":"Unarmored Movement","prerequisite":null,"description":"

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

","requiredLevel":6,"displayOrder":14},{"id":456,"name":"Unarmored Movement","prerequisite":null,"description":"

At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

","requiredLevel":10,"displayOrder":20},{"id":457,"name":"Unarmored Movement","prerequisite":null,"description":"

At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

","requiredLevel":14,"displayOrder":24},{"id":458,"name":"Unarmored Movement","prerequisite":null,"description":"

At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

","requiredLevel":18,"displayOrder":28},{"id":464,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":536,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":76,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10369,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10370,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/monk#WayoftheSunSoul","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":11,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"k1gszpGSTZXcrplM","name":"Sorcerer (Clockwork Soul)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"

A spellcaster who draws on inherent magic from a gift or bloodline

\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Clockwork Soul

\n

You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus.

\n\n

Class Features

\n\n

Clockwork Magic @Compendium[world.ddb-graus-dnd-class-features.lIMKRCFIZJ7QrcY0]{Clockwork Magic}

\n

1st-level Clockwork Soul feature

\n

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

\n

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

\n
Clockwork Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Sorcerer LevelSpells
1stalarm, protection from evil and good
3rdaid, lesser restoration
5thdispel magic, protection from energy
7thfreedom of movement, summon construct (a spell in chapter 3)
9thgreater restoration, wall of force
\n

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

\n
Manifestations of Order
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Manifestation
1Spectral cogwheels hover behind you.
2The hands of a clock spin in your eyes.
3Your skin glows with a brassy sheen.
4Floating equations and geometric objects overlay your body.
5Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.
6The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.
\n\n

Restore Balance @Compendium[world.ddb-graus-dnd-class-features.bjYl9IDscm00Pkcq]{Restore Balance}

\n

1st-level Clockwork Soul feature

\n

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

\n

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Bastion of Law @Compendium[world.ddb-graus-dnd-class-features.RbutDFZdFGzsUi2p]{Bastion of Law}

\n

6th-level Clockwork Soul feature

\n

You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you.

\n

The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

\n\n

Trance of Order @Compendium[world.ddb-graus-dnd-class-features.THcRV0MkQ2NjS3H6]{Trance of Order}

\n

14th-level Clockwork Soul feature

\n

You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

\n

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

\n\n

Clockwork Cavalcade @Compendium[world.ddb-graus-dnd-class-features.MNTRjX5TI9l1R5np]{Clockwork Cavalcade}

\n

18th-level Clockwork Soul feature

\n

You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

\n\n

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

\n\n

Sorcerous Origin

\n

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

\n\n

Font of Magic

\n

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.

\n
Sorcery Points
\n

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.

\n
Flexible Casting
\n

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.

\n

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.

\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\n
Creating Spell Slots
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

SPELL SLOT LEVEL

\n
\n

SORCERY POINT COST

\n
\n

1st

\n
\n

2

\n
\n

2nd

\n
\n

3

\n
\n

3rd

\n
\n

5

\n
\n

4th

\n
\n

6

\n
\n

5th

\n
\n

7

\n
\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

\n\n

Metamagic

\n

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.

\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

\n\n

Sorcerous Restoration

\n

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 99","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":6,"data":{"id":6,"name":"Sorcerer","description":"

A spellcaster who draws on inherent magic from a gift or bloodline

\r\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/sorcerer","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":99,"sourceType":1}],"classFeatures":[{"id":318,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":319,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":320,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":321,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":11},{"id":322,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":13},{"id":369,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

","requiredLevel":1,"displayOrder":3},{"id":370,"name":"Sorcerous Origin","prerequisite":null,"description":"

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\r\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

","requiredLevel":1,"displayOrder":4},{"id":371,"name":"Font of Magic","prerequisite":null,"description":"

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.

\r\n
Sorcery Points
\r\n

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.

\r\n
Flexible Casting
\r\n

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.

\r\n

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.

\r\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\r\n
Creating Spell Slots
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

SPELL SLOT LEVEL

\r\n
\r\n

SORCERY POINT COST

\r\n
\r\n

1st

\r\n
\r\n

2

\r\n
\r\n

2nd

\r\n
\r\n

3

\r\n
\r\n

3rd

\r\n
\r\n

5

\r\n
\r\n

4th

\r\n
\r\n

6

\r\n
\r\n

5th

\r\n
\r\n

7

\r\n
\r\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

","requiredLevel":2,"displayOrder":5},{"id":372,"name":"Metamagic","prerequisite":null,"description":"

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.

\r\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

","requiredLevel":3,"displayOrder":6},{"id":373,"name":"Sorcerous Restoration","prerequisite":null,"description":"

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

","requiredLevel":20,"displayOrder":14},{"id":468,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":540,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":3,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"3d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":99,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,4,4,4,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,6],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,11,12,12,13,13,14,14,15,15,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10363,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/sorcerer#ClockworkSoul","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":6,"hitDice":6,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"k4Yf2l51LZkHb5GK","name":"Sorcerer (Divine Soul)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"

A spellcaster who draws on inherent magic from a gift or bloodline

\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Divine Soul

\n

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

\n\n

Class Features

\n\n

Divine Magic @Compendium[world.ddb-graus-dnd-class-features.W7A2djfyeDHBUxyC]{Divine Magic}

\n

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

\n

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
AffinitySpell
Goodcure wounds
Evilinflict wounds
Lawbless
Chaosbane
Neutralityprotection from evil and good
\n
\n\n

Favored by the Gods @Compendium[world.ddb-graus-dnd-class-features.zUE187148k7Vr7gQ]{Favored by the Gods}

\n

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

\n\n

Empowered Healing @Compendium[world.ddb-graus-dnd-class-features.3eF3ppfxegmAxfdJ]{Empowered Healing}

\n

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.

\n\n

Otherworldly Wings @Compendium[world.ddb-graus-dnd-class-features.vFIdHPPyWWs9EzGP]{Otherworldly Wings}

\n

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.

\n

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

\n\n

Unearthly Recovery @Compendium[world.ddb-graus-dnd-class-features.tckFrbUgD0gAGRan]{Unearthly Recovery}

\n

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

\n

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

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

\n\n

Sorcerous Origin

\n

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

\n\n

Font of Magic

\n

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.

\n
Sorcery Points
\n

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.

\n
Flexible Casting
\n

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.

\n

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.

\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\n
Creating Spell Slots
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

SPELL SLOT LEVEL

\n
\n

SORCERY POINT COST

\n
\n

1st

\n
\n

2

\n
\n

2nd

\n
\n

3

\n
\n

3rd

\n
\n

5

\n
\n

4th

\n
\n

6

\n
\n

5th

\n
\n

7

\n
\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

\n\n

Metamagic

\n

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.

\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

\n\n

Sorcerous Restoration

\n

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 99","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":6,"data":{"id":6,"name":"Sorcerer","description":"

A spellcaster who draws on inherent magic from a gift or bloodline

\r\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/sorcerer","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":99,"sourceType":1}],"classFeatures":[{"id":318,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":319,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":320,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":321,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":11},{"id":322,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":13},{"id":369,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

","requiredLevel":1,"displayOrder":3},{"id":370,"name":"Sorcerous Origin","prerequisite":null,"description":"

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\r\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

","requiredLevel":1,"displayOrder":4},{"id":371,"name":"Font of Magic","prerequisite":null,"description":"

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.

\r\n
Sorcery Points
\r\n

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.

\r\n
Flexible Casting
\r\n

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.

\r\n

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.

\r\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\r\n
Creating Spell Slots
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

SPELL SLOT LEVEL

\r\n
\r\n

SORCERY POINT COST

\r\n
\r\n

1st

\r\n
\r\n

2

\r\n
\r\n

2nd

\r\n
\r\n

3

\r\n
\r\n

3rd

\r\n
\r\n

5

\r\n
\r\n

4th

\r\n
\r\n

6

\r\n
\r\n

5th

\r\n
\r\n

7

\r\n
\r\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

","requiredLevel":2,"displayOrder":5},{"id":372,"name":"Metamagic","prerequisite":null,"description":"

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.

\r\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

","requiredLevel":3,"displayOrder":6},{"id":373,"name":"Sorcerous Restoration","prerequisite":null,"description":"

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

","requiredLevel":20,"displayOrder":14},{"id":468,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":540,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":3,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"3d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":99,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,4,4,4,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,6],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,11,12,12,13,13,14,14,15,15,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10363,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/sorcerer#DivineSoul","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":6,"hitDice":6,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"lURoWL7oiKWuwhf0","name":"Druid (Circle of the Land (Grassland))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of the Land (Grassland)

\n

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.

\n\n

Class Features

\n\n

Bonus Cantrip

\n

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

\n\n

Natural Recovery

\n

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.

\n

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.

\n\n

Circle Spells

\n

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, swamp, or Underdark — and consult the associated list of spells.

\n

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.

\n
Arctic
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

hold person, spike growth

\n
\n

5th

\n
\n

sleet storm, slow

\n
\n

7th

\n
\n

freedom of movement, ice storm

\n
\n

9th

\n
\n

commune with nature, cone of cold 

\n
\n
Coast
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

mirror image, misty step

\n
\n

5th

\n
\n

water breathing, water walk

\n
\n

7th

\n
\n

control water, freedom of movement

\n
\n

9th

\n
\n

conjure elemental, scrying

\n
\n
Desert
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

blur, silence

\n
\n

5th

\n
\n

create food and water, protection from energy

\n
\n

7th

\n
\n

blight, hallucinatory terrain

\n
\n

9th

\n
\n

insect plague, wall of stone

\n
\n
Forest
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

barkskin, spider climb

\n
\n

5th

\n
\n

call lightning, plant growth

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

commune with nature, tree stride

\n
\n
Grassland
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

invisibility, pass without trace

\n
\n

5th

\n
\n

daylight, haste

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

dream, insect plague

\n
\n
Mountain
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, spike growth

\n
\n

5th

\n
\n

lightning bolt, meld into stone

\n
\n

7th

\n
\n

stone shape, stoneskin

\n
\n

9th

\n
\n

passwall, wall of stone

\n
\n
Swamp
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

darkness, acid arrow

\n
\n

5th

\n
\n

water walk, stinking cloud

\n
\n

7th

\n
\n

freedom of movement, locate creature

\n
\n

9th

\n
\n

insect plague, scrying

\n
\n
Underdark
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, web

\n
\n

5th

\n
\n

gaseous form, stinking cloud

\n
\n

7th

\n
\n

greater invisibility, stone shape

\n
\n

9th

\n
\n

cloudkill, insect plague

\n
\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Nature’s Ward

\n

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

\n\n

Nature’s Sanctuary

\n

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.

\n

The creature is aware of this effect before it makes its attack against you.

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

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A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleoftheLandGrassland","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"lyfihbBDCeyqIndZ","name":"Wizard","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Class Features

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

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.

\n
Spellbook
\n

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.

\n
Preparing and Casting Spells
\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

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.

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\n
Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

\n

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.

\n

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.

\n

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.

\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\n

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.

\n

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.

\n

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.

\n
\n\n

Arcane Recovery

\n

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.

\n

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.

\n\n

Arcane Tradition

\n

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Spell Mastery

\n

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.

\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

\n\n

Signature Spells @Compendium[world.ddb-graus-dnd-class-features.pP0bEi9cFEhPuATx]{Signature Spells}

\n

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.

\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 112","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":8,"data":{"id":8,"name":"Wizard","description":"

A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/wizard","spellCastingAbilityId":4,"sources":[{"sourceId":1,"pageNumber":112,"sourceType":1}],"classFeatures":[{"id":328,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":329,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":7},{"id":330,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":8},{"id":332,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":412,"name":"Arcane Tradition","prerequisite":null,"description":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":5},{"id":413,"name":"Spell Mastery","prerequisite":null,"description":"

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.

\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

","requiredLevel":18,"displayOrder":10},{"id":414,"name":"Signature Spells","prerequisite":null,"description":"

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.

\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":true}}} {"_id":"mTLzf9SGd8XsxdvT","name":"Druid (Circle of the Land (Coast))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of the Land (Coast)

\n

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.

\n\n

Class Features

\n\n

Bonus Cantrip

\n

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

\n\n

Natural Recovery

\n

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.

\n

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.

\n\n

Circle Spells

\n

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, swamp, or Underdark — and consult the associated list of spells.

\n

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.

\n
Arctic
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

hold person, spike growth

\n
\n

5th

\n
\n

sleet storm, slow

\n
\n

7th

\n
\n

freedom of movement, ice storm

\n
\n

9th

\n
\n

commune with nature, cone of cold 

\n
\n
Coast
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

mirror image, misty step

\n
\n

5th

\n
\n

water breathing, water walk

\n
\n

7th

\n
\n

control water, freedom of movement

\n
\n

9th

\n
\n

conjure elemental, scrying

\n
\n
Desert
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

blur, silence

\n
\n

5th

\n
\n

create food and water, protection from energy

\n
\n

7th

\n
\n

blight, hallucinatory terrain

\n
\n

9th

\n
\n

insect plague, wall of stone

\n
\n
Forest
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

barkskin, spider climb

\n
\n

5th

\n
\n

call lightning, plant growth

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

commune with nature, tree stride

\n
\n
Grassland
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

invisibility, pass without trace

\n
\n

5th

\n
\n

daylight, haste

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

dream, insect plague

\n
\n
Mountain
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, spike growth

\n
\n

5th

\n
\n

lightning bolt, meld into stone

\n
\n

7th

\n
\n

stone shape, stoneskin

\n
\n

9th

\n
\n

passwall, wall of stone

\n
\n
Swamp
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

darkness, acid arrow

\n
\n

5th

\n
\n

water walk, stinking cloud

\n
\n

7th

\n
\n

freedom of movement, locate creature

\n
\n

9th

\n
\n

insect plague, scrying

\n
\n
Underdark
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, web

\n
\n

5th

\n
\n

gaseous form, stinking cloud

\n
\n

7th

\n
\n

greater invisibility, stone shape

\n
\n

9th

\n
\n

cloudkill, insect plague

\n
\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Nature’s Ward

\n

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

\n\n

Nature’s Sanctuary

\n

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.

\n

The creature is aware of this effect before it makes its attack against you.

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 64","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","ins","med","nat","prc","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":3,"data":{"id":3,"name":"Druid","description":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleoftheLandCoast","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"mrZ8Ric8mu33eQ1S","name":"Rogue (Soulknife)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Soulknife

\n

Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work.

\n\n

Class Features

\n\n

Psionic Power

\n

3rd-level Soulknife feature

\n

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

\n

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

\n

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

\n

Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

\n

Psychic Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.

\n

The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.

\n\n

Psychic Blades

\n

3rd-level Soulknife feature

\n

You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

\n

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

\n\n

Soul Blades @Compendium[world.ddb-graus-dnd-class-features.qkKTdhb45u237FJr]{Soul Blades}

\n

9th-level Soulknife feature

\n

Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:

\n

Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.

\n

Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

\n\n

Psychic Veil @Compendium[world.ddb-graus-dnd-class-features.tiZhKnqpNDbfNJtY]{Psychic Veil}

\n

13th-level Soulknife feature

\n

You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

\n

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.

\n\n

Rend Mind @Compendium[world.ddb-graus-dnd-class-features.6U1lYJuJAoBmAfrO]{Rend Mind}

\n

17th-level Soulknife feature

\n

You can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Expertise

\n

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.

\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

\n\n

Sneak Attack

\n

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.

\n

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.

\n

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.

\n\n

Thieves’ Cant

\n

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.

\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

\n\n

Cunning Action

\n

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.

\n\n

Roguish Archetype

\n

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n\n

Uncanny Dodge

\n

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.

\n\n

Evasion

\n

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

\n\n

Reliable Talent

\n

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.

\n\n

Blindsense

\n

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.

\n\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n\n

Elusive

\n

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.

\n\n

Stroke of Luck

\n

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.

\n

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

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 94","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","prc","prf","per"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":12,"data":{"id":12,"name":"Rogue","description":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\r\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/rogue","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":94,"sourceType":1}],"classFeatures":[{"id":313,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":314,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":315,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":14},{"id":316,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":17},{"id":317,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":342,"name":"Expertise","prerequisite":null,"description":"

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.

\r\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

","requiredLevel":1,"displayOrder":3},{"id":343,"name":"Sneak Attack","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":344,"name":"Thieves’ Cant","prerequisite":null,"description":"

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.

\r\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","requiredLevel":1,"displayOrder":5},{"id":345,"name":"Cunning Action","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":346,"name":"Roguish Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":347,"name":"Uncanny Dodge","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":9},{"id":348,"name":"Evasion","prerequisite":null,"description":"

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

","requiredLevel":7,"displayOrder":11},{"id":349,"name":"Reliable Talent","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":13},{"id":350,"name":"Blindsense","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":15},{"id":351,"name":"Slippery Mind","prerequisite":null,"description":"

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","requiredLevel":15,"displayOrder":16},{"id":352,"name":"Elusive","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":18},{"id":353,"name":"Stroke of Luck","prerequisite":null,"description":"

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.

\r\n

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

","requiredLevel":20,"displayOrder":20},{"id":467,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":471,"name":"Expertise","prerequisite":null,"description":"

At 6th level, choose two more of your skill proficiencies, or one more 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.

","requiredLevel":6,"displayOrder":10},{"id":539,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":591,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 10th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":10,"displayOrder":13}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":94,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13","prerequisiteMappings":[{"id":10371,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/rogue#Soulknife","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/13824/90/637407734717785274.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/13824/91/637407734720197328.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":12,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"muKY6DeARb9v3m1P","name":"Bard (College of Lore)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"

An inspiring magician whose power echoes the music of creation

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

College of Lore

\n

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.

\n\n

Class Features

\n\n

Bonus Proficiencies

\n

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

\n\n

Cutting Words

\n

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 DM 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.

\n\n

Additional Magical Secrets

\n

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.

\n\n

Peerless Skill

\n

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 DM tells you whether you succeed or fail.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Bard table shows how many spell slots you have to cast your bard 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know four 1st-level spells of your choice from the bard spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Ritual Casting
\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\n
Spellcasting Focus
\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

\n\n

Bardic Inspiration

\n

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.

\n

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 DM 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.

\n

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.

\n

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.

\n\n

Jack of All Trades

\n

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.

\n\n

Song of Rest

\n

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.

\n

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.

\n\n

Bard College

\n

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

\n\n

Expertise

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Font of Inspiration

\n

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

\n\n

Countercharm

\n

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).

\n\n

Superior Inspiration

\n

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n

Magical Secrets

\n

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\n

You learn two additional spells from any classes at 14th level and again at 18th level.

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 51","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","prf","per","rel","slt","ste","sur"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":1,"data":{"id":1,"name":"Bard","description":"

An inspiring magician whose power echoes the music of creation

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/bard","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":51,"sourceType":1}],"classFeatures":[{"id":74,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Bard table shows how many spell slots you have to cast your bard 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know four 1st-level spells of your choice from the bard spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Ritual Casting
\r\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\r\n
Spellcasting Focus
\r\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

","requiredLevel":1,"displayOrder":3},{"id":75,"name":"Bardic Inspiration","prerequisite":null,"description":"

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.

\r\n

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 DM 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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":79,"name":"Jack of All Trades","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":80,"name":"Song of Rest","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":84,"name":"Bard College","prerequisite":null,"description":"

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

","requiredLevel":3,"displayOrder":7},{"id":85,"name":"Expertise","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":86,"name":"Expertise","prerequisite":null,"description":"

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

","requiredLevel":10,"displayOrder":14},{"id":87,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":88,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":89,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":90,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":16},{"id":91,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":17},{"id":92,"name":"Font of Inspiration","prerequisite":null,"description":"

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

","requiredLevel":5,"displayOrder":11},{"id":93,"name":"Countercharm","prerequisite":null,"description":"

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).

","requiredLevel":6,"displayOrder":12},{"id":94,"name":"Superior Inspiration","prerequisite":null,"description":"

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

","requiredLevel":20,"displayOrder":18},{"id":460,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":531,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":592,"name":"Magical Secrets","prerequisite":null,"description":"

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 14th level and again at 18th level.

","requiredLevel":10,"displayOrder":14},{"id":593,"name":"Magical Secrets","prerequisite":null,"description":"

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 18th level.

","requiredLevel":14,"displayOrder":15},{"id":594,"name":"Magical Secrets","prerequisite":null,"description":"

At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

","requiredLevel":18,"displayOrder":16}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":51,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,4,5,6,7,8,9,10,11,12,14,15,15,16,18,19,19,20,22,22,22],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10356,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/bard#CollegeofLore","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":1,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"n6JiFYcicKAf8Ymt","name":"Fighter (Champion)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"

A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Champion

\n

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.

\n\n

Class Features

\n\n

Improved Critical

\n

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

\n\n

Remarkable Athlete

\n

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.

\n

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.

\n\n

Additional Fighting Style

\n

At 10th level, you can choose a second option from the Fighting Style class feature.

\n\n

Superior Critical

\n

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

\n\n

Survivor

\n

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.

\n\n

Fighting Style

\n

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.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 70","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":10,"data":{"id":10,"name":"Fighter","description":"

A master of martial combat, skilled with a variety of weapons and armor

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/fighter","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":70,"sourceType":1}],"classFeatures":[{"id":191,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":192,"name":"Second Wind","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":193,"name":"Action Surge","prerequisite":null,"description":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":194,"name":"Martial Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":6},{"id":195,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":196,"name":"Extra Attack","prerequisite":null,"description":"

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

\r\n

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.

","requiredLevel":5,"displayOrder":8},{"id":197,"name":"Indomitable","prerequisite":null,"description":"

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.

\r\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","requiredLevel":9,"displayOrder":11},{"id":199,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 6th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":6,"displayOrder":9},{"id":200,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":201,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":13},{"id":202,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 14th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":14,"displayOrder":14},{"id":203,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":15},{"id":204,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":205,"name":"Extra Attack","prerequisite":null,"description":"

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

\r\n

The number of attacks increases to four when you reach 20th level in this class.

","requiredLevel":11,"displayOrder":12},{"id":206,"name":"Extra Attack","prerequisite":null,"description":"

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

","requiredLevel":20,"displayOrder":17},{"id":463,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":535,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":70,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1,2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10367,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]},{"description":"or Dexterity 13","prerequisiteMappings":[{"id":10368,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/fighter#Champion","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":10,"hitDice":10,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"nHsNM3yHnKDPZ0mA","name":"Ranger (Beast Master)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"

A warrior who combats threats on the edges of civilization

\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Beast Master

\n

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.

\n\n

Class Features

\n\n

Ranger’s Companion @Compendium[world.ddb-graus-dnd-class-features.gfDHfT1mPSRS6Q3n]{Ranger’s Companion}

\n

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

\n

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

\n

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

\n

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

\n

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

\n\n

Exceptional Training @Compendium[world.ddb-graus-dnd-class-features.AkThgrsDKg4Nnmji]{Exceptional Training}

\n

Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.

\n

In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Bestial Fury @Compendium[world.ddb-graus-dnd-class-features.nAxLiFvGL2QrWcXb]{Bestial Fury}

\n

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

\n\n

Share Spells @Compendium[world.ddb-graus-dnd-class-features.dN2vtaVKA8gMvTB3]{Share Spells}

\n

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

\n\n

Favored Enemy

\n

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\n

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.

\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\n

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.

\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

\n\n

Natural Explorer

\n

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, swamp, or the Underdark. 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.

\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\n\n

You choose additional favored terrain types at 6th and 10th level.

\n\n

Fighting Style

\n

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\n
Spell Slots
\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the ranger spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n\n

Ranger Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n\n

Primeval Awareness

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Hide in Plain Sight

\n

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.

\n

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.

\n\n

Vanish

\n

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.

\n\n

Feral Senses

\n

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.

\n

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.

\n\n

Foe Slayer

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 89","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["ath","ins","inv","nat","prc","ste"],"value":[]},"spellcasting":{"progression":"half","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":5,"data":{"id":5,"name":"Ranger","description":"

A warrior who combats threats on the edges of civilization

\r\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/ranger","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":89,"sourceType":1}],"classFeatures":[{"id":294,"name":"Favored Enemy","prerequisite":null,"description":"

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\r\n

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.

\r\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\r\n

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.

\r\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

","requiredLevel":1,"displayOrder":3},{"id":295,"name":"Natural Explorer","prerequisite":null,"description":"

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, swamp, or the Underdark. 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.

\r\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\r\n\r\n

You choose additional favored terrain types at 6th and 10th level.

","requiredLevel":1,"displayOrder":4},{"id":296,"name":"Fighting Style","prerequisite":null,"description":"

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\r\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

","requiredLevel":2,"displayOrder":5},{"id":297,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\r\n
Spell Slots
\r\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

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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.

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Spells Known of 1st Level and Higher
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You know two 1st-level spells of your choice from the ranger spell list.

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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.

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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.

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Spellcasting Ability
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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.

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Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

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Spell attack modifier = your proficiency bonus + your Wisdom modifier

","requiredLevel":2,"displayOrder":6},{"id":298,"name":"Ranger Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

","requiredLevel":3,"displayOrder":7},{"id":299,"name":"Primeval Awareness","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":300,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":301,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":302,"name":"Land’s Stride","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":8,"displayOrder":12},{"id":303,"name":"Hide in Plain Sight","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":10,"displayOrder":14},{"id":304,"name":"Vanish","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":16},{"id":305,"name":"Feral Senses","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":19},{"id":306,"name":"Foe Slayer","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":21},{"id":309,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":310,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":311,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":312,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":466,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":538,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":89,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[0,0,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10361,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10362,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/ranger#BeastMaster","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":5,"hitDice":10,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"o0bavAi1yctDqJmI","name":"Wizard (School of Enchantment)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

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Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

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

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School of Enchantment

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As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

\n\n

Class Features

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Enchantment Savant @Compendium[world.ddb-graus-dnd-class-features.CJYLG9Sj5yiBA3v4]{Enchantment Savant}

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Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.

\n\n

Hypnotic Gaze @Compendium[world.ddb-graus-dnd-class-features.u77pQXlJcp4OYH3O]{Hypnotic Gaze}

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Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

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On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

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Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

\n\n

Instinctive Charm @Compendium[world.ddb-graus-dnd-class-features.jfVsb28B4D3QT3UR]{Instinctive Charm}

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Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.

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You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

\n\n

Split Enchantment @Compendium[world.ddb-graus-dnd-class-features.lIlbSSQdEzdvb0yv]{Split Enchantment}

\n

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

\n\n

Alter Memories @Compendium[world.ddb-graus-dnd-class-features.Fffb9fote0uaqEzj]{Alter Memories}

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At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

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Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.

\n\n

Ability Score Improvement

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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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

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As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
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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.

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Spellbook
\n

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.

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Preparing and Casting Spells
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The Wizard table shows how many spell slots you have to cast your wizard 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.

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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.

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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.

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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.

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Spellcasting Ability
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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.

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Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

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Spell attack modifier = your proficiency bonus + your Intelligence modifier

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Ritual Casting
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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.

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Spellcasting Focus
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You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

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Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

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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.

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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.

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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.

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For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

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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.

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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.

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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.

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\n\n

Arcane Recovery

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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.

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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.

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Arcane Tradition

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When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

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Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

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Spell Mastery

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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.

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By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

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Signature Spells

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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.

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If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

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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

\n\n

Hit Points

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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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 112","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":8,"data":{"id":8,"name":"Wizard","description":"

A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/wizard","spellCastingAbilityId":4,"sources":[{"sourceId":1,"pageNumber":112,"sourceType":1}],"classFeatures":[{"id":328,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":329,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":7},{"id":330,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":8},{"id":332,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":412,"name":"Arcane Tradition","prerequisite":null,"description":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":5},{"id":413,"name":"Spell Mastery","prerequisite":null,"description":"

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.

\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

","requiredLevel":18,"displayOrder":10},{"id":414,"name":"Signature Spells","prerequisite":null,"description":"

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.

\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard#SchoolofEnchantment","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":8,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"o6lVW8F2k3X46gNO","name":"Ranger (Gloom Stalker)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"

A warrior who combats threats on the edges of civilization

\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Gloom Stalker

\n

Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

\n\n

Class Features

\n\n

Gloom Stalker Magic @Compendium[world.ddb-graus-dnd-class-features.K47VdrQpsgeQIo3M]{Gloom Stalker Magic}

\n

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

\n

Gloom Stalker Spells

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Ranger LevelSpell
3rddisguise self
5thrope trick
9thfear
13thgreater invisibility
17thseeming
\n
\n\n

Dread Ambusher @Compendium[world.ddb-graus-dnd-class-features.NjOzonleWhrZ3Arx]{Dread Ambusher}

\n

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

\n

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.

\n\n

Umbral Sight @Compendium[world.ddb-graus-dnd-class-features.KiVV1DbgfC9AKXZz]{Umbral Sight}

\n

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

\n

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

\n\n

Iron Mind @Compendium[world.ddb-graus-dnd-class-features.dqCbASmwkNMaM8p3]{Iron Mind}

\n

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

\n\n

Stalker’s Flurry @Compendium[world.ddb-graus-dnd-class-features.pVweLB94PhAg4z94]{Stalker’s Flurry}

\n

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

\n\n

Shadowy Dodge @Compendium[world.ddb-graus-dnd-class-features.CgoDAfhUO1Dj8wKR]{Shadowy Dodge}

\n

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

\n\n

Favored Enemy

\n

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\n

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.

\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\n

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.

\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

\n\n

Natural Explorer

\n

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, swamp, or the Underdark. 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.

\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\n\n

You choose additional favored terrain types at 6th and 10th level.

\n\n

Fighting Style

\n

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\n
Spell Slots
\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the ranger spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n\n

Ranger Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n\n

Primeval Awareness

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Hide in Plain Sight

\n

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.

\n

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.

\n\n

Vanish

\n

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.

\n\n

Feral Senses

\n

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.

\n

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.

\n\n

Foe Slayer

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 89","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["ath","ins","inv","nat","prc","ste"],"value":[]},"spellcasting":{"progression":"half","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":5,"data":{"id":5,"name":"Ranger","description":"

A warrior who combats threats on the edges of civilization

\r\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/ranger","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":89,"sourceType":1}],"classFeatures":[{"id":294,"name":"Favored Enemy","prerequisite":null,"description":"

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\r\n

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.

\r\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\r\n

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.

\r\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

","requiredLevel":1,"displayOrder":3},{"id":295,"name":"Natural Explorer","prerequisite":null,"description":"

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, swamp, or the Underdark. 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.

\r\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\r\n\r\n

You choose additional favored terrain types at 6th and 10th level.

","requiredLevel":1,"displayOrder":4},{"id":296,"name":"Fighting Style","prerequisite":null,"description":"

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\r\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

","requiredLevel":2,"displayOrder":5},{"id":297,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\r\n
Spell Slots
\r\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the ranger spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

","requiredLevel":2,"displayOrder":6},{"id":298,"name":"Ranger Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

","requiredLevel":3,"displayOrder":7},{"id":299,"name":"Primeval Awareness","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":300,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":301,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":302,"name":"Land’s Stride","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":8,"displayOrder":12},{"id":303,"name":"Hide in Plain Sight","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":10,"displayOrder":14},{"id":304,"name":"Vanish","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":16},{"id":305,"name":"Feral Senses","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":19},{"id":306,"name":"Foe Slayer","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":21},{"id":309,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":310,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":311,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":312,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":466,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":538,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":89,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[0,0,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10361,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10362,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/ranger#GloomStalker","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":5,"hitDice":10,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"oyO1WJ9weXGYInNn","name":"Paladin (Oathbreaker)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"

A holy warrior bound to a sacred oath

\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Oathbreaker

\n

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only darkness remains.

\n\n

Class Features

\n\n

Oathbreaker Spells @Compendium[world.ddb-graus-dnd-class-features.31ui63tJOkyoDGbO]{Oathbreaker Spells}

\n

An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
3rdhellish rebuke, inflict wounds
5thcrown of madness, darkness
9thanimate dead, bestow curse
13thblight, confusion
17thcontagion, dominate person
\n\n

Channel Divinity

\n

An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.

\n

Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.

\n

Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

\n\n

Aura of Hate @Compendium[world.ddb-graus-dnd-class-features.ILkFlXkAgcWGA8Vm]{Aura of Hate}

\n

Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Supernatural Resistance @Compendium[world.ddb-graus-dnd-class-features.Vhvlc0Rj6DAKFl0t]{Supernatural Resistance}

\n

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

\n\n

Dread Lord @Compendium[world.ddb-graus-dnd-class-features.JdjjXTih8JRxRUPd]{Dread Lord}

\n

At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

\n

While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin’s Charisma modifier.

\n

After activating the aura, the paladin can’t do so again until he or she finishes a long rest.

\n\n

Divine Sense

\n

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.

\n

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.

\n\n

Lay on Hands

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n\n

Fighting Style

\n

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.

\n\n

Spellcasting

\n

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

\n\n

Divine Smite

\n

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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n\n

Divine Health

\n

By 3rd level, the divine magic flowing through you makes you immune to disease.

\n\n

Sacred Oath

\n

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 the Oath of Devotion detailed at the end of the class description or one from another source.

\n

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.

\n

Oath Spells

\n

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.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Aura of Protection

\n

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.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Aura of Courage

\n

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Improved Divine Smite

\n

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.

\n\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\n

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.

\n\n

Aura Improvements

\n

At 18th level, the range of your auras increase to 30 feet.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 82","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"spellcasting":{"progression":"half","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":4,"data":{"id":4,"name":"Paladin","description":"

A holy warrior bound to a sacred oath

\r\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/paladin","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":82,"sourceType":1}],"classFeatures":[{"id":260,"name":"Divine Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":261,"name":"Lay on Hands","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

This feature has no effect on undead and constructs.

","requiredLevel":1,"displayOrder":4},{"id":262,"name":"Fighting Style","prerequisite":null,"description":"

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.

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By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\r\n
Preparing and Casting Spells
\r\n

The Paladin table shows how many spell slots you have to cast your paladin 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

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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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

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By 3rd level, the divine magic flowing through you makes you immune to disease.

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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 the Oath of Devotion detailed at the end of the class description or one from another source.

\r\n

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.

\r\n

Oath Spells

\r\n

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.

\r\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\r\n

Channel Divinity

\r\n

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

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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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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

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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.

\r\n

At 18th level, the range of this aura increases to 30 feet.

","requiredLevel":6,"displayOrder":12},{"id":271,"name":"Aura of Courage","prerequisite":null,"description":"

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

\r\n

At 18th level, the range of this aura increases to 30 feet.

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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.

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Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\r\n

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.

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At 18th level, the range of your auras increase to 30 feet.

","requiredLevel":18,"displayOrder":19},{"id":275,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":276,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":16},{"id":277,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":278,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":465,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":537,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":2,"spellContainerName":null,"sourcePageNumber":82,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13 and Charisma 13","prerequisiteMappings":[{"id":10359,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"},{"id":10360,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/paladin#Oathbreaker","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/6/636336417477714942.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/364/636272701936950702.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/365/636272701937419552.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":4,"hitDice":10,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"p3im3SKvCIjuBmTx","name":"Blood Hunter","type":"class","img":"ddb-images/other/class-portrait-637158853102614868-png-width-1000-height-1000-fit-bounds-quality-95-auto-webp.png","data":{"description":{"value":"

A fanatical slayer that embraces dark knowledge to destroy evil

\n

Hit Die: d10
Primary Ability: Strength or Dexterity, & Intelligence
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n

Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

\n\n

Class Features

\n\n

Hit Points

\n

Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

\n\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival

\n\n

Hunter's Bane @Compendium[world.ddb-graus-dnd-class-features.wTLwIRjMhuxVojhW]{Hunter's Bane}

\n

Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

\n

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\n

Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.

\n\n

Blood Maledict @Compendium[world.ddb-graus-dnd-class-features.x1eNeihFReQwnGBI]{Blood Maledict}

\n

At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.

\n

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.

\n

You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

\n\n

Fighting Style

\n

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.

\n\n

Crimson Rite @Compendium[world.ddb-graus-dnd-class-features.fjldP3k6xbTHknkR]{Crimson Rite}

\n

At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

\n

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

\n

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

\n

You learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.

\n

Primal Rites

\n

Choose from the following:

\n

Rite of the Flame. Your rite damage is fire damage.

\n

Rite of the Frozen. Your rite damage is cold damage.

\n

Rite of the Storm. Your rite damage is lightning damage.

\n

Esoteric Rites

\n

Choose from the following:

\n

Rite of the Dead. Your rite damage is necrotic damage.

\n

Rite of the Oracle. Your rite damage is psychic damage.

\n

Rite of the Roar. Your rite damage is thunder damage.

\n\n

Blood Hunter Order @Compendium[world.ddb-graus-dnd-class-features.lgiPCQ5qxp84A7O4]{Blood Hunter Order}

\n

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Brand of Castigation @Compendium[world.ddb-graus-dnd-class-features.7B1rYtLdKNjxDE15]{Brand of Castigation}

\n

At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).

\n

Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

\n

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

\n\n

Grim Psychometry @Compendium[world.ddb-graus-dnd-class-features.F2HH2z2Opy5SSnl1]{Grim Psychometry}

\n

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

\n\n

Dark Augmentation @Compendium[world.ddb-graus-dnd-class-features.KXXiETx9VdGV2w0G]{Dark Augmentation}

\n

Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

\n\n

Brand of Tethering @Compendium[world.ddb-graus-dnd-class-features.VDURM8vWlHFj1nzM]{Brand of Tethering}

\n

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).

\n

In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

\n\n

Hardened Soul @Compendium[world.ddb-graus-dnd-class-features.aou9o22eYsxA2DUS]{Hardened Soul}

\n

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

\n\n

Sanguine Mastery @Compendium[world.ddb-graus-dnd-class-features.wrFU1j9LqWWVR8Qr]{Sanguine Mastery}

\n

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.

\n

In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.

\n\n

Blood Curses @Compendium[world.ddb-graus-dnd-class-features.2IHkbA4t87EKjr1t]{Blood Curses}

\n

The blood curses are presented in alphabetical order.

\n
Blood Curse of the Anxious
\n

As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.

\n

Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\n
Blood Curse of Binding
\n

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

\n

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

\n
Blood Curse of Bloated Agony
\n

As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.

\n

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

\n
Blood Curse of Corrosion
\n

Prerequisite: 15th level, Order of the Mutant

\n

As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.

\n

Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

\n
Blood Curse of the Exorcist
\n

Prerequisite: 15th level, Order of the Ghostslayer

\n

As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.

\n

Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

\n
Blood Curse of Exposure
\n

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.

\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

\n
Blood Curse of the Eyeless
\n

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

\n

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

\n
Blood Curse of the Fallen Puppet
\n

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.

\n

Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).

\n
Blood Curse of the Howl
\n

Prerequisite: 18th level, Order of the Lycan

\n

As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

\n

You can choose any number of creatures you can see to be unaffected by the howl.

\n

Amplify. The range of this curse increases to 60 feet.

\n
Blood Curse of the Marked
\n

As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.

\n

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

\n
Blood Curse of the Muddled Mind
\n

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

\n

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

\n
Blood Curse of the Souleater
\n

Prerequisite: 18th level, Order of the Profane Soul

\n

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have advantage.

\n

Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\n\n","chat":"","unidentified":""},"source":"Critical Role","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":357975,"data":{"id":357975,"name":"Blood Hunter","description":"

A fanatical slayer that embraces dark knowledge to destroy evil

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity, & Intelligence
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n\r\n

Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/8551/967/637158853097790600.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/8551/968/637158853099606981.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/8551/969/637158853102614868.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/blood-hunter","spellCastingAbilityId":null,"sources":[{"sourceId":31,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":1610518,"name":"Hit Points","prerequisite":null,"description":"

Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

","requiredLevel":1,"displayOrder":1},{"id":1610574,"name":"Proficiencies","prerequisite":null,"description":"

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival

","requiredLevel":1,"displayOrder":2},{"id":1610579,"name":"Hunter's Bane","prerequisite":null,"description":"

Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

\r\n

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\r\n

Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.

","requiredLevel":1,"displayOrder":3},{"id":1610580,"name":"Blood Maledict","prerequisite":null,"description":"

At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.

\r\n

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.

\r\n

You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

","requiredLevel":1,"displayOrder":4},{"id":1610582,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":1610627,"name":"Crimson Rite","prerequisite":null,"description":"

At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

\r\n

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

\r\n

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

\r\n

You learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.

\r\n

Primal Rites

\r\n

Choose from the following:

\r\n

Rite of the Flame. Your rite damage is fire damage.

\r\n

Rite of the Frozen. Your rite damage is cold damage.

\r\n

Rite of the Storm. Your rite damage is lightning damage.

\r\n

Esoteric Rites

\r\n

Choose from the following:

\r\n

Rite of the Dead. Your rite damage is necrotic damage.

\r\n

Rite of the Oracle. Your rite damage is psychic damage.

\r\n

Rite of the Roar. Your rite damage is thunder damage.

","requiredLevel":2,"displayOrder":7},{"id":1610847,"name":"Blood Hunter Order","prerequisite":null,"description":"

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":8},{"id":1610874,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":1610882,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":1610883,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":1610884,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":1610885,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":1610898,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":1610903,"name":"Brand of Castigation","prerequisite":null,"description":"

At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).

\r\n

Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

\r\n

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

","requiredLevel":6,"displayOrder":11},{"id":1610910,"name":"Grim Psychometry","prerequisite":null,"description":"

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

","requiredLevel":9,"displayOrder":13},{"id":1610911,"name":"Dark Augmentation","prerequisite":null,"description":"

Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

","requiredLevel":10,"displayOrder":14},{"id":1610915,"name":"Brand of Tethering","prerequisite":null,"description":"

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).

\r\n

In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

","requiredLevel":13,"displayOrder":16},{"id":1610921,"name":"Hardened Soul","prerequisite":null,"description":"

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

","requiredLevel":14,"displayOrder":17},{"id":1610923,"name":"Sanguine Mastery","prerequisite":null,"description":"

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.

\r\n

In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.

","requiredLevel":20,"displayOrder":20},{"id":1611383,"name":"Blood Curses","prerequisite":null,"description":"

The blood curses are presented in alphabetical order.

\r\n
Blood Curse of the Anxious
\r\n

As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.

\r\n

Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\r\n
Blood Curse of Binding
\r\n

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

\r\n

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

\r\n
Blood Curse of Bloated Agony
\r\n

As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.

\r\n

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

\r\n
Blood Curse of Corrosion
\r\n

Prerequisite: 15th level, Order of the Mutant

\r\n

As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.

\r\n

Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

\r\n
Blood Curse of the Exorcist
\r\n

Prerequisite: 15th level, Order of the Ghostslayer

\r\n

As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.

\r\n

Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

\r\n
Blood Curse of Exposure
\r\n

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.

\r\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

\r\n
Blood Curse of the Eyeless
\r\n

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

\r\n

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

\r\n
Blood Curse of the Fallen Puppet
\r\n

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.

\r\n

Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).

\r\n
Blood Curse of the Howl
\r\n

Prerequisite: 18th level, Order of the Lycan

\r\n

As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

\r\n

You can choose any number of creatures you can see to be unaffected by the howl.

\r\n

Amplify. The range of this curse increases to 60 feet.

\r\n
Blood Curse of the Marked
\r\n

As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.

\r\n

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

\r\n
Blood Curse of the Muddled Mind
\r\n

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

\r\n

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

\r\n
Blood Curse of the Souleater
\r\n

Prerequisite: 18th level, Order of the Profane Soul

\r\n

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have advantage.

\r\n

Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

","requiredLevel":1,"displayOrder":21}],"hitDice":10,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":146776,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/blood-hunter","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/8551/969/637158853102614868.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/8551/967/637158853097790600.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/8551/968/637158853099606981.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":10,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"pcNCiRSORYKTaW40","name":"Monk (Way of the Open Hand)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Way of the Open Hand

\n

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.

\n\n

Class Features

\n\n

Open Hand Technique

\n

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:

\n\n\n

Wholeness of Body

\n

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

\n\n

Tranquility

\n

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.

\n\n

Quivering Palm @Compendium[world.ddb-graus-dnd-class-features.fO1y6BeAZmkfAWwj]{Quivering Palm}

\n

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.

\n

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.

\n\n

Unarmored Defense

\n

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.

\n\n

Martial Arts

\n

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.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n

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 in the Weapons section.

\n\n

Ki

\n

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.

\n

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.

\n

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.

\n

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:

\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\n
Flurry of Blows
\n

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.

\n
Patient Defense
\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\n
Step of the Wind
\n

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.

\n\n

Unarmored Movement

\n

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.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n

Monastic Tradition

\n

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n\n

Deflect Missiles

\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Slow Fall

\n

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.

\n\n

Extra Attack

\n

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

\n\n

Stunning Strike @Compendium[world.ddb-graus-dnd-class-features.ps7Uhl278ol8CL0J]{Stunning Strike}

\n

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.

\n\n

Ki-Empowered Strikes

\n

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Evasion

\n

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.

\n\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n\n

Purity of Body

\n

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

\n\n

Tongue of the Sun and Moon

\n

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.

\n\n

Diamond Soul @Compendium[world.ddb-graus-dnd-class-features.F0PlhR6yIOXtNeDj]{Diamond Soul}

\n

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

\n\n

Timeless Body

\n

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.

\n\n

Empty Body @Compendium[world.ddb-graus-dnd-class-features.Yfh3m3cTWOl1elrC]{Empty Body}

\n

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.

\n

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.

\n\n

Perfect Self

\n

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

\n\n

Unarmored Movement Improvement @Compendium[world.ddb-graus-dnd-class-features.P8AAztFApL02TsXg]{Unarmored Movement Improvement}

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 76","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":11,"data":{"id":11,"name":"Monk","description":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\r\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/monk","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":76,"sourceType":1}],"classFeatures":[{"id":226,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":227,"name":"Martial Arts","prerequisite":null,"description":"

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.

\r\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\r\n\r\n

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 in the Weapons section.

","requiredLevel":1,"displayOrder":4},{"id":228,"name":"Ki","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

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:

\r\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n
Flurry of Blows
\r\n

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.

\r\n
Patient Defense
\r\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\r\n
Step of the Wind
\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":229,"name":"Unarmored Movement","prerequisite":null,"description":"

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.

\r\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

","requiredLevel":2,"displayOrder":6},{"id":230,"name":"Monastic Tradition","prerequisite":null,"description":"

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":231,"name":"Deflect Missiles","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":3,"displayOrder":8},{"id":232,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":233,"name":"Slow Fall","prerequisite":null,"description":"

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.

","requiredLevel":4,"displayOrder":10},{"id":234,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":235,"name":"Stunning Strike","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":12},{"id":236,"name":"Ki-Empowered Strikes","prerequisite":null,"description":"

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

","requiredLevel":6,"displayOrder":13},{"id":237,"name":"Evasion","prerequisite":null,"description":"

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.

","requiredLevel":7,"displayOrder":15},{"id":238,"name":"Stillness of Mind","prerequisite":null,"description":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","requiredLevel":7,"displayOrder":16},{"id":239,"name":"Purity of Body","prerequisite":null,"description":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

","requiredLevel":10,"displayOrder":19},{"id":240,"name":"Tongue of the Sun and Moon","prerequisite":null,"description":"

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.

","requiredLevel":13,"displayOrder":22},{"id":241,"name":"Diamond Soul","prerequisite":null,"description":"

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\r\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

","requiredLevel":14,"displayOrder":23},{"id":242,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":25},{"id":243,"name":"Empty Body","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":27},{"id":244,"name":"Perfect Self","prerequisite":null,"description":"

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

","requiredLevel":20,"displayOrder":30},{"id":245,"name":"Unarmored Movement Improvement","prerequisite":null,"description":"

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

","requiredLevel":9,"displayOrder":18},{"id":246,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":17},{"id":247,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":21},{"id":248,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":26},{"id":249,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":29},{"id":455,"name":"Unarmored Movement","prerequisite":null,"description":"

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

","requiredLevel":6,"displayOrder":14},{"id":456,"name":"Unarmored Movement","prerequisite":null,"description":"

At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

","requiredLevel":10,"displayOrder":20},{"id":457,"name":"Unarmored Movement","prerequisite":null,"description":"

At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

","requiredLevel":14,"displayOrder":24},{"id":458,"name":"Unarmored Movement","prerequisite":null,"description":"

At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

","requiredLevel":18,"displayOrder":28},{"id":464,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":536,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":76,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10369,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10370,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/monk#WayoftheOpenHand","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":11,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"puvMdzEElYPBwgU9","name":"Warlock (The Fiend)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

The Fiend

\n

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.

\n\n

Class Features

\n\n

Expanded Spell List

\n

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.

\n
Fiend Expanded Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Spell LevelSpells
\n

1st

\n
\n

burning hands, command

\n
\n

2nd

\n
\n

blindness/deafness, scorching ray

\n
\n

3rd

\n
\n

fireball, stinking cloud

\n
\n

4th

\n
\n

fire shield, wall of fire

\n
\n

5th

\n
\n

flame strike, hallow

\n
\n\n

Dark One’s Blessing @Compendium[world.ddb-graus-dnd-class-features.ORIDNYrI2Hyt56os]{Dark One’s Blessing}

\n

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).

\n\n

Dark One’s Own Luck @Compendium[world.ddb-graus-dnd-class-features.D1lQa85WaCFI0Xaz]{Dark One’s Own Luck}

\n

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 add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

\n

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

\n\n

Fiendish Resilience

\n

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.

\n\n

Hurl Through Hell

\n

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.

\n

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.

\n

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

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Otherworldly Patron

\n

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

\n\n

Pact Magic

\n

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\n
Cantrips
\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n
Spell Slots
\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\n
Spells Known of 1st Level and Higher
\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

\n\n

Eldritch Invocations

\n

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\n

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.

\n

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.

\n

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.

\n\n

Pact Boon

\n

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.

\n\n

Mystic Arcanum (6th level) @Compendium[world.ddb-graus-dnd-class-features.NpNZASOjvKQNhDYp]{Mystic Arcanum (6th level)}

\n

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.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

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.

\n\n

Eldritch Master

\n

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.

\n\n

Mystic Arcanum (7th level) @Compendium[world.ddb-graus-dnd-class-features.xM2mn8PAzbwMJI66]{Mystic Arcanum (7th level)}

\n

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

\n\n

Mystic Arcanum (8th level) @Compendium[world.ddb-graus-dnd-class-features.QqbxCVKFRPtqTcOJ]{Mystic Arcanum (8th level)}

\n

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Mystic Arcanum (9th level) @Compendium[world.ddb-graus-dnd-class-features.ZNA7yJsk30EaoTIz]{Mystic Arcanum (9th level)}

\n

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 105","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"pact","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":7,"data":{"id":7,"name":"Warlock","description":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/warlock","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":105,"sourceType":1}],"classFeatures":[{"id":323,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":324,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":325,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":326,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":13},{"id":327,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":386,"name":"Otherworldly Patron","prerequisite":null,"description":"

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","requiredLevel":1,"displayOrder":3},{"id":387,"name":"Pact Magic","prerequisite":null,"description":"

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\r\n
Cantrips
\r\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\r\n
Spell Slots
\r\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\r\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\r\n
Spells Known of 1st Level and Higher
\r\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

","requiredLevel":1,"displayOrder":4},{"id":388,"name":"Eldritch Invocations","prerequisite":null,"description":"

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\r\n

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.

\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":389,"name":"Pact Boon","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":6},{"id":390,"name":"Mystic Arcanum (6th level)","prerequisite":null,"description":"

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.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

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.

","requiredLevel":11,"displayOrder":9},{"id":391,"name":"Eldritch Master","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":16},{"id":392,"name":"Mystic Arcanum (7th level)","prerequisite":null,"description":"

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

","requiredLevel":13,"displayOrder":11},{"id":393,"name":"Mystic Arcanum (8th level)","prerequisite":null,"description":"

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":15,"displayOrder":12},{"id":394,"name":"Mystic Arcanum (9th level)","prerequisite":null,"description":"

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":17,"displayOrder":14},{"id":469,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":541,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":105,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,10,11,11,12,12,13,13,14,14,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10364,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/warlock#TheFiend","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":7,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"pyMBIt16I7PF40LM","name":"Druid (Circle of the Land (Forest))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of the Land (Forest)

\n

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.

\n\n

Class Features

\n\n

Bonus Cantrip

\n

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

\n\n

Natural Recovery

\n

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.

\n

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.

\n\n

Circle Spells

\n

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, swamp, or Underdark — and consult the associated list of spells.

\n

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.

\n
Arctic
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

hold person, spike growth

\n
\n

5th

\n
\n

sleet storm, slow

\n
\n

7th

\n
\n

freedom of movement, ice storm

\n
\n

9th

\n
\n

commune with nature, cone of cold 

\n
\n
Coast
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

mirror image, misty step

\n
\n

5th

\n
\n

water breathing, water walk

\n
\n

7th

\n
\n

control water, freedom of movement

\n
\n

9th

\n
\n

conjure elemental, scrying

\n
\n
Desert
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

blur, silence

\n
\n

5th

\n
\n

create food and water, protection from energy

\n
\n

7th

\n
\n

blight, hallucinatory terrain

\n
\n

9th

\n
\n

insect plague, wall of stone

\n
\n
Forest
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

barkskin, spider climb

\n
\n

5th

\n
\n

call lightning, plant growth

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

commune with nature, tree stride

\n
\n
Grassland
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

invisibility, pass without trace

\n
\n

5th

\n
\n

daylight, haste

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

dream, insect plague

\n
\n
Mountain
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, spike growth

\n
\n

5th

\n
\n

lightning bolt, meld into stone

\n
\n

7th

\n
\n

stone shape, stoneskin

\n
\n

9th

\n
\n

passwall, wall of stone

\n
\n
Swamp
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

darkness, acid arrow

\n
\n

5th

\n
\n

water walk, stinking cloud

\n
\n

7th

\n
\n

freedom of movement, locate creature

\n
\n

9th

\n
\n

insect plague, scrying

\n
\n
Underdark
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, web

\n
\n

5th

\n
\n

gaseous form, stinking cloud

\n
\n

7th

\n
\n

greater invisibility, stone shape

\n
\n

9th

\n
\n

cloudkill, insect plague

\n
\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Nature’s Ward

\n

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

\n\n

Nature’s Sanctuary

\n

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.

\n

The creature is aware of this effect before it makes its attack against you.

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

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A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleoftheLandForest","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"qHItp6BcMKYmVvRu","name":"Ranger (Swarmkeeper)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"

A warrior who combats threats on the edges of civilization

\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Swarmkeeper

\n

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger.

\n\n

Class Features

\n\n

Gathered Swarm @Compendium[world.ddb-graus-dnd-class-features.fiPerqZLLj7vF88q]{Gathered Swarm}

\n

3rd-level Swarmkeeper feature

\n

A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

\n
Swarm Appearance
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d4Appearance
1Swarming insects
2Miniature twig blights
3Fluttering birds
4Playful pixies
\n
\n

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

\n\n\n

Swarmkeeper Magic @Compendium[world.ddb-graus-dnd-class-features.59stwsBmF3py9fyY]{Swarmkeeper Magic}

\n

3rd-level Swarmkeeper feature

\n

You learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of your swarming nature spirits.

\n

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

\n
Swarmkeeper Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Ranger LevelSpells
3rdfaerie fire, mage hand
5thweb
9thgaseous form
13tharcane eye
17thinsect plague
\n\n

Writhing Tide @Compendium[world.ddb-graus-dnd-class-features.pUUEp7sLegnMaBgF]{Writhing Tide}

\n

7th-level Swarmkeeper feature

\n

You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

\n

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Mighty Swarm @Compendium[world.ddb-graus-dnd-class-features.kCYefkTyGRKYQkip]{Mighty Swarm}

\n

11th-level Swarmkeeper feature

\n

Your Gathered Swarm grows mightier in the following ways:

\n\n\n

Swarming Dispersal @Compendium[world.ddb-graus-dnd-class-features.6bbwYXw4N1oPSnYP]{Swarming Dispersal}

\n

15th-level Swarmkeeper feature

\n

You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

\n

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Favored Enemy

\n

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\n

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.

\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\n

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.

\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

\n\n

Natural Explorer

\n

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, swamp, or the Underdark. 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.

\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\n\n

You choose additional favored terrain types at 6th and 10th level.

\n\n

Fighting Style

\n

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\n
Spell Slots
\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the ranger spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n\n

Ranger Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n\n

Primeval Awareness

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Hide in Plain Sight

\n

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.

\n

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.

\n\n

Vanish

\n

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.

\n\n

Feral Senses

\n

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.

\n

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.

\n\n

Foe Slayer

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 89","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["ath","ins","inv","nat","prc","ste"],"value":[]},"spellcasting":{"progression":"half","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":5,"data":{"id":5,"name":"Ranger","description":"

A warrior who combats threats on the edges of civilization

\r\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/ranger","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":89,"sourceType":1}],"classFeatures":[{"id":294,"name":"Favored Enemy","prerequisite":null,"description":"

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\r\n

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.

\r\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\r\n

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.

\r\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

","requiredLevel":1,"displayOrder":3},{"id":295,"name":"Natural Explorer","prerequisite":null,"description":"

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, swamp, or the Underdark. 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.

\r\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\r\n\r\n

You choose additional favored terrain types at 6th and 10th level.

","requiredLevel":1,"displayOrder":4},{"id":296,"name":"Fighting Style","prerequisite":null,"description":"

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\r\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

","requiredLevel":2,"displayOrder":5},{"id":297,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\r\n
Spell Slots
\r\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the ranger spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

","requiredLevel":2,"displayOrder":6},{"id":298,"name":"Ranger Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

","requiredLevel":3,"displayOrder":7},{"id":299,"name":"Primeval Awareness","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":300,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":301,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":302,"name":"Land’s Stride","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":8,"displayOrder":12},{"id":303,"name":"Hide in Plain Sight","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":10,"displayOrder":14},{"id":304,"name":"Vanish","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":16},{"id":305,"name":"Feral Senses","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":19},{"id":306,"name":"Foe Slayer","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":21},{"id":309,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":310,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":311,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":312,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":466,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":538,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":89,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[0,0,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10361,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10362,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/ranger#Swarmkeeper","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":5,"hitDice":10,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"qYq21pVNuKH45wTw","name":"Cleric (Peace Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Peace Domain

\n

Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.

\n\n

Class Features

\n\n

Domain Spells

\n

1st-level Peace Domain feature

\n

You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.

\n
Peace Domain Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Cleric LevelSpells
\n

1st

\n
\n

heroism, sanctuary

\n
\n

3rd

\n
\n

aid, warding bond

\n
\n

5th

\n
\n

beacon of hope, sending

\n
\n

7th

\n
\n

aura of purity, Otiluke’s resilient sphere

\n
\n

9th

\n
\n

greater restoration, Rary’s telepathic bond

\n
\n\n

Implement of Peace @Compendium[world.ddb-graus-dnd-class-features.4dYwBZA3XYBeBREy]{Implement of Peace}

\n

1st-level Peace Domain feature

\n

You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

\n\n

Emboldening Bond @Compendium[world.ddb-graus-dnd-class-features.7SchWMRNjTY0nCgN]{Emboldening Bond}

\n

1st-level Peace Domain feature

\n

You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

\n

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Channel Divinity: Balm of Peace @Compendium[world.ddb-graus-dnd-class-features.8a1KMCR9e8G9p01X]{Channel Divinity: Balm of Peace}

\n

 2nd-level Peace Domain feature

\n

You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

\n\n

Protective Bond @Compendium[world.ddb-graus-dnd-class-features.lyPqrKLYNQCuaCcQ]{Protective Bond}

\n

6th-level Peace Domain feature

\n

The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

\n\n

Potent Spellcasting

\n

8th-level Peace Domain feature

\n

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

\n\n

Expansive Bond @Compendium[world.ddb-graus-dnd-class-features.erTCWtQ0NpDJ33WL]{Expansive Bond}

\n

17th-level Peace Domain feature

\n

The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage.

\n\n

Spellcasting

\n

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

\n\n

Divine Domain

\n

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\n
Domain Spells
\n

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.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\n

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.

\n
Channel Divinity: Turn Undead
\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Destroy Undead

\n

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.

\n

Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cleric Level

\n
\n

Destroys Undead of CR ...

\n
\n

5th

\n
\n

1/2 or lower

\n
\n

8th

\n
\n

1 or lower

\n
\n

11th

\n
\n

2 or lower

\n
\n

14th

\n
\n

3 or lower

\n
\n

17th

\n
\n

4 or lower

\n
\n

 

\n\n

Divine Intervention

\n

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\n

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.

\n

At 20th level, your call for intervention succeeds automatically, no roll required.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":2,"data":{"id":2,"name":"Cleric","description":"

A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":null,"sourceType":1}],"classFeatures":[{"id":108,"name":"Spellcasting","prerequisite":null,"description":"

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

\r\n
\r\n

5th

\r\n
\r\n

1/2 or lower

\r\n
\r\n

8th

\r\n
\r\n

1 or lower

\r\n
\r\n

11th

\r\n
\r\n

2 or lower

\r\n
\r\n

14th

\r\n
\r\n

3 or lower

\r\n
\r\n

17th

\r\n
\r\n

4 or lower

\r\n
\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric#PeaceDomain","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":2,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"qiOk1s1Qrmq2qdJz","name":"Sorcerer (Shadow Magic)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"

A spellcaster who draws on inherent magic from a gift or bloodline

\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Shadow Magic

\n

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

\n\n

Class Features

\n\n

Eyes of the Dark @Compendium[world.ddb-graus-dnd-class-features.evV8THXmjDg5I5pZ]{Eyes of the Dark}

\n

Starting at 1st level, you have darkvision with a range of 120 feet.

\n

When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

\n\n

Strength of the Grave @Compendium[world.ddb-graus-dnd-class-features.KEhqA9vOrEtk2fiv]{Strength of the Grave}

\n

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

\n

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

\n\n

Hound of Ill Omen @Compendium[world.ddb-graus-dnd-class-features.rwW6APPkR90kwosc]{Hound of Ill Omen}

\n

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:

\n\n

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

\n\n

Shadow Walk @Compendium[world.ddb-graus-dnd-class-features.bNvl69s8DVohwNfH]{Shadow Walk}

\n

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

\n\n

Umbral Form @Compendium[world.ddb-graus-dnd-class-features.Lihwk4yE76SDzAfY]{Umbral Form}

\n

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

\n

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

\n\n

Sorcerous Origin

\n

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

\n\n

Font of Magic

\n

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.

\n
Sorcery Points
\n

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.

\n
Flexible Casting
\n

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.

\n

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.

\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\n
Creating Spell Slots
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

SPELL SLOT LEVEL

\n
\n

SORCERY POINT COST

\n
\n

1st

\n
\n

2

\n
\n

2nd

\n
\n

3

\n
\n

3rd

\n
\n

5

\n
\n

4th

\n
\n

6

\n
\n

5th

\n
\n

7

\n
\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

\n\n

Metamagic

\n

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.

\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

\n\n

Sorcerous Restoration

\n

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 99","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":6,"data":{"id":6,"name":"Sorcerer","description":"

A spellcaster who draws on inherent magic from a gift or bloodline

\r\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/sorcerer","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":99,"sourceType":1}],"classFeatures":[{"id":318,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":319,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":320,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":321,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":11},{"id":322,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":13},{"id":369,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

","requiredLevel":1,"displayOrder":3},{"id":370,"name":"Sorcerous Origin","prerequisite":null,"description":"

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\r\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

","requiredLevel":1,"displayOrder":4},{"id":371,"name":"Font of Magic","prerequisite":null,"description":"

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.

\r\n
Sorcery Points
\r\n

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.

\r\n
Flexible Casting
\r\n

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.

\r\n

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.

\r\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\r\n
Creating Spell Slots
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

SPELL SLOT LEVEL

\r\n
\r\n

SORCERY POINT COST

\r\n
\r\n

1st

\r\n
\r\n

2

\r\n
\r\n

2nd

\r\n
\r\n

3

\r\n
\r\n

3rd

\r\n
\r\n

5

\r\n
\r\n

4th

\r\n
\r\n

6

\r\n
\r\n

5th

\r\n
\r\n

7

\r\n
\r\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

","requiredLevel":2,"displayOrder":5},{"id":372,"name":"Metamagic","prerequisite":null,"description":"

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.

\r\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

","requiredLevel":3,"displayOrder":6},{"id":373,"name":"Sorcerous Restoration","prerequisite":null,"description":"

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

","requiredLevel":20,"displayOrder":14},{"id":468,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":540,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":3,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"3d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":99,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,4,4,4,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,6],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,11,12,12,13,13,14,14,15,15,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10363,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/sorcerer#ShadowMagic","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":6,"hitDice":6,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"qkyfKzZkmjZyWxLG","name":"Wizard (Graviturgy Magic)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Graviturgy Magic

\n

Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

\n\n

Class Features

\n\n

Adjust Density @Compendium[world.ddb-graus-dnd-class-features.9JDy3mCEibqLUVBe]{Adjust Density}

\n

2nd-level Graviturgy Magic feature

\n

As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

\n

While the weight of a creature is halved by this effect, the creature’s speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

\n

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

\n\n

Gravity Well @Compendium[world.ddb-graus-dnd-class-features.x6INqCrGNxj6XVKu]{Gravity Well}

\n

6th-level Graviturgy Magic feature

\n

You’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

\n\n

Violent Attraction @Compendium[world.ddb-graus-dnd-class-features.wFClcZlD56rCdTPC]{Violent Attraction}

\n

10th-level Graviturgy Magic feature

\n

When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack’s velocity, causing the attack’s target to take an extra 1d10 damage of the weapon’s type.

\n

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall’s damage by 2d10.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n\n

Event Horizon @Compendium[world.ddb-graus-dnd-class-features.6vcIsdzIGb0V0rBs]{Event Horizon}

\n

14th-level Graviturgy Magic feature

\n

As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

\n

Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

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.

\n
Spellbook
\n

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.

\n
Preparing and Casting Spells
\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

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.

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\n
Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

\n

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.

\n

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.

\n

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.

\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\n

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.

\n

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.

\n

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.

\n
\n\n

Arcane Recovery

\n

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.

\n

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.

\n\n

Arcane Tradition

\n

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Spell Mastery

\n

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.

\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

\n\n

Signature Spells

\n

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.

\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 112","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":8,"data":{"id":8,"name":"Wizard","description":"

A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/wizard","spellCastingAbilityId":4,"sources":[{"sourceId":1,"pageNumber":112,"sourceType":1}],"classFeatures":[{"id":328,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":329,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":7},{"id":330,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":8},{"id":332,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":412,"name":"Arcane Tradition","prerequisite":null,"description":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":5},{"id":413,"name":"Spell Mastery","prerequisite":null,"description":"

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.

\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

","requiredLevel":18,"displayOrder":10},{"id":414,"name":"Signature Spells","prerequisite":null,"description":"

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.

\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard#GraviturgyMagic","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":8,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"r5F35JkMINDepeEm","name":"Sorcerer","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"

A spellcaster who draws on inherent magic from a gift or bloodline

\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Class Features

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

\n\n

Sorcerous Origin @Compendium[world.ddb-graus-dnd-class-features.4TQoQdfGqW2CNleC]{Sorcerous Origin}

\n

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

\n\n

Font of Magic

\n

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.

\n
Sorcery Points
\n

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.

\n
Flexible Casting
\n

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.

\n

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.

\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\n
Creating Spell Slots
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

SPELL SLOT LEVEL

\n
\n

SORCERY POINT COST

\n
\n

1st

\n
\n

2

\n
\n

2nd

\n
\n

3

\n
\n

3rd

\n
\n

5

\n
\n

4th

\n
\n

6

\n
\n

5th

\n
\n

7

\n
\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

\n\n

Metamagic

\n

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.

\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

\n\n

Sorcerous Restoration

\n

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 99","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":6,"data":{"id":6,"name":"Sorcerer","description":"

A spellcaster who draws on inherent magic from a gift or bloodline

\r\n

Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/sorcerer","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":99,"sourceType":1}],"classFeatures":[{"id":318,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":319,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":320,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":321,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":11},{"id":322,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":13},{"id":369,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the sorcerer spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

","requiredLevel":1,"displayOrder":3},{"id":370,"name":"Sorcerous Origin","prerequisite":null,"description":"

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

\r\n

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

","requiredLevel":1,"displayOrder":4},{"id":371,"name":"Font of Magic","prerequisite":null,"description":"

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.

\r\n
Sorcery Points
\r\n

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.

\r\n
Flexible Casting
\r\n

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.

\r\n

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.

\r\n

Any spell slot you create with this feature vanishes when you finish a long rest.

\r\n
Creating Spell Slots
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

SPELL SLOT LEVEL

\r\n
\r\n

SORCERY POINT COST

\r\n
\r\n

1st

\r\n
\r\n

2

\r\n
\r\n

2nd

\r\n
\r\n

3

\r\n
\r\n

3rd

\r\n
\r\n

5

\r\n
\r\n

4th

\r\n
\r\n

6

\r\n
\r\n

5th

\r\n
\r\n

7

\r\n
\r\n

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

","requiredLevel":2,"displayOrder":5},{"id":372,"name":"Metamagic","prerequisite":null,"description":"

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.

\r\n

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

","requiredLevel":3,"displayOrder":6},{"id":373,"name":"Sorcerous Restoration","prerequisite":null,"description":"

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

","requiredLevel":20,"displayOrder":14},{"id":468,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":540,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":3,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"3d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":99,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,4,4,4,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,6],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,11,12,12,13,13,14,14,15,15,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10363,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/sorcerer","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/9/636336417773983369.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/484/636274643818194297.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/485/636274643818663058.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":6,"spellCastingAbilityId":6,"canCastSpells":true}}} {"_id":"s7jiNNGqzVH6TuVh","name":"Rogue (Swashbuckler)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Swashbuckler

\n

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

\n\n

Class Features

\n\n

Fancy Footwork @Compendium[world.ddb-graus-dnd-class-features.jqHsyGzKBn8xGYPK]{Fancy Footwork}

\n

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

\n\n

Rakish Audacity @Compendium[world.ddb-graus-dnd-class-features.VfwAzFLGamkKit2r]{Rakish Audacity}

\n

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

\n

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

\n\n

Panache @Compendium[world.ddb-graus-dnd-class-features.ktCSRskJY9d4uLPU]{Panache}

\n

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

\n

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

\n

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

\n\n

Elegant Maneuver @Compendium[world.ddb-graus-dnd-class-features.NnStYZiKgB2qPWBh]{Elegant Maneuver}

\n

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

\n\n

Master Duelist @Compendium[world.ddb-graus-dnd-class-features.BrmFLWQ8QW0NxSqE]{Master Duelist}

\n

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Expertise

\n

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.

\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

\n\n

Sneak Attack

\n

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.

\n

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.

\n

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.

\n\n

Thieves’ Cant

\n

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.

\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

\n\n

Cunning Action

\n

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.

\n\n

Roguish Archetype

\n

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n\n

Uncanny Dodge

\n

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.

\n\n

Evasion

\n

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

\n\n

Reliable Talent

\n

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.

\n\n

Blindsense

\n

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.

\n\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n\n

Elusive

\n

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.

\n\n

Stroke of Luck

\n

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.

\n

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

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 94","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","prc","prf","per"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":12,"data":{"id":12,"name":"Rogue","description":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\r\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/rogue","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":94,"sourceType":1}],"classFeatures":[{"id":313,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":314,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":315,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":14},{"id":316,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":17},{"id":317,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":342,"name":"Expertise","prerequisite":null,"description":"

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.

\r\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

","requiredLevel":1,"displayOrder":3},{"id":343,"name":"Sneak Attack","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":344,"name":"Thieves’ Cant","prerequisite":null,"description":"

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.

\r\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","requiredLevel":1,"displayOrder":5},{"id":345,"name":"Cunning Action","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":346,"name":"Roguish Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":347,"name":"Uncanny Dodge","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":9},{"id":348,"name":"Evasion","prerequisite":null,"description":"

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

","requiredLevel":7,"displayOrder":11},{"id":349,"name":"Reliable Talent","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":13},{"id":350,"name":"Blindsense","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":15},{"id":351,"name":"Slippery Mind","prerequisite":null,"description":"

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","requiredLevel":15,"displayOrder":16},{"id":352,"name":"Elusive","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":18},{"id":353,"name":"Stroke of Luck","prerequisite":null,"description":"

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.

\r\n

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

","requiredLevel":20,"displayOrder":20},{"id":467,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":471,"name":"Expertise","prerequisite":null,"description":"

At 6th level, choose two more of your skill proficiencies, or one more 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.

","requiredLevel":6,"displayOrder":10},{"id":539,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":591,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 10th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":10,"displayOrder":13}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":94,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13","prerequisiteMappings":[{"id":10371,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/rogue#Swashbuckler","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":12,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"s9lyIuuqMOvZSCq7","name":"Ranger (Horizon Walker)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"

A warrior who combats threats on the edges of civilization

\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Horizon Walker

\n

Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes.

\n\n

Class Features

\n\n

Horizon Walker Magic @Compendium[world.ddb-graus-dnd-class-features.B2p5z7vTCApXIhoQ]{Horizon Walker Magic}

\n

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

\n

Horizon Walker Spells

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Ranger LevelSpell
3rdprotection from evil and good
5thmisty step
9thhaste
13thbanishment
17thteleportation circle
\n
\n\n

Detect Portal @Compendium[world.ddb-graus-dnd-class-features.7guyBlJCpO6nvAVD]{Detect Portal}

\n

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

\n

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

\n

See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.

\n\n

Planar Warrior @Compendium[world.ddb-graus-dnd-class-features.8wYabGz5doXKVcKK]{Planar Warrior}

\n

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

\n

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

\n\n

Ethereal Step @Compendium[world.ddb-graus-dnd-class-features.eyux9ZI4hGddWEvx]{Ethereal Step}

\n

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

\n

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

\n\n

Distant Strike @Compendium[world.ddb-graus-dnd-class-features.4zRtb6fodv1vaPBS]{Distant Strike}

\n

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

\n

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

\n\n

Spectral Defense @Compendium[world.ddb-graus-dnd-class-features.f9Oj8G0NkzK77Zzv]{Spectral Defense}

\n

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.

\n\n

Favored Enemy

\n

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\n

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.

\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\n

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.

\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

\n\n

Natural Explorer

\n

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, swamp, or the Underdark. 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.

\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\n\n

You choose additional favored terrain types at 6th and 10th level.

\n\n

Fighting Style

\n

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\n
Spell Slots
\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know two 1st-level spells of your choice from the ranger spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n\n

Ranger Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n\n

Primeval Awareness

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Hide in Plain Sight

\n

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.

\n

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.

\n\n

Vanish

\n

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.

\n\n

Feral Senses

\n

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.

\n

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.

\n\n

Foe Slayer

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 89","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["ath","ins","inv","nat","prc","ste"],"value":[]},"spellcasting":{"progression":"half","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":5,"data":{"id":5,"name":"Ranger","description":"

A warrior who combats threats on the edges of civilization

\r\n

Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/ranger","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":89,"sourceType":1}],"classFeatures":[{"id":294,"name":"Favored Enemy","prerequisite":null,"description":"

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

\r\n

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.

\r\n

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

\r\n

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.

\r\n

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

","requiredLevel":1,"displayOrder":3},{"id":295,"name":"Natural Explorer","prerequisite":null,"description":"

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, swamp, or the Underdark. 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.

\r\n

While traveling for an hour or more in your favored terrain, you gain the following benefits:

\r\n\r\n

You choose additional favored terrain types at 6th and 10th level.

","requiredLevel":1,"displayOrder":4},{"id":296,"name":"Fighting Style","prerequisite":null,"description":"

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

\r\n

You can’t take a Fighting Style option more than once, even if you later get to choose again.

","requiredLevel":2,"displayOrder":5},{"id":297,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

\r\n
Spell Slots
\r\n

The Ranger table shows how many spell slots you have to cast your ranger 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know two 1st-level spells of your choice from the ranger spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

","requiredLevel":2,"displayOrder":6},{"id":298,"name":"Ranger Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

","requiredLevel":3,"displayOrder":7},{"id":299,"name":"Primeval Awareness","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":300,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":301,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":10},{"id":302,"name":"Land’s Stride","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":8,"displayOrder":12},{"id":303,"name":"Hide in Plain Sight","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":10,"displayOrder":14},{"id":304,"name":"Vanish","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":16},{"id":305,"name":"Feral Senses","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":19},{"id":306,"name":"Foe Slayer","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":21},{"id":309,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":310,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":311,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":312,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":20},{"id":466,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":538,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":89,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":2,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"levelSpellKnownMaxes":[0,0,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10361,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10362,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/ranger#HorizonWalker","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/7/636336417569697438.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/366/636272702825813090.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/367/636272702826438096.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":5,"hitDice":10,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"sJjUg8FNTCHArA0O","name":"Rogue (Inquisitive)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Inquisitive

\n

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

\n\n

Class Features

\n\n

Ear for Deceit @Compendium[world.ddb-graus-dnd-class-features.y5cCG2q03ftlqxhl]{Ear for Deceit}

\n

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

\n\n

Eye for Detail @Compendium[world.ddb-graus-dnd-class-features.qFimY2UtMd2i4t88]{Eye for Detail}

\n

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

\n\n

Insightful Fighting @Compendium[world.ddb-graus-dnd-class-features.3MqWhPZiLuTbW9gc]{Insightful Fighting}

\n

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

\n

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

\n\n

Steady Eye @Compendium[world.ddb-graus-dnd-class-features.aeoQEgBKFWnsIXN4]{Steady Eye}

\n

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

\n\n

Unerring Eye @Compendium[world.ddb-graus-dnd-class-features.DOY11oQaXSN6u3Tt]{Unerring Eye}

\n

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

\n

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

\n\n

Eye for Weakness @Compendium[world.ddb-graus-dnd-class-features.OVdwS82E7QGNnpI7]{Eye for Weakness}

\n

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Expertise

\n

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.

\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

\n\n

Sneak Attack

\n

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.

\n

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.

\n

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.

\n\n

Thieves’ Cant

\n

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.

\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

\n\n

Cunning Action

\n

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.

\n\n

Roguish Archetype

\n

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n\n

Uncanny Dodge

\n

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.

\n\n

Evasion

\n

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

\n\n

Reliable Talent

\n

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.

\n\n

Blindsense

\n

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.

\n\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n\n

Elusive

\n

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.

\n\n

Stroke of Luck

\n

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.

\n

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

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 94","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","prc","prf","per"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":12,"data":{"id":12,"name":"Rogue","description":"

A scoundrel who uses stealth and trickery to overcome obstacles and enemies

\r\n

Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/rogue","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":94,"sourceType":1}],"classFeatures":[{"id":313,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":314,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":315,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":14},{"id":316,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":17},{"id":317,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":19},{"id":342,"name":"Expertise","prerequisite":null,"description":"

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.

\r\n

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

","requiredLevel":1,"displayOrder":3},{"id":343,"name":"Sneak Attack","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":344,"name":"Thieves’ Cant","prerequisite":null,"description":"

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.

\r\n

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

","requiredLevel":1,"displayOrder":5},{"id":345,"name":"Cunning Action","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":6},{"id":346,"name":"Roguish Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":347,"name":"Uncanny Dodge","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":9},{"id":348,"name":"Evasion","prerequisite":null,"description":"

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

","requiredLevel":7,"displayOrder":11},{"id":349,"name":"Reliable Talent","prerequisite":null,"description":"

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.

","requiredLevel":11,"displayOrder":13},{"id":350,"name":"Blindsense","prerequisite":null,"description":"

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.

","requiredLevel":14,"displayOrder":15},{"id":351,"name":"Slippery Mind","prerequisite":null,"description":"

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","requiredLevel":15,"displayOrder":16},{"id":352,"name":"Elusive","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":18},{"id":353,"name":"Stroke of Luck","prerequisite":null,"description":"

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.

\r\n

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

","requiredLevel":20,"displayOrder":20},{"id":467,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":471,"name":"Expertise","prerequisite":null,"description":"

At 6th level, choose two more of your skill proficiencies, or one more 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.

","requiredLevel":6,"displayOrder":10},{"id":539,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":591,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 10th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":10,"displayOrder":13}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":94,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13","prerequisiteMappings":[{"id":10371,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/rogue#Inquisitive","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/8/636336417681318097.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/383/636272820318807897.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/384/636272820319276620.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":12,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"sgUeGlF9M0l1iSik","name":"Druid (Circle of the Land (Arctic))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of the Land (Arctic)

\n

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.

\n\n

Class Features

\n\n

Bonus Cantrip

\n

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

\n\n

Natural Recovery

\n

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.

\n

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.

\n\n

Circle Spells

\n

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, swamp, or Underdark — and consult the associated list of spells.

\n

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.

\n
Arctic
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

hold person, spike growth

\n
\n

5th

\n
\n

sleet storm, slow

\n
\n

7th

\n
\n

freedom of movement, ice storm

\n
\n

9th

\n
\n

commune with nature, cone of cold 

\n
\n
Coast
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

mirror image, misty step

\n
\n

5th

\n
\n

water breathing, water walk

\n
\n

7th

\n
\n

control water, freedom of movement

\n
\n

9th

\n
\n

conjure elemental, scrying

\n
\n
Desert
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

blur, silence

\n
\n

5th

\n
\n

create food and water, protection from energy

\n
\n

7th

\n
\n

blight, hallucinatory terrain

\n
\n

9th

\n
\n

insect plague, wall of stone

\n
\n
Forest
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

barkskin, spider climb

\n
\n

5th

\n
\n

call lightning, plant growth

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

commune with nature, tree stride

\n
\n
Grassland
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

invisibility, pass without trace

\n
\n

5th

\n
\n

daylight, haste

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

dream, insect plague

\n
\n
Mountain
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, spike growth

\n
\n

5th

\n
\n

lightning bolt, meld into stone

\n
\n

7th

\n
\n

stone shape, stoneskin

\n
\n

9th

\n
\n

passwall, wall of stone

\n
\n
Swamp
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

darkness, acid arrow

\n
\n

5th

\n
\n

water walk, stinking cloud

\n
\n

7th

\n
\n

freedom of movement, locate creature

\n
\n

9th

\n
\n

insect plague, scrying

\n
\n
Underdark
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, web

\n
\n

5th

\n
\n

gaseous form, stinking cloud

\n
\n

7th

\n
\n

greater invisibility, stone shape

\n
\n

9th

\n
\n

cloudkill, insect plague

\n
\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Nature’s Ward

\n

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

\n\n

Nature’s Sanctuary

\n

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.

\n

The creature is aware of this effect before it makes its attack against you.

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 64","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","ins","med","nat","prc","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":3,"data":{"id":3,"name":"Druid","description":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleoftheLandArctic","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"sgwEqKNga8XBb1N7","name":"Fighter (Cavalier)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"

A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Cavalier

\n

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

\n\n

Class Features

\n\n

Bonus Proficiency

\n

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

\n\n

Born to the Saddle @Compendium[world.ddb-graus-dnd-class-features.yqMFJA0XFIFIlbrE]{Born to the Saddle}

\n

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

\n

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

\n\n

Unwavering Mark @Compendium[world.ddb-graus-dnd-class-features.FUWSqgwNCOhYzFUo]{Unwavering Mark}

\n

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

\n

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

\n

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.

\n

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

\n\n

Warding Maneuver @Compendium[world.ddb-graus-dnd-class-features.HXkEeHSCMuGw8AaH]{Warding Maneuver}

\n

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

\n

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

\n\n

Hold the Line @Compendium[world.ddb-graus-dnd-class-features.xe6wVHBMStfreYrm]{Hold the Line}

\n

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

\n\n

Ferocious Charger @Compendium[world.ddb-graus-dnd-class-features.PvoMtSSfQfwzU65Y]{Ferocious Charger}

\n

Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

\n\n

Vigilant Defender @Compendium[world.ddb-graus-dnd-class-features.jIcipzKZVy09k86v]{Vigilant Defender}

\n

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

\n\n

Fighting Style

\n

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.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 70","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":10,"data":{"id":10,"name":"Fighter","description":"

A master of martial combat, skilled with a variety of weapons and armor

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

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

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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.

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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.

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Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\r\n

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.

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At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":6},{"id":195,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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

\r\n

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.

","requiredLevel":5,"displayOrder":8},{"id":197,"name":"Indomitable","prerequisite":null,"description":"

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.

\r\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","requiredLevel":9,"displayOrder":11},{"id":199,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 6th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":6,"displayOrder":9},{"id":200,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":201,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":13},{"id":202,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 14th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":14,"displayOrder":14},{"id":203,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":15},{"id":204,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":205,"name":"Extra Attack","prerequisite":null,"description":"

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

\r\n

The number of attacks increases to four when you reach 20th level in this class.

","requiredLevel":11,"displayOrder":12},{"id":206,"name":"Extra Attack","prerequisite":null,"description":"

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

","requiredLevel":20,"displayOrder":17},{"id":463,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":535,"name":"Hit Points","prerequisite":null,"description":"

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

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A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Rune Knight

\n

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants.

\n\n

Class Features

\n\n

Bonus Proficiencies

\n

3rd-level Rune Knight feature

\n

You gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

\n\n

Rune Carver @Compendium[world.ddb-graus-dnd-class-features.5lLOmxGu9srVChFd]{Rune Carver}

\n

3rd-level Rune Knight feature

\n

You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.

\n
Runes Known
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Fighter LevelNumber of Runes
3rd2
7th3
10th4
15th5
\n
\n

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

\n

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

\n

Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

\n

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

\n

Fire Rune. This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

\n

In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

\n

Frost Rune. This rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

\n

In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

\n

Stone Rune. This rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.

\n

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

\n

Hill Rune (7th Level or Higher). This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

\n

In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

\n

Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.

\n

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

\n\n

Giant’s Might @Compendium[world.ddb-graus-dnd-class-features.BNNLF1q4bbGK61dN]{Giant’s Might}

\n

3rd-level Rune Knight feature

\n

You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

\n\n

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

\n\n

Runic Shield @Compendium[world.ddb-graus-dnd-class-features.hZPvJyaV8xn3BiaR]{Runic Shield}

\n

7th-level Rune Knight feature

\n

You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

\n

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Great Stature @Compendium[world.ddb-graus-dnd-class-features.6u0ukqm5zN8fIYp8]{Great Stature}

\n

10th-level Rune Knight feature

\n

The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

\n

Moreover, the extra damage you deal with your Giant’s Might feature increases to 1d8.

\n\n

Master of Runes @Compendium[world.ddb-graus-dnd-class-features.uXQpOHk0w1uuei2V]{Master of Runes}

\n

15th-level Rune Knight feature

\n

You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

\n\n

Runic Juggernaut @Compendium[world.ddb-graus-dnd-class-features.F4ppSlD0pV0RgKLt]{Runic Juggernaut}

\n

18th-level Rune Knight feature

\n

You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

\n\n

Fighting Style

\n

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.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 70","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":10,"data":{"id":10,"name":"Fighter","description":"

A master of martial combat, skilled with a variety of weapons and armor

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/fighter","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":70,"sourceType":1}],"classFeatures":[{"id":191,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":192,"name":"Second Wind","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":193,"name":"Action Surge","prerequisite":null,"description":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":194,"name":"Martial Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":6},{"id":195,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":196,"name":"Extra Attack","prerequisite":null,"description":"

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

\r\n

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.

","requiredLevel":5,"displayOrder":8},{"id":197,"name":"Indomitable","prerequisite":null,"description":"

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.

\r\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","requiredLevel":9,"displayOrder":11},{"id":199,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 6th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":6,"displayOrder":9},{"id":200,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":201,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":13},{"id":202,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 14th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":14,"displayOrder":14},{"id":203,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":15},{"id":204,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":205,"name":"Extra Attack","prerequisite":null,"description":"

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

\r\n

The number of attacks increases to four when you reach 20th level in this class.

","requiredLevel":11,"displayOrder":12},{"id":206,"name":"Extra Attack","prerequisite":null,"description":"

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

","requiredLevel":20,"displayOrder":17},{"id":463,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":535,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":70,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1,2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10367,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]},{"description":"or Dexterity 13","prerequisiteMappings":[{"id":10368,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/fighter#RuneKnight","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":10,"hitDice":10,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"t9ZH6shyEu2HBjdp","name":"Cleric","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"

A priestly champion who wields divine magic in service of a higher power

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Class Features

\n\n

Spellcasting

\n

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

\n\n

Divine Domain

\n

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\n
Domain Spells
\n

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.

\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

\n\n

Channel Divinity

\n

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.

\n

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.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\n

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.

\n
Channel Divinity: Turn Undead
\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Destroy Undead

\n

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.

\n

Destroy Undead Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cleric Level

\n
\n

Destroys Undead of CR ...

\n
\n

5th

\n
\n

1/2 or lower

\n
\n

8th

\n
\n

1 or lower

\n
\n

11th

\n
\n

2 or lower

\n
\n

14th

\n
\n

3 or lower

\n
\n

17th

\n
\n

4 or lower

\n
\n

 

\n\n

Divine Intervention

\n

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\n

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.

\n

At 20th level, your call for intervention succeeds automatically, no roll required.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":2,"data":{"id":2,"name":"Cleric","description":"

A priestly champion who wields divine magic in service of a higher power

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma

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

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As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Cleric table shows how many spell slots you have to cast your cleric 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

\r\n
Domain Spells
\r\n

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.

\r\n

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

\r\n

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.

\r\n
Channel Divinity: Turn Undead
\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"

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.

\r\n

Destroy Undead Table

\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Cleric Level

\r\n
\r\n

Destroys Undead of CR ...

\r\n
\r\n

5th

\r\n
\r\n

1/2 or lower

\r\n
\r\n

8th

\r\n
\r\n

1 or lower

\r\n
\r\n

11th

\r\n
\r\n

2 or lower

\r\n
\r\n

14th

\r\n
\r\n

3 or lower

\r\n
\r\n

17th

\r\n
\r\n

4 or lower

\r\n
\r\n

 

","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

\r\n

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 DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

\r\n

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.

\r\n

At 20th level, your call for intervention succeeds automatically, no roll required.

","requiredLevel":10,"displayOrder":10},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":533,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":null,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10357,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/cleric","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/2/636336417054144618.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/370/636272706154751958.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/371/636272706155064423.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":true}}} {"_id":"tRjifarCB8FWkJL2","name":"Warlock (The Great Old One)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

The Great Old One

\n

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

\n

Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

\n\n

Class Features

\n\n

Expanded Spell List

\n

The Great Old One 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.

\n
Great Old One Expanded Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Spell LevelSpells
\n

1st

\n
\n

dissonant whispers, Tasha’s hideous laughter

\n
\n

2nd

\n
\n

detect thoughts, phantasmal force

\n
\n

3rd

\n
\n

clairvoyance, sending

\n
\n

4th

\n
\n

dominate beast, Evard’s black tentacles

\n
\n

5th

\n
\n

dominate person, telekinesis

\n
\n\n

Awakened Mind @Compendium[world.ddb-graus-dnd-class-features.2eobdSu9t8s3mw6L]{Awakened Mind}

\n

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

\n\n

Entropic Ward @Compendium[world.ddb-graus-dnd-class-features.4lXIr4XBEm4Avxfi]{Entropic Ward}

\n

At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

\n

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

\n\n

Thought Shield @Compendium[world.ddb-graus-dnd-class-features.v2pZY9JKJ2RdJ3EK]{Thought Shield}

\n

Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

\n\n

Create Thrall @Compendium[world.ddb-graus-dnd-class-features.kVwNWMaA0VR939kg]{Create Thrall}

\n

At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

\n

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Otherworldly Patron

\n

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

\n\n

Pact Magic

\n

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\n
Cantrips
\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n
Spell Slots
\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\n
Spells Known of 1st Level and Higher
\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

\n\n

Eldritch Invocations

\n

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\n

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.

\n

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.

\n

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.

\n\n

Pact Boon

\n

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.

\n\n

Mystic Arcanum (6th level)

\n

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.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

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.

\n\n

Eldritch Master

\n

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.

\n\n

Mystic Arcanum (7th level)

\n

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

\n\n

Mystic Arcanum (8th level)

\n

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Mystic Arcanum (9th level)

\n

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 105","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"pact","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":7,"data":{"id":7,"name":"Warlock","description":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/warlock","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":105,"sourceType":1}],"classFeatures":[{"id":323,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":324,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":325,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":326,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":13},{"id":327,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":386,"name":"Otherworldly Patron","prerequisite":null,"description":"

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","requiredLevel":1,"displayOrder":3},{"id":387,"name":"Pact Magic","prerequisite":null,"description":"

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\r\n
Cantrips
\r\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\r\n
Spell Slots
\r\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\r\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\r\n
Spells Known of 1st Level and Higher
\r\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

","requiredLevel":1,"displayOrder":4},{"id":388,"name":"Eldritch Invocations","prerequisite":null,"description":"

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\r\n

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.

\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":389,"name":"Pact Boon","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":6},{"id":390,"name":"Mystic Arcanum (6th level)","prerequisite":null,"description":"

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.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

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.

","requiredLevel":11,"displayOrder":9},{"id":391,"name":"Eldritch Master","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":16},{"id":392,"name":"Mystic Arcanum (7th level)","prerequisite":null,"description":"

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

","requiredLevel":13,"displayOrder":11},{"id":393,"name":"Mystic Arcanum (8th level)","prerequisite":null,"description":"

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":15,"displayOrder":12},{"id":394,"name":"Mystic Arcanum (9th level)","prerequisite":null,"description":"

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":17,"displayOrder":14},{"id":469,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":541,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":105,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,10,11,11,12,12,13,13,14,14,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10364,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/warlock#TheGreatOldOne","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":7,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"tVE8EHonkjCXnCF5","name":"Wizard (Order of Scribes)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"

A scholarly magic-user capable of manipulating the structures of reality

\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Order of Scribes

\n

Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!

\n\n

Class Features

\n\n

Wizardly Quill @Compendium[world.ddb-graus-dnd-class-features.eg3gYehHBurmCQmx]{Wizardly Quill}

\n

2nd-level Order of Scribes feature

\n

As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

\n\n

This quill disappears if you create another one or if you die.

\n\n

Awakened Spellbook @Compendium[world.ddb-graus-dnd-class-features.JZC3Qda7EnMC2X77]{Awakened Spellbook}

\n

2nd-level Order of Scribes feature

\n

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

\n

While you are holding the book, it grants you the following benefits:

\n\n

If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

\n\n

Manifest Mind @Compendium[world.ddb-graus-dnd-class-features.7xp0vqJNgXCCM1WT]{Manifest Mind}

\n

6th-level Order of Scribes feature

\n

You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

\n

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

\n

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

\n

The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action. Once you conjure the mind, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

\n\n

Master Scrivener @Compendium[world.ddb-graus-dnd-class-features.EcwqFHM1ieTVUPqy]{Master Scrivener}

\n

10th-level Order of Scribes feature

\n

Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.

\n

The spellbook must be within 5 feet of you when you make the scroll. The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

\n

You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

\n\n

One with the Word @Compendium[world.ddb-graus-dnd-class-features.CukpleOwu3vikPyd]{One with the Word}

\n

14th-level Order of Scribes feature

\n

Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.

\n

Moreover, if you take damage while your spellbook’s mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren’t enough spells in the book to cover this cost, you drop to 0 hit points.

\n

Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook. Once you use this reaction, you can’t do so again until you finish a long rest.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Spellcasting

\n

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\n
Cantrips
\n

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.

\n
Spellbook
\n

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.

\n
Preparing and Casting Spells
\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\n
Ritual Casting
\n

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.

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\n
Learning Spells of 1st Level and Higher
\n

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).

\n
\n

YOUR SPELLBOOK

\n

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.

\n

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.

\n

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.

\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\n

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.

\n

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.

\n

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.

\n
\n\n

Arcane Recovery

\n

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.

\n

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.

\n\n

Arcane Tradition

\n

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Spell Mastery

\n

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.

\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

\n\n

Signature Spells

\n

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.

\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 112","identifier":"","levels":1,"hitDice":"d6","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":8,"data":{"id":8,"name":"Wizard","description":"

A scholarly magic-user capable of manipulating the structures of reality

\r\n

Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/wizard","spellCastingAbilityId":4,"sources":[{"sourceId":1,"pageNumber":112,"sourceType":1}],"classFeatures":[{"id":328,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":6},{"id":329,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":7},{"id":330,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":8},{"id":332,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":9},{"id":333,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":11},{"id":410,"name":"Spellcasting","prerequisite":null,"description":"

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spellbook
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Wizard table shows how many spell slots you have to cast your wizard 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

\r\n

Spell attack modifier = your proficiency bonus + your Intelligence modifier

\r\n
Ritual Casting
\r\n

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.

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

\r\n
Learning Spells of 1st Level and Higher
\r\n

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).

\r\n
\r\n

YOUR SPELLBOOK

\r\n

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.

\r\n

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.

\r\n

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.

\r\n

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
","requiredLevel":1,"displayOrder":3},{"id":411,"name":"Arcane Recovery","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":412,"name":"Arcane Tradition","prerequisite":null,"description":"

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

\r\n

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":5},{"id":413,"name":"Spell Mastery","prerequisite":null,"description":"

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.

\r\n

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

","requiredLevel":18,"displayOrder":10},{"id":414,"name":"Signature Spells","prerequisite":null,"description":"

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.

\r\n

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

","requiredLevel":20,"displayOrder":12},{"id":470,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":542,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":6,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":1,"spellContainerName":"Spellbook","sourcePageNumber":112,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[4],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Intelligence 13","prerequisiteMappings":[{"id":10365,"entityId":4,"entityTypeId":1472902489,"type":"ability-score","subType":"intelligence","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Intelligence"}]}]},"moreDetailsUrl":"/characters/classes/wizard#OrderofScribes","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/11/636336418370446635.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/356/636272696880643718.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/357/636272696881281556.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":8,"hitDice":6,"spellCastingAbilityId":4,"canCastSpells":false}}} {"_id":"vWaXneiqi44ZMGuH","name":"Barbarian (Path of the Totem Warrior)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"

A fierce warrior of primitive background who can enter a battle rage

\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Path of the Totem Warrior

\n

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

\n

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

\n\n

Class Features

\n\n

Spirit Seeker @Compendium[world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB]{Spirit Seeker}

\n

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.

\n\n

Totem Spirit @Compendium[world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0]{Totem Spirit}

\n

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

\n

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

\n\n

Aspect of the Beast @Compendium[world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR]{Aspect of the Beast}

\n

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

\n\n

Spirit Walker @Compendium[world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj]{Spirit Walker}

\n

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

\n\n

Totemic Attunement @Compendium[world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav]{Totemic Attunement}

\n

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

\n\n

Rage

\n

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\n\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\n

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.

\n

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.

\n\n

Unarmored Defense

\n

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.

\n\n

Reckless Attack

\n

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.

\n\n

Danger Sense

\n

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.

\n

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.

\n\n

Primal Path

\n

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Fast Movement

\n

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

\n\n

Feral Instinct

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

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.

\n\n

Brutal Critical

\n

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.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n\n

Relentless Rage

\n

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.

\n

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.

\n\n

Persistent Rage

\n

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.

\n\n

Indomitable Might

\n

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.

\n\n

Primal Champion

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 46","identifier":"","levels":1,"hitDice":"d12","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","itm","nat","prc"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":9,"data":{"id":9,"name":"Barbarian","description":"

A fierce warrior of primitive background who can enter a battle rage

\r\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/barbarian","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":46,"sourceType":1}],"classFeatures":[{"id":51,"name":"Rage","prerequisite":null,"description":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\r\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\r\n\r\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":52,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":53,"name":"Reckless Attack","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":54,"name":"Danger Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":55,"name":"Primal Path","prerequisite":null,"description":"

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

","requiredLevel":3,"displayOrder":7},{"id":56,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":57,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":58,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":59,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":60,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":21},{"id":61,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":9},{"id":62,"name":"Fast Movement","prerequisite":null,"description":"

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

","requiredLevel":5,"displayOrder":10},{"id":63,"name":"Feral Instinct","prerequisite":null,"description":"

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\r\n

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.

","requiredLevel":7,"displayOrder":11},{"id":64,"name":"Brutal Critical","prerequisite":null,"description":"

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.

\r\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

","requiredLevel":9,"displayOrder":13},{"id":65,"name":"Brutal Critical","prerequisite":null,"description":"

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

\r\n

This increases to three additional dice at 17th level.

","requiredLevel":13,"displayOrder":16},{"id":66,"name":"Brutal Critical","prerequisite":null,"description":"

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

","requiredLevel":17,"displayOrder":19},{"id":67,"name":"Relentless Rage","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":11,"displayOrder":14},{"id":68,"name":"Persistent Rage","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":17},{"id":69,"name":"Indomitable Might","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":20},{"id":70,"name":"Primal Champion","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":22},{"id":459,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":530,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":12,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":46,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10366,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]}]},"moreDetailsUrl":"/characters/classes/barbarian#PathoftheTotemWarrior","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":9,"hitDice":12,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"w3y6EvkgWj3m5gBq","name":"Barbarian (Path of the Storm Herald)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"

A fierce warrior of primitive background who can enter a battle rage

\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Path of the Storm Herald

\n

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

\n\n

Class Features

\n\n

Storm Aura @Compendium[world.ddb-graus-dnd-class-features.MGz5ofoZQxwtcOnT]{Storm Aura}

\n

Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

\n

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

\n

If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

\n\n

Storm Soul @Compendium[world.ddb-graus-dnd-class-features.niPohFJ1N2xfa3Vk]{Storm Soul}

\n

At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.

\n
Desert
\n

You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.

\n
Sea
\n

You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

\n
Tundra
\n

You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

\n\n

Shielding Storm @Compendium[world.ddb-graus-dnd-class-features.XmEzLMZ2pWQSyq6m]{Shielding Storm}

\n

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

\n\n

Raging Storm @Compendium[world.ddb-graus-dnd-class-features.is4aPEKTmbiM2jRa]{Raging Storm}

\n

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

\n
Desert
\n

Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.

\n
Sea
\n

When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.

\n
Tundra
\n

Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

\n\n

Rage

\n

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\n\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\n

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.

\n

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.

\n\n

Unarmored Defense

\n

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.

\n\n

Reckless Attack

\n

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.

\n\n

Danger Sense

\n

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.

\n

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.

\n\n

Primal Path

\n

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Fast Movement

\n

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

\n\n

Feral Instinct

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

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.

\n\n

Brutal Critical

\n

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.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n\n

Relentless Rage

\n

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.

\n

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.

\n\n

Persistent Rage

\n

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.

\n\n

Indomitable Might

\n

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.

\n\n

Primal Champion

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 46","identifier":"","levels":1,"hitDice":"d12","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","itm","nat","prc"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":9,"data":{"id":9,"name":"Barbarian","description":"

A fierce warrior of primitive background who can enter a battle rage

\r\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/barbarian","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":46,"sourceType":1}],"classFeatures":[{"id":51,"name":"Rage","prerequisite":null,"description":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\r\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\r\n\r\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":52,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":53,"name":"Reckless Attack","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":54,"name":"Danger Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":55,"name":"Primal Path","prerequisite":null,"description":"

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

","requiredLevel":3,"displayOrder":7},{"id":56,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":57,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":58,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":59,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":60,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":21},{"id":61,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":9},{"id":62,"name":"Fast Movement","prerequisite":null,"description":"

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

","requiredLevel":5,"displayOrder":10},{"id":63,"name":"Feral Instinct","prerequisite":null,"description":"

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\r\n

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.

","requiredLevel":7,"displayOrder":11},{"id":64,"name":"Brutal Critical","prerequisite":null,"description":"

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.

\r\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

","requiredLevel":9,"displayOrder":13},{"id":65,"name":"Brutal Critical","prerequisite":null,"description":"

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

\r\n

This increases to three additional dice at 17th level.

","requiredLevel":13,"displayOrder":16},{"id":66,"name":"Brutal Critical","prerequisite":null,"description":"

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

","requiredLevel":17,"displayOrder":19},{"id":67,"name":"Relentless Rage","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":11,"displayOrder":14},{"id":68,"name":"Persistent Rage","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":17},{"id":69,"name":"Indomitable Might","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":20},{"id":70,"name":"Primal Champion","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":22},{"id":459,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":530,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":12,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":46,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10366,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]}]},"moreDetailsUrl":"/characters/classes/barbarian#PathoftheStormHerald","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":9,"hitDice":12,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"wWU2jvbzVZo9hNkZ","name":"Warlock (The Genie)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

The Genie

\n

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fi efs on the Elemental Planes and have great infl uence over lesser genies and elemental creatures.

\n\n

Class Features

\n\n

Expanded Spell List

\n

1st-level Genie feature

\n

The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s kind: dao, djinni, efreeti, or marid.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Spell LevelGenie SpellsDao SpellsDjinni SpellsEfreeti SpellsMarid Spells
 1st detect evil and good  sanctuary  thunderwave  burning hands  fog cloud
 2nd  phantasmal force  spike growth  gust of wind  scorching ray  blur
 3rd  create food and water  meld into stone  wind wall  fireball sleet storm 
 4th  phantasmal killer  stone shape  greater invisibility  fire shield  control water
 5th  creation  wall of stone  seeming  flame strike  cone of cold
 9th  wish    
\n\n

Genie’s Vessel @Compendium[world.ddb-graus-dnd-class-features.qbjT6C9Wz9VMQZ7t]{Genie’s Vessel}

\n

1st-level Genie feature

\n

Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table.

\n
Genie’s Vessel
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Vessel
1Oil Lamp
2Urn
3Ring with a compartment
4Stoppered bottle
5Hollow statuette
6Ornate lantern
\n
\n

While you are touching the vessel, you can use it in the following ways:

\n

Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest.

\n

Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

\n

The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

\n

If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

\n\n

Elemental Gift @Compendium[world.ddb-graus-dnd-class-features.KGG240cMIIIDCNIe]{Elemental Gift}

\n

6th-level Genie feature

\n

You begin to take on characteristics of your patron’s kind. You now have resistance to a damage type determined by your patron’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

\n

In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n\n

Sanctuary Vessel @Compendium[world.ddb-graus-dnd-class-features.W3sZb1Nzj0oKuAi6]{Sanctuary Vessel}

\n

10th-level Genie feature

\n

When you enter your Genie’s Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

\n

As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

\n\n

Limited Wish @Compendium[world.ddb-graus-dnd-class-features.YrttChEVS5L72pZv]{Limited Wish}

\n

14th-level Genie feature

\n

You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

\n

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

\n\n

Genie Kind @Compendium[world.ddb-graus-dnd-class-features.Gq1HiiU4SKgJCEck]{Genie Kind}

\n

You choose your patron’s kind or determine it randomly, using the Genie Kind table.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d4KindElement
1DaoEarth
2DjinniAir
3EfreetiFire
4MaridWater
\n
\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Otherworldly Patron

\n

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

\n\n

Pact Magic

\n

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\n
Cantrips
\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n
Spell Slots
\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\n
Spells Known of 1st Level and Higher
\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

\n\n

Eldritch Invocations

\n

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\n

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.

\n

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.

\n

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.

\n\n

Pact Boon

\n

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.

\n\n

Mystic Arcanum (6th level)

\n

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.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

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.

\n\n

Eldritch Master

\n

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.

\n\n

Mystic Arcanum (7th level)

\n

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

\n\n

Mystic Arcanum (8th level)

\n

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Mystic Arcanum (9th level)

\n

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 105","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"pact","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":7,"data":{"id":7,"name":"Warlock","description":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/warlock","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":105,"sourceType":1}],"classFeatures":[{"id":323,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":324,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":325,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":326,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":13},{"id":327,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":386,"name":"Otherworldly Patron","prerequisite":null,"description":"

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","requiredLevel":1,"displayOrder":3},{"id":387,"name":"Pact Magic","prerequisite":null,"description":"

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\r\n
Cantrips
\r\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\r\n
Spell Slots
\r\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\r\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\r\n
Spells Known of 1st Level and Higher
\r\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

","requiredLevel":1,"displayOrder":4},{"id":388,"name":"Eldritch Invocations","prerequisite":null,"description":"

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\r\n

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.

\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":389,"name":"Pact Boon","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":6},{"id":390,"name":"Mystic Arcanum (6th level)","prerequisite":null,"description":"

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.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

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.

","requiredLevel":11,"displayOrder":9},{"id":391,"name":"Eldritch Master","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":16},{"id":392,"name":"Mystic Arcanum (7th level)","prerequisite":null,"description":"

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

","requiredLevel":13,"displayOrder":11},{"id":393,"name":"Mystic Arcanum (8th level)","prerequisite":null,"description":"

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":15,"displayOrder":12},{"id":394,"name":"Mystic Arcanum (9th level)","prerequisite":null,"description":"

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":17,"displayOrder":14},{"id":469,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":541,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":105,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,10,11,11,12,12,13,13,14,14,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10364,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/warlock#TheGenie","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":7,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"webYlfnyEZftQlb7","name":"Barbarian (Path of the Berserker)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"

A fierce warrior of primitive background who can enter a battle rage

\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Path of the Berserker

\n

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.

\n\n

Class Features

\n\n

Frenzy

\n

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.

\n\n

Mindless Rage

\n

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.

\n\n

Intimidating Presence

\n

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.

\n

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

\n\n

Retaliation

\n

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.

\n\n

Rage

\n

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\n\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\n

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.

\n

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.

\n\n

Unarmored Defense

\n

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.

\n\n

Reckless Attack

\n

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.

\n\n

Danger Sense

\n

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.

\n

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.

\n\n

Primal Path

\n

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Fast Movement

\n

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

\n\n

Feral Instinct

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

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.

\n\n

Brutal Critical

\n

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.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n\n

Relentless Rage

\n

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.

\n

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.

\n\n

Persistent Rage

\n

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.

\n\n

Indomitable Might

\n

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.

\n\n

Primal Champion

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 46","identifier":"","levels":1,"hitDice":"d12","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","itm","nat","prc"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":9,"data":{"id":9,"name":"Barbarian","description":"

A fierce warrior of primitive background who can enter a battle rage

\r\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/barbarian","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":46,"sourceType":1}],"classFeatures":[{"id":51,"name":"Rage","prerequisite":null,"description":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\r\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\r\n\r\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":52,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":53,"name":"Reckless Attack","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":54,"name":"Danger Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":55,"name":"Primal Path","prerequisite":null,"description":"

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

","requiredLevel":3,"displayOrder":7},{"id":56,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":57,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":58,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":59,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":60,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":21},{"id":61,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":9},{"id":62,"name":"Fast Movement","prerequisite":null,"description":"

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

","requiredLevel":5,"displayOrder":10},{"id":63,"name":"Feral Instinct","prerequisite":null,"description":"

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\r\n

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.

","requiredLevel":7,"displayOrder":11},{"id":64,"name":"Brutal Critical","prerequisite":null,"description":"

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.

\r\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

","requiredLevel":9,"displayOrder":13},{"id":65,"name":"Brutal Critical","prerequisite":null,"description":"

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

\r\n

This increases to three additional dice at 17th level.

","requiredLevel":13,"displayOrder":16},{"id":66,"name":"Brutal Critical","prerequisite":null,"description":"

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

","requiredLevel":17,"displayOrder":19},{"id":67,"name":"Relentless Rage","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":11,"displayOrder":14},{"id":68,"name":"Persistent Rage","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":17},{"id":69,"name":"Indomitable Might","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":20},{"id":70,"name":"Primal Champion","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":22},{"id":459,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":530,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":12,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":46,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10366,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]}]},"moreDetailsUrl":"/characters/classes/barbarian#PathoftheBerserker","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":9,"hitDice":12,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"whlsIcoSZmG7lTW1","name":"Bard (College of Eloquence)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"

An inspiring magician whose power echoes the music of creation

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

College of Eloquence

\n

Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.

\n\n

Class Features

\n\n

Silver Tongue @Compendium[world.ddb-graus-dnd-class-features.2d5O7jDc7AyZkVc3]{Silver Tongue}

\n

3rd-level College of Eloquence feature

\n

You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

\n\n

Unsettling Words @Compendium[world.ddb-graus-dnd-class-features.80xQ7ZE6Thzf6iv4]{Unsettling Words}

\n

3rd-level College of Eloquence feature

\n

You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

\n\n

Unfailing Inspiration @Compendium[world.ddb-graus-dnd-class-features.Kor3WfzD5cJ9DMI9]{Unfailing Inspiration}

\n

6th-level College of Eloquence feature

\n

Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

\n\n

Universal Speech @Compendium[world.ddb-graus-dnd-class-features.MeoS0HKrDBJ5hjA6]{Universal Speech}

\n

6th-level College of Eloquence feature

\n

You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

\n

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again.

\n\n

Infectious Inspiration @Compendium[world.ddb-graus-dnd-class-features.48wG4xnxs0n2yFCI]{Infectious Inspiration}

\n

14th-level College of Eloquence feature

\n

When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.

\n

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

\n\n

Spellcasting

\n

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\n
Cantrips
\n

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.

\n
Spell Slots
\n

The Bard table shows how many spell slots you have to cast your bard 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.

\n

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.

\n
Spells Known of 1st Level and Higher
\n

You know four 1st-level spells of your choice from the bard spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Ritual Casting
\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\n
Spellcasting Focus
\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

\n\n

Bardic Inspiration

\n

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.

\n

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 DM 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.

\n

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.

\n

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.

\n\n

Jack of All Trades

\n

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.

\n\n

Song of Rest

\n

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.

\n

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.

\n\n

Bard College

\n

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

\n\n

Expertise

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Font of Inspiration

\n

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

\n\n

Countercharm

\n

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).

\n\n

Superior Inspiration

\n

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n

Magical Secrets

\n

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\n

You learn two additional spells from any classes at 14th level and again at 18th level.

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 51","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","prf","per","rel","slt","ste","sur"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":1,"data":{"id":1,"name":"Bard","description":"

An inspiring magician whose power echoes the music of creation

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/bard","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":51,"sourceType":1}],"classFeatures":[{"id":74,"name":"Spellcasting","prerequisite":null,"description":"

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Spell Slots
\r\n

The Bard table shows how many spell slots you have to cast your bard 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.

\r\n

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.

\r\n
Spells Known of 1st Level and Higher
\r\n

You know four 1st-level spells of your choice from the bard spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Ritual Casting
\r\n

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

\r\n
Spellcasting Focus
\r\n

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

","requiredLevel":1,"displayOrder":3},{"id":75,"name":"Bardic Inspiration","prerequisite":null,"description":"

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.

\r\n

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 DM 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.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":4},{"id":79,"name":"Jack of All Trades","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":80,"name":"Song of Rest","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":84,"name":"Bard College","prerequisite":null,"description":"

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

","requiredLevel":3,"displayOrder":7},{"id":85,"name":"Expertise","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":8},{"id":86,"name":"Expertise","prerequisite":null,"description":"

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

","requiredLevel":10,"displayOrder":14},{"id":87,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":88,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":13},{"id":89,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":90,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":16},{"id":91,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":17},{"id":92,"name":"Font of Inspiration","prerequisite":null,"description":"

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

","requiredLevel":5,"displayOrder":11},{"id":93,"name":"Countercharm","prerequisite":null,"description":"

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).

","requiredLevel":6,"displayOrder":12},{"id":94,"name":"Superior Inspiration","prerequisite":null,"description":"

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

","requiredLevel":20,"displayOrder":18},{"id":460,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":531,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1},{"id":592,"name":"Magical Secrets","prerequisite":null,"description":"

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 14th level and again at 18th level.

","requiredLevel":10,"displayOrder":14},{"id":593,"name":"Magical Secrets","prerequisite":null,"description":"

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

\r\n

You learn two additional spells from any classes at 18th level.

","requiredLevel":14,"displayOrder":15},{"id":594,"name":"Magical Secrets","prerequisite":null,"description":"

At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

\r\n

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

","requiredLevel":18,"displayOrder":16}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":51,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,4,5,6,7,8,9,10,11,12,14,15,15,16,18,19,19,20,22,22,22],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10356,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/bard#CollegeofEloquence","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/1/636336416923635770.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/368/636272705936235645.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/369/636272705936709430.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":1,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":false}}} {"_id":"wkopNa4d7ufOdZZu","name":"Monk (Way of the Astral Self)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Way of the Astral Self

\n

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. 

\n\n

Class Features

\n\n

Arms of the Astral Self @Compendium[world.ddb-graus-dnd-class-features.jZanCcIjGbNkIcCH]{Arms of the Astral Self}

\n

3rd-level Way of the Astral Self feature

\n

Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

\n

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits:

\n\n\n

Visage of the Astral Self @Compendium[world.ddb-graus-dnd-class-features.bJnJIe6YxAWZJZlD]{Visage of the Astral Self}

\n

6th-level Way of the Astral Self feature

\n

You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

\n

The spectral visage covers your face like a helmet or mask. You determine its appearance.

\n

While the spectral visage is present, you gain the following benefits.

\n

Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

\n

Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

\n

Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

\n\n

Body of the Astral Self @Compendium[world.ddb-graus-dnd-class-features.CH9U4DMuBeShOFYd]{Body of the Astral Self}

\n

11th-level Way of the Astral Self feature

\n

When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

\n

While the spectral body is present, you gain the following benefits.

\n

Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).

\n

Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

\n\n

Awakened Astral Self @Compendium[world.ddb-graus-dnd-class-features.ykROYcCfBCA8GURl]{Awakened Astral Self}

\n

17th-level Way of the Astral Self feature

\n

Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

\n

While your astral self is awakened, you gain the following benefits.

\n

Armor of the Spirit. You gain a +2 bonus to Armor Class.

\n

Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.

\n\n

Unarmored Defense

\n

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.

\n\n

Martial Arts

\n

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.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n

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 in the Weapons section.

\n\n

Ki

\n

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.

\n

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.

\n

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.

\n

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:

\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\n
Flurry of Blows
\n

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.

\n
Patient Defense
\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\n
Step of the Wind
\n

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.

\n\n

Unarmored Movement

\n

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.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n

Monastic Tradition

\n

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n\n

Deflect Missiles

\n

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.

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Slow Fall

\n

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.

\n\n

Extra Attack

\n

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

\n\n

Stunning Strike

\n

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.

\n\n

Ki-Empowered Strikes

\n

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Evasion

\n

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.

\n\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n\n

Purity of Body

\n

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

\n\n

Tongue of the Sun and Moon

\n

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.

\n\n

Diamond Soul

\n

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

\n\n

Timeless Body

\n

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.

\n\n

Empty Body

\n

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.

\n

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.

\n\n

Perfect Self

\n

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

\n\n

Unarmored Movement Improvement

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 76","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":11,"data":{"id":11,"name":"Monk","description":"

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

\r\n

Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/monk","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":76,"sourceType":1}],"classFeatures":[{"id":226,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":227,"name":"Martial Arts","prerequisite":null,"description":"

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.

\r\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\r\n\r\n

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 in the Weapons section.

","requiredLevel":1,"displayOrder":4},{"id":228,"name":"Ki","prerequisite":null,"description":"

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.

\r\n

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.

\r\n

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.

\r\n

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:

\r\n

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n
Flurry of Blows
\r\n

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.

\r\n
Patient Defense
\r\n

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

\r\n
Step of the Wind
\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":229,"name":"Unarmored Movement","prerequisite":null,"description":"

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.

\r\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

","requiredLevel":2,"displayOrder":6},{"id":230,"name":"Monastic Tradition","prerequisite":null,"description":"

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

","requiredLevel":3,"displayOrder":7},{"id":231,"name":"Deflect Missiles","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":3,"displayOrder":8},{"id":232,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":9},{"id":233,"name":"Slow Fall","prerequisite":null,"description":"

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.

","requiredLevel":4,"displayOrder":10},{"id":234,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":11},{"id":235,"name":"Stunning Strike","prerequisite":null,"description":"

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.

","requiredLevel":5,"displayOrder":12},{"id":236,"name":"Ki-Empowered Strikes","prerequisite":null,"description":"

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

","requiredLevel":6,"displayOrder":13},{"id":237,"name":"Evasion","prerequisite":null,"description":"

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.

","requiredLevel":7,"displayOrder":15},{"id":238,"name":"Stillness of Mind","prerequisite":null,"description":"

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

","requiredLevel":7,"displayOrder":16},{"id":239,"name":"Purity of Body","prerequisite":null,"description":"

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

","requiredLevel":10,"displayOrder":19},{"id":240,"name":"Tongue of the Sun and Moon","prerequisite":null,"description":"

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.

","requiredLevel":13,"displayOrder":22},{"id":241,"name":"Diamond Soul","prerequisite":null,"description":"

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

\r\n

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

","requiredLevel":14,"displayOrder":23},{"id":242,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":25},{"id":243,"name":"Empty Body","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":18,"displayOrder":27},{"id":244,"name":"Perfect Self","prerequisite":null,"description":"

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

","requiredLevel":20,"displayOrder":30},{"id":245,"name":"Unarmored Movement Improvement","prerequisite":null,"description":"

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

","requiredLevel":9,"displayOrder":18},{"id":246,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":17},{"id":247,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":21},{"id":248,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":26},{"id":249,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":29},{"id":455,"name":"Unarmored Movement","prerequisite":null,"description":"

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

","requiredLevel":6,"displayOrder":14},{"id":456,"name":"Unarmored Movement","prerequisite":null,"description":"

At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

","requiredLevel":10,"displayOrder":20},{"id":457,"name":"Unarmored Movement","prerequisite":null,"description":"

At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

","requiredLevel":14,"displayOrder":24},{"id":458,"name":"Unarmored Movement","prerequisite":null,"description":"

At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

","requiredLevel":18,"displayOrder":28},{"id":464,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":536,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":76,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Dexterity 13 and Wisdom 13","prerequisiteMappings":[{"id":10369,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"},{"id":10370,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/monk#WayoftheAstralSelf","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/5/636336417372349522.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/488/636274646181088338.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/489/636274646181411106.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":11,"hitDice":8,"spellCastingAbilityId":null,"canCastSpells":false}}} {"_id":"wtglCD3Tzp2uXRXF","name":"Druid (Circle of the Land (Swamp))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of the Land (Swamp)

\n

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.

\n\n

Class Features

\n\n

Bonus Cantrip

\n

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

\n\n

Natural Recovery

\n

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.

\n

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.

\n\n

Circle Spells

\n

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, swamp, or Underdark — and consult the associated list of spells.

\n

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.

\n
Arctic
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

hold person, spike growth

\n
\n

5th

\n
\n

sleet storm, slow

\n
\n

7th

\n
\n

freedom of movement, ice storm

\n
\n

9th

\n
\n

commune with nature, cone of cold 

\n
\n
Coast
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

mirror image, misty step

\n
\n

5th

\n
\n

water breathing, water walk

\n
\n

7th

\n
\n

control water, freedom of movement

\n
\n

9th

\n
\n

conjure elemental, scrying

\n
\n
Desert
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

blur, silence

\n
\n

5th

\n
\n

create food and water, protection from energy

\n
\n

7th

\n
\n

blight, hallucinatory terrain

\n
\n

9th

\n
\n

insect plague, wall of stone

\n
\n
Forest
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

barkskin, spider climb

\n
\n

5th

\n
\n

call lightning, plant growth

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

commune with nature, tree stride

\n
\n
Grassland
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

invisibility, pass without trace

\n
\n

5th

\n
\n

daylight, haste

\n
\n

7th

\n
\n

divination, freedom of movement

\n
\n

9th

\n
\n

dream, insect plague

\n
\n
Mountain
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, spike growth

\n
\n

5th

\n
\n

lightning bolt, meld into stone

\n
\n

7th

\n
\n

stone shape, stoneskin

\n
\n

9th

\n
\n

passwall, wall of stone

\n
\n
Swamp
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

darkness, acid arrow

\n
\n

5th

\n
\n

water walk, stinking cloud

\n
\n

7th

\n
\n

freedom of movement, locate creature

\n
\n

9th

\n
\n

insect plague, scrying

\n
\n
Underdark
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
\n

3rd

\n
\n

spider climb, web

\n
\n

5th

\n
\n

gaseous form, stinking cloud

\n
\n

7th

\n
\n

greater invisibility, stone shape

\n
\n

9th

\n
\n

cloudkill, insect plague

\n
\n\n

Land’s Stride

\n

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.

\n

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.

\n\n

Nature’s Ward

\n

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

\n\n

Nature’s Sanctuary

\n

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.

\n

The creature is aware of this effect before it makes its attack against you.

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 64","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["arc","ins","med","nat","prc","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"wis"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":3,"data":{"id":3,"name":"Druid","description":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/druid","spellCastingAbilityId":5,"sources":[{"sourceId":1,"pageNumber":64,"sourceType":1}],"classFeatures":[{"id":165,"name":"Druidic","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

","requiredLevel":1,"displayOrder":4},{"id":167,"name":"Wild Shape","prerequisite":null,"description":"

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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

\r\n","requiredLevel":2,"displayOrder":5},{"id":168,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

","requiredLevel":20,"displayOrder":16},{"id":175,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleoftheLandSwamp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"xGXeuIx4SgFarB0U","name":"Warlock","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Class Features

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Otherworldly Patron

\n

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

\n\n

Pact Magic

\n

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\n
Cantrips
\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\n
Spell Slots
\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\n
Spells Known of 1st Level and Higher
\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

\n\n

Eldritch Invocations

\n

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\n

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.

\n

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.

\n

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.

\n\n

Pact Boon

\n

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.

\n\n

Mystic Arcanum (6th level) @Compendium[world.ddb-graus-dnd-class-features.NpNZASOjvKQNhDYp]{Mystic Arcanum (6th level)}

\n

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.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

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.

\n\n

Eldritch Master

\n

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.

\n\n

Mystic Arcanum (7th level) @Compendium[world.ddb-graus-dnd-class-features.xM2mn8PAzbwMJI66]{Mystic Arcanum (7th level)}

\n

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

\n\n

Mystic Arcanum (8th level) @Compendium[world.ddb-graus-dnd-class-features.QqbxCVKFRPtqTcOJ]{Mystic Arcanum (8th level)}

\n

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Mystic Arcanum (9th level) @Compendium[world.ddb-graus-dnd-class-features.ZNA7yJsk30EaoTIz]{Mystic Arcanum (9th level)}

\n

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 105","identifier":"","levels":1,"hitDice":"d8","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"pact","ability":"cha"},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":7,"data":{"id":7,"name":"Warlock","description":"

A wielder of magic that is derived from a bargain with an extraplanar entity

\r\n

Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/warlock","spellCastingAbilityId":6,"sources":[{"sourceId":1,"pageNumber":105,"sourceType":1}],"classFeatures":[{"id":323,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":324,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":8},{"id":325,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":10},{"id":326,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":13},{"id":327,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":386,"name":"Otherworldly Patron","prerequisite":null,"description":"

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

","requiredLevel":1,"displayOrder":3},{"id":387,"name":"Pact Magic","prerequisite":null,"description":"

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

\r\n
Cantrips
\r\n

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

\r\n
Spell Slots
\r\n

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

\r\n

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

\r\n
Spells Known of 1st Level and Higher
\r\n

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\r\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\r\n
Spellcasting Focus
\r\n

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

","requiredLevel":1,"displayOrder":4},{"id":388,"name":"Eldritch Invocations","prerequisite":null,"description":"

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

\r\n

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.

\r\n

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.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":389,"name":"Pact Boon","prerequisite":null,"description":"

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.

","requiredLevel":3,"displayOrder":6},{"id":390,"name":"Mystic Arcanum (6th level)","prerequisite":null,"description":"

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.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

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.

","requiredLevel":11,"displayOrder":9},{"id":391,"name":"Eldritch Master","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":16},{"id":392,"name":"Mystic Arcanum (7th level)","prerequisite":null,"description":"

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At higher levels, you gain more warlock spells of your choice that can be cast in this way: 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.

","requiredLevel":13,"displayOrder":11},{"id":393,"name":"Mystic Arcanum (8th level)","prerequisite":null,"description":"

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":15,"displayOrder":12},{"id":394,"name":"Mystic Arcanum (9th level)","prerequisite":null,"description":"

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

\r\n

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

\r\n

You regain all uses of your Mystic Arcanum when you finish a long rest.

","requiredLevel":17,"displayOrder":14},{"id":469,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":541,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":4,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"4d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":105,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[6],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[0,2,3,4,5,6,7,8,9,10,10,11,11,12,12,13,13,14,14,15,15],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[1,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,2,0,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,2,0,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,2,0,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,2,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,3,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0],[0,0,0,0,4,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Charisma 13","prerequisiteMappings":[{"id":10364,"entityId":6,"entityTypeId":1472902489,"type":"ability-score","subType":"charisma","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Charisma"}]}]},"moreDetailsUrl":"/characters/classes/warlock","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/12/636336422983071263.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/374/636272708661414129.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/375/636272708661726603.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":null,"hitDice":8,"spellCastingAbilityId":6,"canCastSpells":true}}} {"_id":"z6auYvbOuy2wJY1z","name":"Druid (Circle of Spores)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"

A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Circle of Spores

\n

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.

\n

These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.

\n

Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

\n\n

Class Features

\n\n

Circle Spells

\n

2nd-level Circle of Spores feature

\n

Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip.

\n

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, 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.

\n
Circle of Spores Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Druid LevelSpells
2ndchill touch
3rdblindness/deafness, gentle repose
5thanimate dead, gaseous form
7thblight, confusion
9thcloudkill, contagion
\n\n

Halo of Spores @Compendium[world.ddb-graus-dnd-class-features.ByHr7u2YiUa2jjzL]{Halo of Spores}

\n

2nd-level Circle of Spores feature

\n

You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

\n\n

Symbiotic Entity @Compendium[world.ddb-graus-dnd-class-features.RnuG6Fn3vpAO4SBK]{Symbiotic Entity}

\n

2nd-level Circle of Spores feature
You gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

\n\n

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

\n
\n

RULE TIP: TEMPORARY HIT POINTS DON'T STACK

\n

If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook.

\n
\n\n

Fungal Infestation @Compendium[world.ddb-graus-dnd-class-features.7McZqwURdsekVhfj]{Fungal Infestation}

\n

6th-level Circle of Spores feature

\n

Your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

\n

In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

\n

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

\n\n

Spreading Spores @Compendium[world.ddb-graus-dnd-class-features.6utypvhwsIpXmonz]{Spreading Spores}

\n

10th-level Circle of Spores feature

\n

You gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

\n

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

\n

While the cube of spores persists, you can’t use your Halo of Spores reaction.

\n\n

Fungal Body @Compendium[world.ddb-graus-dnd-class-features.qagSCA186uD15n15]{Fungal Body}

\n

14th-level Circle of Spores feature

\n

The fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.

\n\n

Druidic

\n

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.

\n\n

Spellcasting

\n

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\n
Cantrips
\n

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.

\n
Preparing and Casting Spells
\n

The Druid table shows how many spell slots you have to cast your druid 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.

\n

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.

\n

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.

\n

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.

\n
Spellcasting Ability
\n

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.

\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\n
Ritual Casting
\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\n
Spellcasting Focus
\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

\n\n

Wild Shape

\n

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.

\n

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.

\n
Beast Shapes
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Level

\n
\n

Max CR

\n
\n

Limitations

\n
\n

Example

\n
\n

2nd

\n
\n

1/4

\n
\n

No flying or swimming speed

\n
\n

Wolf

\n
\n

4th

\n
\n

1/2

\n
\n

No flying speed

\n
\n

Crocodile

\n
\n

8th

\n
\n

1

\n
\n

\n
\n

Giant eagle

\n
\n


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.

\n

While you are transformed, the following rules apply:

\n\n\n

Wild Shape Improvement

\n

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

\n\n

Druid Circle

\n

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Timeless Body

\n

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.

\n\n

Beast Spells

\n

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.

\n\n

Archdruid

\n

At 20th level, you can use your Wild Shape an unlimited number of times.

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

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A priest of the Old Faith, wielding the powers of nature and adopting animal forms

\r\n

Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom

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

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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.

","requiredLevel":1,"displayOrder":3},{"id":166,"name":"Spellcasting","prerequisite":null,"description":"

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

\r\n
Cantrips
\r\n

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.

\r\n
Preparing and Casting Spells
\r\n

The Druid table shows how many spell slots you have to cast your druid 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.

\r\n

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.

\r\n

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.

\r\n

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.

\r\n
Spellcasting Ability
\r\n

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.

\r\n

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

\r\n

Spell attack modifier = your proficiency bonus + your Wisdom modifier

\r\n
Ritual Casting
\r\n

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

\r\n
Spellcasting Focus
\r\n

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

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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.

\r\n

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.

\r\n
Beast Shapes
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n
\r\n

Level

\r\n
\r\n

Max CR

\r\n
\r\n

Limitations

\r\n
\r\n

Example

\r\n
\r\n

2nd

\r\n
\r\n

1/4

\r\n
\r\n

No flying or swimming speed

\r\n
\r\n

Wolf

\r\n
\r\n

4th

\r\n
\r\n

1/2

\r\n
\r\n

No flying speed

\r\n
\r\n

Crocodile

\r\n
\r\n

8th

\r\n
\r\n

1

\r\n
\r\n

\r\n
\r\n

Giant eagle

\r\n
\r\n


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.

\r\n

While you are transformed, the following rules apply:

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At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":4,"displayOrder":7},{"id":169,"name":"Wild Shape Improvement","prerequisite":null,"description":"

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

","requiredLevel":8,"displayOrder":9},{"id":170,"name":"Druid Circle","prerequisite":null,"description":"

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

","requiredLevel":2,"displayOrder":6},{"id":171,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":172,"name":"Timeless Body","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":13},{"id":173,"name":"Beast Spells","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":14},{"id":174,"name":"Archdruid","prerequisite":null,"description":"

At 20th level, you can use your Wild Shape an unlimited number of times.

\r\n

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.

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When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":176,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":11},{"id":177,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":12},{"id":178,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":15},{"id":462,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":534,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":8,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourcePageNumber":64,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[5],"spellRules":{"multiClassSpellSlotDivisor":1,"isRitualSpellCaster":true,"levelCantripsKnownMaxes":[0,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],"levelSpellKnownMaxes":[],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Wisdom 13","prerequisiteMappings":[{"id":10358,"entityId":5,"entityTypeId":1472902489,"type":"ability-score","subType":"wisdom","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Wisdom"}]}]},"moreDetailsUrl":"/characters/classes/druid#CircleofSpores","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/3/636336417152216156.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/345/636272691461256657.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/346/636272691461725405.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":3,"hitDice":8,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"zC1mrgefm07HpXTJ","name":"Barbarian (Path of the Ancestral Guardian)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"

A fierce warrior of primitive background who can enter a battle rage

\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Path of the Ancestral Guardian

\n

Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

\n\n

Class Features

\n\n

Ancestral Protectors @Compendium[world.ddb-graus-dnd-class-features.bErF1ZUGd5GAakHT]{Ancestral Protectors}

\n

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

\n\n

Spirit Shield @Compendium[world.ddb-graus-dnd-class-features.0Bjtc7KCWVDF68pB]{Spirit Shield}

\n

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

\n

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

\n\n

Consult the Spirits @Compendium[world.ddb-graus-dnd-class-features.XYyeCeuavSbM47RD]{Consult the Spirits}

\n

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

\n

After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.

\n\n

Vengeful Ancestors @Compendium[world.ddb-graus-dnd-class-features.3EunfhaOsNyHhN3B]{Vengeful Ancestors}

\n

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.

\n\n

Rage

\n

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\n\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\n

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.

\n

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.

\n\n

Unarmored Defense

\n

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.

\n\n

Reckless Attack

\n

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.

\n\n

Danger Sense

\n

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.

\n

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.

\n\n

Primal Path

\n

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n\n

Fast Movement

\n

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

\n\n

Feral Instinct

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

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.

\n\n

Brutal Critical

\n

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.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n\n

Relentless Rage

\n

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.

\n

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.

\n\n

Persistent Rage

\n

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.

\n\n

Indomitable Might

\n

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.

\n\n

Primal Champion

\n

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.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 46","identifier":"","levels":1,"hitDice":"d12","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":["ath","itm","nat","prc"],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":9,"data":{"id":9,"name":"Barbarian","description":"

A fierce warrior of primitive background who can enter a battle rage

\r\n

Hit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution 

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/barbarian","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":46,"sourceType":1}],"classFeatures":[{"id":51,"name":"Rage","prerequisite":null,"description":"

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

\r\n

While raging, you gain the following benefits if you aren’t wearing heavy armor:

\r\n\r\n

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

\r\n

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.

\r\n

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.

","requiredLevel":1,"displayOrder":3},{"id":52,"name":"Unarmored Defense","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":53,"name":"Reckless Attack","prerequisite":null,"description":"

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.

","requiredLevel":2,"displayOrder":5},{"id":54,"name":"Danger Sense","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":2,"displayOrder":6},{"id":55,"name":"Primal Path","prerequisite":null,"description":"

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

","requiredLevel":3,"displayOrder":7},{"id":56,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":8},{"id":57,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":12},{"id":58,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":15},{"id":59,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":18},{"id":60,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":21},{"id":61,"name":"Extra Attack","prerequisite":null,"description":"

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

","requiredLevel":5,"displayOrder":9},{"id":62,"name":"Fast Movement","prerequisite":null,"description":"

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

","requiredLevel":5,"displayOrder":10},{"id":63,"name":"Feral Instinct","prerequisite":null,"description":"

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\r\n

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.

","requiredLevel":7,"displayOrder":11},{"id":64,"name":"Brutal Critical","prerequisite":null,"description":"

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.

\r\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

","requiredLevel":9,"displayOrder":13},{"id":65,"name":"Brutal Critical","prerequisite":null,"description":"

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

\r\n

This increases to three additional dice at 17th level.

","requiredLevel":13,"displayOrder":16},{"id":66,"name":"Brutal Critical","prerequisite":null,"description":"

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

","requiredLevel":17,"displayOrder":19},{"id":67,"name":"Relentless Rage","prerequisite":null,"description":"

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.

\r\n

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.

","requiredLevel":11,"displayOrder":14},{"id":68,"name":"Persistent Rage","prerequisite":null,"description":"

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.

","requiredLevel":15,"displayOrder":17},{"id":69,"name":"Indomitable Might","prerequisite":null,"description":"

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.

","requiredLevel":18,"displayOrder":20},{"id":70,"name":"Primal Champion","prerequisite":null,"description":"

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.

","requiredLevel":20,"displayOrder":22},{"id":459,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":530,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":12,"wealthDice":{"diceCount":2,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"2d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":46,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10366,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]}]},"moreDetailsUrl":"/characters/classes/barbarian#PathoftheAncestralGuardian","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/0/636336416778392507.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/341/636272680339582512.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/342/636272680339895080.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":9,"hitDice":12,"spellCastingAbilityId":5,"canCastSpells":false}}} {"_id":"zRHWn5EzYxdCtnRA","name":"Fighter (Arcane Archer)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"

A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

\n\n\n\n

Starting Equipment

\n

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

\n\n\n

Arcane Archer

\n

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

\n\n

Class Features

\n\n

Arcane Archer Lore @Compendium[world.ddb-graus-dnd-class-features.an3A09HBrgCHRzEW]{Arcane Archer Lore}

\n

At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.

\n\n

Arcane Shot @Compendium[world.ddb-graus-dnd-class-features.DHMyUbxSnmrCTLHA]{Arcane Shot}

\n

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).

\n

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

\n

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

\n\n

Magic Arrow @Compendium[world.ddb-graus-dnd-class-features.8vOFRc5dbpZ1nX82]{Magic Arrow}

\n

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

\n\n

Curving Shot @Compendium[world.ddb-graus-dnd-class-features.hZGeCCJMSiqEiH0r]{Curving Shot}

\n

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

\n\n

Ever-Ready Shot @Compendium[world.ddb-graus-dnd-class-features.IlBF8Xq4BZZA0e4S]{Ever-Ready Shot}

\n

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

\n\n

Arcane Shot Options @Compendium[world.ddb-graus-dnd-class-features.6EkjnWbuQnVRaSyO]{Arcane Shot Options}

\n

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

\n

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

\n\n

Fighting Style

\n

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.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

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

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Proficiencies

\n

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

\n\n

Hit Points

\n

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

\n\n","chat":"","unidentified":""},"source":"Basic Rules pg 70","identifier":"","levels":1,"hitDice":"d10","hitDiceUsed":0,"advancement":[],"saves":[],"skills":{"number":2,"choices":[],"value":[]},"spellcasting":{"progression":"none","ability":""},"subclass":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"ddbimporter":{"id":10,"data":{"id":10,"name":"Fighter","description":"

A master of martial combat, skilled with a variety of weapons and armor

\r\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

","equipmentDescription":"

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

\r\n","parentClassId":null,"avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","moreDetailsUrl":"/characters/classes/fighter","spellCastingAbilityId":null,"sources":[{"sourceId":1,"pageNumber":70,"sourceType":1}],"classFeatures":[{"id":191,"name":"Fighting Style","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":3},{"id":192,"name":"Second Wind","prerequisite":null,"description":"

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.

","requiredLevel":1,"displayOrder":4},{"id":193,"name":"Action Surge","prerequisite":null,"description":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\r\n

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.

","requiredLevel":2,"displayOrder":5},{"id":194,"name":"Martial Archetype","prerequisite":null,"description":"

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

","requiredLevel":3,"displayOrder":6},{"id":195,"name":"Ability Score Improvement","prerequisite":null,"description":"

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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":4,"displayOrder":7},{"id":196,"name":"Extra Attack","prerequisite":null,"description":"

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

\r\n

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.

","requiredLevel":5,"displayOrder":8},{"id":197,"name":"Indomitable","prerequisite":null,"description":"

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.

\r\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","requiredLevel":9,"displayOrder":11},{"id":199,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 6th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":6,"displayOrder":9},{"id":200,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 8th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":8,"displayOrder":10},{"id":201,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 12th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":12,"displayOrder":13},{"id":202,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 14th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":14,"displayOrder":14},{"id":203,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 16th level, and again at 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":16,"displayOrder":15},{"id":204,"name":"Ability Score Improvement","prerequisite":null,"description":"

When you reach 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.

\r\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

","requiredLevel":19,"displayOrder":16},{"id":205,"name":"Extra Attack","prerequisite":null,"description":"

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

\r\n

The number of attacks increases to four when you reach 20th level in this class.

","requiredLevel":11,"displayOrder":12},{"id":206,"name":"Extra Attack","prerequisite":null,"description":"

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

","requiredLevel":20,"displayOrder":17},{"id":463,"name":"Proficiencies","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":2},{"id":535,"name":"Hit Points","prerequisite":null,"description":"

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

","requiredLevel":1,"displayOrder":1}],"hitDice":10,"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":false,"knowsAllSpells":null,"spellPrepareType":null,"spellContainerName":null,"sourcePageNumber":70,"subclassDefinition":null,"isHomebrew":false,"primaryAbilities":[1,2],"spellRules":{"multiClassSpellSlotDivisor":3,"isRitualSpellCaster":false,"levelCantripsKnownMaxes":[0,0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],"levelSpellKnownMaxes":[0,0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],"levelSpellSlots":[[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0],[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,1,0,0,0,0,0]],"multiClassSpellSlotRounding":1},"prerequisites":[{"description":"Strength 13","prerequisiteMappings":[{"id":10367,"entityId":1,"entityTypeId":1472902489,"type":"ability-score","subType":"strength","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Strength"}]},{"description":"or Dexterity 13","prerequisiteMappings":[{"id":10368,"entityId":2,"entityTypeId":1472902489,"type":"ability-score","subType":"dexterity","value":13,"friendlyTypeName":"Ability Score","friendlySubTypeName":"Dexterity"}]}]},"moreDetailsUrl":"/characters/classes/fighter#ArcaneArcher","portraitAvatarUrl":"https://www.dndbeyond.com/avatars/10/4/636336417268495752.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/358/636272697873728704.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/359/636272697874197438.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","parentClassId":10,"hitDice":10,"spellCastingAbilityId":4,"canCastSpells":false}}}