Advanced Adventurers Advanced Adventurers is an alternate character building system for 5th Edition Dungeons & Dragons. This system removes the ease and simplicity of classes from original 5E design in favor of diversity through the purchasing of specific abilities to create the exact character you want to play. Contents Forging a Hero Hit Points Skills & Proficiencies Ability Scores Weapons & Armor

Spellcasting

Abilities Combat Adventuring Ability Trees

Jana Schirmer & Johannes Voss Forging a Hero Create a character by choosing a race, background, and ability scores as normal, gaining any features of those options. The DM will decide how much experience you will start with, and that experience is used to buy everything from skills and abilities, to abiltiy score increases, and even hit points. It is recommended that characters begin with 60 exp or more, as many early game signiture abilities tend to be quite powerful and have high costs. The level of your character is still important in Advanced Adventures in order to keep track of proficiency bonuses as well as for any abilties that are based on a character's level. Every 20 experience is 1 level, so if characters start at 60 experience they are starting at level 3. Your maximum level is 20, though you can still gain experience and new abilities past that point. Hit Points You start with 10 hit points +/- your Constitution modifier, and can aquire more by spending experience. You can spend 5 experience to gain hitpoints equal to 6 (1d10) +/- your Constition modifier. All hit dice are d10s, you start with one and gain one when you purchase hitpoints. Any permanent change to Constitution is retroactive to your hit points. Skills & Proficiencies In addition to any skill proficiences from your race or background, you can choose two additional skills to become proficient in during character creation. Additional skill proficiencies past what you start with can be purchased for 3 experience each. Your proficiency bonus is based on your level, and is the same as in the Player's handbook. Starting at a +2 and increasing by 1 at 5th, 9th, 13th, and 17th level. Ability Scores You can raise your ability scores by spending experience. Be sure to include your racial modifiers first. Current Score Cost for 1 More < 10 1 exp 10 / 11 2 exp 12 / 13 3 exp 14 / 15 5 exp 16 / 17 6 exp 18 / 19 8 exp 20 / 21 10 exp 22 / 23 13 exp 24+ 17 exp After character creation your two highest ability scores become your savings throw proficiencies. If there is a tie you may choose between them.

Weapons & Armor You start with simple weapon proficiency, but must train to use martial weapons, armor and shields. Weapon & Armor Proficiencies Exp Proficiency Requirment 3 exp Martial Weapons - 1 exp Shields - 1 exp Light Armor - 2 exp Medium Armor Light Armor Proficiency 3 exp Heavy Armor Medium Armor Proficiency Clint Cearley Spellcasting To cast a spell you must have learned the spell and have an unused spell slot of the appropriate spell level or higher. No need to prepare the specific spells you want to cast that day ahead of time. When you first gain the ability to cast a cantrip or spell, choose Intelligence, Wisdom, or Charisma to be the attribute with which all of your spells are cast and with which your spell modifier and save DC are determined. Learning Spells & Cantrips (1 exp) The first time you gain a spell slot of each level you learn one spell of that level for free. You can learn additional spells or cantrips for 1 experience each. This means that powerful spells and cantrips that were originally only for certain classes, such as Swift Quiver and Eldritch Blast are now available to anyone that can cast spells (at the discretion of your DM). Cantrips (6 exp) You gain the ability to cast cantrips. When you gain this ability you learn two cantrips of your choice. Gaining Spell Slots To purchase a spell slot you must first have at least one spell slot of the previous level and meet the minimum experience requirement. The experience cost of the first spell slot you obtain at each level is shown in the middle column of the following table, while each addiitonal spell slot of the same level you purachase afterwards costs the amount shown in the right column. Spell slots are regained from a long rest. Spell Slots Experience Cost Slot Level First Additional Minimum level 1st 6 exp 2 exp - 2nd 7 exp 3 exp 2 3rd 8 exp 4 exp 4 4th 9 exp 5 exp 6 5th 10 exp 6 exp 8 6th 11 exp 8 exp 10 7th 12 exp 11 exp 12 8th 13 exp 15 exp 14 9th 14 exp 20 exp 16

Abilities Combat Offensive Defensive General Spells

Adventuring

Ability Trees Martial Arts & Ki Otherworldly Patrons, Pacts & Invocations Rage Channel Divinity Sneak Attack Draconic Ancestery Font of Magic Wild Shape Bardic Inspiration Combat Superiority Arcane Shot Race Specific

As you go on your adventures your DM will award you with experience to show how your character is improving and learning new skills. You can spend that experience on a wide variety of abilities to help make your character unique and fun. Just make sure not to take too many fun abilities and neglect spending experience on health, or you may not get to play your stealthily raging spellslinging healer for too long. Note that the amount of experience you gain is not related to the experience values of creatures in the Monster Manual. If it was, you would likely ascend to godhood after clearing out your first cave of goblins. Is This System Balanced? No, certainly not. In creating and testing this system through multiple campaigns I have tried to cost all abilities appropriately and eliminate anything clearly broken. However, a system with this much freedom will never be as balanced as a linear class format. Not that classic 5th Edition does not also have its imbalances. I would only suggest using Advnaced Adventures with a group of players that are interested in taking the time to create interesting and fun characters without trying to find every broken combination of abilities. Though it is always interesting to see what sort of crazy builds the min/maxers can come up with. The abilities listed here are just the start of what is possible, and a baseline to work off of. I suggest coming up with your own abilties to add to this list in your games to make your characters even more unique. Combat Offense War Priest (3 exp) Your god delivers bolts of inspiration to you while you are engaged in battle. When you make a single attack using the attack action, you can make one weapon attack as a bonus action. 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. Empowered Strikes (3 exp) Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Fell Handed (4 exp) You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them: Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target, and the target is your size or lower.

Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to twice your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit. Pinning Shot (4 exp) You have mastered the art of pinning people into walls with a toss of a knife or a shot from a bow. Once per turn, when you hit with a bow or thrown dagger attack against a Large or smaller creature, you can attempt to pin them. There must be a wall or a similar hard obstacle within 5 feet behind the creature for you to use this ability. The creature must make a Dexterity saving throw against your attack roll if they fail they are pinned and must make a Strength saving throw with a DC of 16 as an action on future turns to break free. Over and Around (4 exp) When attacking with a flail or scythe you ignore the AC bonus enemies get from shields. Brutal Critical (5 exp) You can roll your weapon damage dice an extra time when determining the extra damage for a critical hit with a melee attack. Opportunist (5 exp) You can exploit a creature's momentary distraction when they're under 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.

Tavern Brawler (5 exp) Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: You are proficient with improvised weapons and unarmed strikes.

Your unarmed strike uses a d4 for damage, unless it was already higher.

When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target Cloak of Flies (5 exp) As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage). Once you use this ability, you can’t use it again until you finish a short or long rest. Interdimensional Attack (6 exp) Prerequisite: or the ability to cast Misty Step, Dimension Door, or another teleportation spell. Once per short or long rest you can choose a creature within 300 feet of you and take the attack action with a melee weapon against them. You are never considered to have left your original position as it is just your weapons that are reaching through dimensions. Distant Strike (8 exp) Prerequisite: Interdimensional Attack. You gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. Dread Ambusher (6 exp) You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. 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. Guard Break (6 exp) When you take the attack action and hit an enemy with a melee or ranged weapon you can forgo all damage you would do with that action to give all attacks targeting that creature advantage until the start of your next turn. You must choose to use this ability before seeing the results of any damage dice you would otherwise be rolling. You may use this ability up to 2 times per short or long rest plus 1 extra time for each extra 5 exp you spend on this ability. Craig Spearing Close-Quarters Shooting (6 exp) Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll . In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn. Magical Ambush (6 exp) 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. Master Duelist (6 exp) 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. Insightful Fighting (6 exp) You gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you 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 have advantage on attack rolls against the target and your sneak attack deals an additional 2d6 damage. If you fail on this check the target is immune for 24 hours. This benefit lasts for 1 minute or until you successfully use this feature against a different target. Once you successfully use this ability you must finish a short or long rest until you can use it again. Cleave (6 exp) Once on your turn, when you reduce a creature to 0 hit points with a melee weapon, you can immediately make an attack against another creature within reach with the same weapon.

Wayne Reynolds Pierce (6 exp) Once on your turn, when you reduce a creature to 0 hit points with a ranged weapon, you can immediately make an attack against another creature behind the original target in a straight line from yourself. Ferocious Charger (7 exp) Your sheer power is enough to run down your foes. If you hit with your first melee attack against a creature after moving at least 10 ft towards them on the same turn, that creature 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. Retaliation (7 exp) 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. Opportunistic (8 exp) You have learned how to react faster than most can think, and this carries over to your combat capabilities with the following benefits: • If you use your reaction to make an attack of opportunity, you gain an additional reaction that round that can only be used on another attack of opportunity. • You can use both of your opportunity attacks at the same time to make a single opportunity attack with advantage. • You can use both of your opportunity attacks at the same time to make an opportunity attack against an opponent who has taken the Disengage action. All Out Assault (8 exp) When you miss an attack you recieve a cumulative +2 (Max +10) to future attack rolls against the same target. This bonus lasts until you hit the target or go a full turn without attacking that target. When you hit a creature you recieve a cumalative +1d4 (Max 4d4) bonus to damage rolls against the same creature until you miss or attack a different target. Ogre's Grip (8 exp) Prerequisite: Strength 16+ You gain the following benefits: • When attacking with a weapon that has the versatile property in one hand, you may roll damage as if you were holding it in both hands. • You now count as one size larger when determining your carrying capacity and the weight that you can push, drag, or lift. • You ignore the heavy property of weapons. • You may wield weapons with the two-handed property in one hand and roll damage normally. When wielding this type of weapon in one hand, you may not hold a second weapon in your other hand. However, you may hold a shield. Giant's Grip (5 exp) Prerequisite: Strength 20+, Ogre's Grip You may hold a two-handed weapon in each hand, they are considered light for the purposes of two-weapon fighting. Stand Against the Tide (8 exp) When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice within its range. Steady Aim (8 exp) As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target: The attacks ignore half and three-quarters cover.

You may reroll any number of your damage dice once, you must take the new roll. Giant Killer (8 exp) When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Savage Attacker (9 exp) Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. Shield Master (9 exp) You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Great Weapon Master (10 exp) You’ve learned to put the weight of a weapon to your advantage, letting its momentumem power your strikes. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. Scornful Rebuke (10 exp) 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 0) if you’re not incapacitated. Charger (10 exp) When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). Divine Smite (12 exp) Before making a melee weapon attack, you can expend one spell slot to charge your weapon with radiant energy. If you hit, the target takes extra radiant damage, 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. Improved Divine Smite (8 exp) Prerequisite: Divine Smite. After using Divine Smite your weapon remains infused with radiant energy, the next attack you make deals an additional 1d8 radiant damage if it hits. This effect goes away even if your next attack misses or if you do not attack before the end of your next turn. Reckless Attack (12 exp) When you take the attack action on your turn you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but all attack rolls against you are rolled with advantage until the beginning of your next turn, even if they would not otherwise be able to have advantage. Crossbow Expert (12 exp) Thanks to extensive practice with the crossbow, you gain the following benefits: You ignore the loading quality of crossbow s with which you are proficient.

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding in the other hand. Polearm Master (12 exp) You can keep your enemies at bay with reach weapons. You gain the following benefits: When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.

While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach. Sharpshooter (12 exp) You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Your ranged weapon attacks ignore half cover and three-quarters cover.

Before you make an attack with a ranged w eapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. Zack Stella

A Note on Source Material Here you will find many of the abilities you know from the players handbook as well as many new ones, sorted into catagories based on their effect. A good number of these abilities were taken from community sources through the years of this systems creation before there was any intention of releasing it publicly. If you see an ability or spell listed that you have created, please message me so I can credit you properly. I would love your suggestions for things to add or change, and I suggest any DM using this system to encourage their players to come up with their own abilities and spells for even greater character freedom. Colossus Slayer (12 exp) Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. Improved Critical (14 exp) Your weapon attacks score a critical hit on a natural roll of 19 or 20. Volley (14 exp) You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Whirlwind Attack (14 exp) You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Horde Breaker (14 exp) Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Death Strike (14 exp) 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. Assassinate (16 exp) 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. Extra Attack (30 exp) When you take the attack action you can attack an additional time. You may aquire this ability an additional time for 50 more experience, and a third time for 60 experience. Andreas Rocha

Defense Born to the Saddle (1 exp) 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. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Countercharm (1 exp) 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). Purity of Body (2 exp) You have advantage on saves against disease or poison. Nature's Sanctuary (3 exp) 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 8 + your nature skill. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you. Stillness of Mind (3 exp) You have advantage on saves against being charmed or frightened. Tranquility (3 exp) 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. Magali Villeneuve Sandara Aura of Courage (3 exp) You and friendly creatures within 10 feet of you have advantage on saves against being frightened as long as you are conscious. You may spend an additional 1 experience to increase the range to a 30 foot radius. Aura of Devotion (4 exp) You and friendly creatures within 10 feet of you have advantage on saves against being charmed as long as you are conscious. You may spend an additional 1 experience to increase the range to a 30 foot radius. Lay on Hands (4 exp) Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. When you first aquire this ability you have 5 points of healing in your pool, you may spend 3 additional experience any amount of times to add 5 hitpoints to the pool. Escape the Horde (4 exp) Opportunity attacks against you are made with disadvantage. Inspiring Leader (4 exp) Prerequisite: Charisma 13+ You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain tem porary hit points from this feat again until it has finished a short or long rest.

Medium Armor Master (4 exp) You have practiced moving in medium arm or to gain the following benefits: Wearing medium arm or doesn’t impose disadvantage on your Dexterity (Stealth) checks.

When you w ear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. Undying Sentinel (5 exp) 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 Indomitable (5 exp) You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You may take this ability any number of times, gaining an additional use per long rest each time. The second time you take this ability it costs 4 exp, then 3 exp for each additional use. Warding Flare (5 exp) 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 and distract the attacker. You must use this feature before the attack is rolled. An attacker that can't be blinded is immune to this feature. 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. Improved Flare (5 exp) Prerequisite: Warding Flare 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. Healer (5 exp) You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.

As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest. Blessed Healer (6 exp) 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 Disciple of Life (6 exp) Your healing spells are more effective. Whenever you cast 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. Unarmored Defense (6 exp) Choose any of your ability score modifiers other than dexterity. As long as you are not wearing armor your Armor Class equals 10 + your Dexterity Modifier + your chosen ability score Modifier. The maximum AC you can gain from this ability is 20, before other bonuses. You may still use a shield and gain this benefit. Second Wind (6 exp) 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 level. Once you use this feature, you must finish a short or long rest before you can use it again. Skrimisher (6 exp) 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. Instinctive Charm (6 exp) 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. If there are no available other targets the attack is still at you. On a successful save, you can't use this feature on the attacker again until you finish a long rest. You must declare use of this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to the effect. You can use this ability a number of times equal to you Intelligence Modifier (min 1). Bram Sels

Heavy Armor Master (6 exp) Prerequisite: Proficient with Heavy Armor While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3. Protector (6 exp) You gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target. Danger Sense (7 exp) You have an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. Alert (8 Exp) Always on the lookout for danger, you gain the following benefits: You gain a +5 bonus to initiative.

You can’t be surprised while you are conscious.

Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. Confidence (8 exp) As a bonus action you can gain temporary hit points equal to your Charisma modifier. Aura of Confidence (8 exp) Prerequisite: Confidence. Any ally within 30 feet may, as a bonus action, gain temporary hitpoints equal to your Charisma modifier. Ice Block (8 exp) As a reaction when you take damage, you can entomb yourself in ice, which melts away in one minute or until you remove it as a bonus action. You gain half your maximum health as temporary hit points, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts. Once you use this ability, you can’t use it again until you finish a short or long rest. Trickster’s Escape (8 exp) As a free action you gain the benefits of the Freedom of Movement spell for 1 minute. You regain the ability to do so when you finish a long rest. Stay Away From The Light (8 exp) All allies (not including yourself) that could hear you if they were concious have advantage on death saving throws. Adrenaline Rush (8 exp) You gain a burst of energy now at the expense of future resting. As a bonus action you may expend any number of hit dice and then roll half of them to regain that number of hitpoints. Shrug It Off (8 exp) Prerequisite: Strength 17+ & Constitution 17+ Whenever you take damage reduce that damage by an amount equal to your proficiency bonus. Apply this reduction before other modifiers such as resistance. Dampen Elements (10 exp) 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. Aura of Protection (10 exp) You and friendly creatures within 10 feet of you have a bonus to saving throws equal to half your charisma modifier (rounded up) as long as you are conscious. You may spend an additional 4 experience to increase the range to a 30 foot radius. Cleansing Touch (10 exp) You can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. Multiattack Defense (10 exp) When a creature hits you with an attack, you gain a cumulative +2 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Dungeon Delver (10 exp) Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.

You have advantage on saving throws made to avoid or resist traps.

You have resistance to the damage dealt by traps.

You can search for traps while traveling at a normal pace, instead of only at a slow pace.

Defensive Duelist (12 exp) When you are wielding a finesse weapon with which you are proficient in one hand, and nothing in the other, and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. Deflect Missiles (12 exp) 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 level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a martial arts weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. Evasion (13 exp) 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. Zack Stella Shadowy Dodge (14 exp) 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. Uncanny Dodge (15 exp) 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. Survivor (18 exp) You attain the pinnacle of resilience in battle. At the start of each of your turns, if you have no more than half of your hit points left, you regain hit points equal to your Proficiency Bonus + your Constitution modifier. You don't gain this benefit if you have 0 hit points. Supreme Healing (25 exp) 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.

General Jason Rainville Mounted Combatant (3 exp) You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits: You can force an attack targeted at your mount to target you instead.

If your mount 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. Skulker (3 exp) You are expert at slinking through shadows. You gain the following benefits: You can try to hide when you are lightly obscured from the creature from which you are hiding.

When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight. Mobile (4 exp) You are exceptionally speedy and agile. You gain the following benefits: When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.

When you hit a creature with a melee attack, you don’t provoke opportunity attacks from that creature for the rest of the turn. Instinct (5 exp) Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn. Reversal (5 exp) Once per short rest, before rolling the dice, you can choose to turn any roll you make with disadvantage into a roll with advantage. Reversal Master (5 exp) Prerequisite: Reversal You may choose to use the reversal ability after rolling dice you rolled with disadvanatge rather than before rolling them. Thunderbolt Strike (5 exp) When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. This can't affect the same creature more than once per turn. Elegant Manuever (5 exp) 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. Command Undead (5 exp) 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 with CR less than or equal to your level. That creature must make a Charisma saving throw against your spell save DC. If it succeeds, it becomes immune to the effects of this ability. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. 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. Once you successfully use this ability you can't use it again until after a short or long rest. Ryan Yee

Staying Positive (6 exp) When you use inspiration for a roll and that roll is a success, you do not lose your inspiration. Spirit Totem (6 exp) You gain the ability to call forth nature spirits. 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. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of the spirit’s aura depends on the type of spirit you choose to summon from the options below. You can choose a different spirit each time you use the ability. 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 your level + your proficiency bonus. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk Spirit. The hawk spirit is a consummate hunter, marking your enemies with its keen sight. When another 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. 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 with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. Svetlin Velinov Drunken Technique (6 exp) Gain proficiency in the Performance skill if you don’t already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester. You also learn how to twist and turn quickly as part of your attacks. Whenever you hit a creature with a melee attack, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. Drunkard's Luck (6 exp) Prerequisite: Drunken Technique. You always seem to get a lucky bounce at just the right moment to save you from doom. As a reaction when you make a Dexterity saving throw, you can give yourself advantage on that roll. If you succeed you can immediately move up to 10 feet. Intixicated Frenzy (6 exp) Prerequisite: Drunken Technique & Flurry of Blows. 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 unarmed attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn. Tipsy Sway (10 exp) Prerequisite: Drunken Technique. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, within 5 feet of you. You have advantage on opportunity attacks against enemies, and enemies have disdvantage on opportunity attacks against you. Monkey Grip (6 Exp) When you grapple an opponent, you may use acrobatics instead of athletics. In addition, creatures grappled by you have disadvantage on attack rolls against you. Wondrous Item Mastery (6 exp) You can activate a magic item that usually takes an action as a bonus action. Once you use this ability you must finish a short or long rest before using it again. Grappler (7 exp) You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: You have advantage on attack rolls against a creature you are grappling.

You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

You may attempt to grapple creatures up to two size catagories larger than yourself.

Mage Slayer (7 exp) You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits: When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

You have advantage on saving throws against spells cast by creatures within 5 feet of you. Fighting Style (8 exp) You adopt a particular style of fighting as your specialty. Choose one of the following options. You can take this ability multiple times but must choose a different style each time. Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense - While you are wearing armor, you gain a +1 bonus to AC.

Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Shadow Step (8 exp) 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. Cloak of Shadows (8 exp) 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. Holy Nimbus (8 exp) As an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes radiant damage equal to your level. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can’t use it again until you finish a long rest. Intimidating Presence (8 exp) You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours Clint Cearley Panache (8 exp) 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. 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. 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. Hold the Line (10 exp) 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, they can't leave your reach until the end of their turn.

Lucky (10 exp) You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, or an attack roll is made against you, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined, but only if the original roll was not a 1 or a 20. You choose which of the d20s is used for the attack roll, ability check, or saving throw. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest. Finisher (10 exp) You are an inspiration on the battlefield, bolstering the resolve of yourself and your allies with each foe you fell. Whenever you reduce a creature to 0 hit points, you can grant yourself or another creature of your choice within 30 feet of you a bonus equal to the Challenge Rating of the creature you reduced to 0 hit points. Choose one of the following benefits to grant the chosen creature: • Add the bonus to your next attack roll. • Add 2x bonus to the dmg of your next hit with a weapon. • You regain hit points equal to 2x bonus. • You gain temporary hit points equal to 2x bonus. Cunning Action (12 exp) 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. Dual Wielder (12 exp) You master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren’t light.

You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Sentinel (12 exp) You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits: When you hit a large or smaller creature with an opportunity attack, that creature can not leave your reach for the rest of their turn using normal movement.

Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Action Surge (12 exp) You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Arcane Charge (2 exp) Prerequisite: Action Surge 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. Wrath of the Storm (12 exp) 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. You can use this feature a number of times equal to your spellcasting ability modifier (a minimum of once). You regain all expended uses when you finish a long rest. Wesley Burt

Spells Ritual Casting (2 exp) You can cast any spell you know with the ritual tag as a ritual. Wild Magic Surge (2 exp) Your spellcasting can unleash surges of untamed magic. Immediately after you cast a spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. Controlled Chaos (3 exp) Prerequisite: Wild Magic Surge 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. Tides of Chaos (6 exp) Prerequisite: Wild Magic Surge 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. 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 spell of 1st level or higher. You then regain the use of this feature. Focused Conjuration (2 exp) While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage. Alter Memories (2 exp) 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. 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 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. Improved Minor Illusion (2 exp) When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell. Spell Sniper (3 exp) You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.

Your ranged spell attacks ignore half cover and three-quarters cover. Malleable Illusions (3 exp) 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. Mounted Casting (4 exp) Any spell you cast with a range of self can also be cast on a creture you are riding, providing that creature is willing. In addition when you cast a spell on yourself while mounted you may expend an additional spell slot of the same level to cast it on the creature you are riding as part of the same action. Blood Magic (4 Exp) When you cast a spell requiring material components with no listed cost you can instead spend one hit die. If a spell requires components with a listed cost you can spend any number of hit dice, each one counts as 200 GP towards the cost of the components. Wonderous Item Recharge (4 exp) You can recharge a magic item that has charges, as long as those charges can only be used to cast spells. To restore charges, you perform a ritual that takes one minute and expends a spell slot of equal or higher level then a spell slot level of a spell cast by the item. Close Quarters Casting (4 exp) Attacking with a spell or cantrip while within 5ft of a hostile creature does not give you disadvantage on that attack. Improved Abjuration (4 exp) 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. Durable Summons (4 exp) Any creature that you summon or create with a conjuration spell is created with temporary hit points equal to your level. Split Enchantment (4 exp) When you cast an enchantment spell of 1st level that targets only one creature, you can have it target a second creature. You can aquire this ability multiple times, each time you do increase the level of the spell able to target the creatures by 1. Focused Fire (4 exp) When you cast a spell that causes more than one enemy to make a saving throw you can give one enemy disadvantage on that save by giving every other enemy advantage. Specialist (3 exp) You may take this ability multiple times. Each time you do choose a school of magic. Every third spell or cantrip from that school costs you 1 less exp. The experience cost reduction retroactive if you have already learned spells in that school. Expert Divination (5 exp) 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.

Arcane Ward (5 exp) 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 hit points equal to twice your 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. 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. Once you create the ward, you can't create it again until you finish a long rest. Projected Ward (4 exp) Prerequisite: Arcane Ward. 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. Expert Divination (5 exp) 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. War Caster (7 exp) You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Bound to the Weave (6 exp) You are a conduit of arcane energy. Magic flows into you freely, but is more difficult to keep a grasp on. Your 5th level and lower spell slots now recharge on a short or long rest. When you aquire this ability you lose half your 5th level or lower spell slots of each slot level (rounded up). For example, if you had four level 1 spell slots and three level 2 slots, you now have two level 1 slots and one level 2 slot. Whenever you aquire a new spell slot of 5th level or lower it costs you extra experience equal to the amount of buying an additional spell slot of that level. Spell Bombardment (6 exp) 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. Spellbook (6 exp) You create a magical tome in which to record your many spells. Whenever you find a scroll or another spellbook you can spend time copying the spells into your book, allowing you to learn the spell without spending experience for it. Spells you learn in this way are not memorized and can not be cast without first preparing them. After each long rest you can prepare a number of spells from your spellbook equal to your Intelligence Modifier (minimum of 1). You can cast those spells as if they were normal spells known until your next long rest. Winona Nelson Grim Harvest (6 exp) 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.

Spell Thief (6 exp) When a hostile creature misses you with the attack roll of a spell or you succeed on a saving throw of a spell cast by a hostile creature you learn that spell for free. Corona of Light (7 exp) 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. You can use this ability once per long rest. Natural Recovery (7 exp) You have learned to regain some of your magical energy through study, meditation, or some other means. 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 level (rounded up), and none of the slots can be 6th level or higher. For example, if you're 4th level, 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. Spell Mastery (7 exp) Prerequisite: 5th level spell slot. You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level spell that you have learned. 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. The spells chosen can not have any healing effects. Potent Cantrip (8 exp) 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. Spell Stealer (8 exp) When you successfully counter a spell using counterspell you may immediately cast that spell as part of your reaction by expending a spell slot of the same level. You do not require any material components the spell normally needs as they were already used in the initial casting by the other creature. You are simply redirecting the spell. Infuse Magic (8 exp) You gain the ability to channel your spells into objects for later use. When you cast a 3rd or lower level spell with a casting time of 1 action, that does not require concentration, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. A creature holding the item can then use an action to activate the spell if they have an Intelligence of at least 7. The spell is cast using your spellcasting ability, but as if the person holding the object was the caster. Items infused this way have their magic fade away over time. Whenever you regain a spell slot of the same level used to cast the spell the magic in the item fades away. You can only have a number of infused items equal to your intelligence modifier + 1 at any one time (minimum 1). Infuse Ammunition (5 exp) Prerequisite: Infuse Magic You may use this ability to infuse your magic into a piece of ammunition. As a bonus action you can activate a piece of ammo infused this way. If you attack using that ammo this turn the spell is cast at the location or on the target the ammo hits. Ammo containing spells with a target of self can only affect willing creatures. Daniel Kamarudin

Sculpt Spells (9 exp) 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. Illusory Reality (10 exp) 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 semi-real. Createrures that can percieve it in some way can make a Perception check against your spell save DC if they fail, or choose to not make the check they are able to interact with the object as if it were real. Any creature that saves can see that it is an illusion and can dispel it by touching it. 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. The object can't deal damage or otherwise directly harm anyone. Elemental Adept (11 exp) When you gain this ability, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type. Reach into the Aether (12 exp) When you cast a spell, you tear a hole in the Aether allowing you to see the potential of all types of magic. You may cast a spell even if you do not know it, in order to do so you must spend additional spell slots equal to the spells level. For example to cast a Fireball, a 3rd level spell that you do not know, you must spend extra spell slots with a total level of 3. The normal level of the spell is all that matters, not the level you are casting it at, so you still only need to spend 3 levels worth of spell slots even if you wanted to cast Fireball at 6th level. Undead Thralls (12 exp) When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits: The creature's hit point maximum is increased by an amount equal to your level.

The creature adds your proficiency bonus to its weapon damage rolls. Arcane Smite (12 exp) When you cast a damaging spell you can increase that damage by expending an additional spell slot. If the spell can only target one creature the extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. If the spell can target more than one creature or has an area of effect the damage is 1d4 for a 1st level spell slot, plus 1d4 for each additional Spell Level higher than 1st, maximum of 5d4. Spell Secrets (13 exp) When you cast a spell that deals cold, fire, or lightning damage, you can substitute that damage type with one other type from that list. You replace one energy type for another by altering the spell’s formula as you cast it. When you cast a spell that requires a saving throw, you can change the saving throw from one type of ability to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest. You should describe how you have changed the spell to fit with the new damage type and/or saving throw. Battle Magic (14 exp) When you use your action to cast a spell or cantrip, you may use your bonus action to make a single weapon attack. Eldritch Strike (5 exp) Prerequisite: Battle Magic 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. Epiphany (14 exp) Once per long rest you can cast a spell that you do not know. You must still expend the proper spell slot for it. Multitasker (15 exp) You can hold concentration on up to two different spells. Roll seprately for each when make concentration saves.

Adventuring Keen Mind (1 exp) You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits. You always know which way is north.

You always know the number of hours left before the next sunrise or sunset.

You can accurately recall anything you have seen or heard within the past month. Spirit Seeker (2 exp) Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts.You gain the ability to cast the beast sense and speak with animals spells, but only as rituals. Aspect of the Beast (2 exp) You gain a magical benefit based on the totem animal of your choice. You may take this ability multiple times, you must choose a different animal each time. Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't im pose disadvantage on your Wisdom (Perception) checks.

Wolf, You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace). Weapon Bond (2 exp) 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. 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. 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. Divine Intervention (2 exp) You can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice to see if you succeed at convincing your diety. Your chance to succeed when you first aquire this ability is 5%, you can pay 2 additional experience any amount of times to increase you success chance by 5% each time. If you roll a number equal to or lower than your percent chance to succeed, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. Druidic (2 exp) 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. Dmitry Burmak

Thieves' Cant (2 exp) During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, 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 w ill provide a safe house for thieves on the run. Fast Hands (2 exp) 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. Infiltration Expertise (2 exp) 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 officiallooking 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. 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. Matt Stewart Divine Sense (2 exp) 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 w hose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the sam e radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a num ber of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Voyager (2 exp) You become proficient with either land or sea vehicles. You can pick this ability twice to get both proficiencies. Improved Magical Crafting (2 exp) Your experience in creating your own wondrous invention makes you more adept at crafting a magic item than a normal spellcaster. Creating a magic item takes you half the time it would normally take. Additionally, you can make 1 hour of progress toward crafting a magic item, scroll, or potion during a long rest. Favored Enemy (2 exp) You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. You may aquire this ability multiple times, each time you do choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Your choices should reflect the types of monsters you have encountered on your adventures. Foe Slayer (4 exp) Prerequisite: Favored Enemy. 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. This ability costs 4 experience per favored enemy you have when aquiring it. Once you have this ability it costs 6 experience rather than 2 to gain a new favored enemy.

Natural Explorer (2 exp) You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. You may aquire this ability multiple times, each time you do 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. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel.

Your group can’t become lost except by magical means.

Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

If you are traveling alone, you can move stealthily at a normal pace.

When you forage, you find twice as much food as you normally would.

While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Spirit Walker (3 exp) You can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of an animal appears to you to convey the information you seek. Slow Fall (3 exp) You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your level. Timeless Body (3 exp) You suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however you age at a rate 10 times slower than usual for your race. Aspect of the Moon (3 exp) You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend 4 hours doing light activity, such as reading and keeping watch. Hide in Plain Sight (3 exp) You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are cam ouflaged 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. Aleksi Briclot Land's Stride (3 exp) Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Imposter (3 exp) 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. 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. Mage Hand Legerdemain (3 exp) Prerequisite: Mage Hand Spell. When you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: You can stow one object the hand is holding in a container w orn or carried by another creature.

You can retrieve an object in a container worn or carried by another creature.

You can use thieves’ tools to pick locks and disarm traps at range. Ear for Deceit (3 exp) You develop a keen ear 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.

Enthralling Performance (3 exp) If you perform for at least 10 minutes, 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 creatures within 60 feet of you who watched and listened to all of it, up to a number of them 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 speaks to it, and it hinders anyone who opposes you, avoiding 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. If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest. Yang Mansik Song of Rest (4 exp) You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. Expertise (4 exp) You may aquire this ability multiple times, each time you do choose a different skill you are proficient with. Your proficiency bonus is doubled for any ability check you make with that skill. Remarkable Athlete (4 exp) Add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution checks you make that don't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Know Your Enemy (4 exp) If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities com pared 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: Strength score

Dexterity score

Constitution score

Armor Class

Current hit points

Level / CR Flow Like Wind (4 exp) You can use a Move Action to move as if you cast the spell Misty Step. When you do so you move any distance up to you movement speed, if you dash you may move up to twice your speed using this ability. You may use this ability a number of times equal to your Wisdom Modifier. You regain all uses when you finish a short or long rest. Favored Ally (4 exp) Choose one creature type with the ability to speak a language, if you choose humanoid you may choose a single race (Choosing Humans costs an extra 10 exp). You have advantage on all Charisma checks against creatures of that type. You may choose this ability multiple times, choose a different type, or humanoid race, each time. Feral Senses (4 exp) You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. Visions of the Past (5 exp) You can call up visions of thepast 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 glim pses of recent events. You can meditate in this way for a number of minutes equal to your W isdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.

Blessing of the Trickster (5 exp) 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 Second-Story Work (5 exp) You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Minor Conjuration (5 exp) 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. The object disappears after 1 hour, when you use this feature again, or if it takes any damage. Athlete (5 exp) You have undergone extensive physical training to gain the follow ing benefits: When you are prone, standing up uses only 5 feet of your movement.

Climbing doesn't half your speed

You can make a running long jump or running high jump after only 5 feet of movement, rather than 10 feet. Quick Movement (5 exp) Your speed increases by 10 feet. You can aquire this ability multiple times, it costs 1 more experience each time. Water Walk (3 exp) Prerequisite: Quick Movement. You are fast enough to run across liquid surfaces without falling in. You still fall as usual if you end your movement on a liquid. Wall Climb (4 exp) Prerequisite: Quick Movement. You are fast enough to propel yourself up vertical surfaces without falling. You still fall as usual if you end your movement on a vertical surface. Actor (5 exp) Skilled at mimicry and dramatics, you gain the following benefits: You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. Observant (5 exp) Quick to notice details of your environment, you gain the following benefits: If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.

You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. Ghostly Gaze (5 exp) As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images. Once you use this ability, you can’t use it again until you finish a short or long rest. Chase Stone

Gift of the Depths (5 exp) You can breathe underwater, and gain a swimming speed equal to your walking speed. You can cast water breathing without expending a spell slot. Once you cast it using this ability, you can’t do so again until you finish a long rest. Speech of the Woods (6 exp) You learn Sylvan. In addition, beasts can understand you and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to gain favor with them as you would with any nonplayer character. Supreme Sneak (6 exp) You have advantage on Dexterity (Stealth) checks if you move no more than half your speed on the same turn. Umbral Sight (6 exp) You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. 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. Unerring Eye (6 exp) 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. 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. Superior Attunement (6 exp) You may attune to an additional magic item for each time you take this ability. Costs 1 addiitonal exp each time. Minor Alchemy (6 exp) 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. Indomitable Might (6 exp) If your total for a Strength check is less than your Strength score, you can use that score in place of the total. Benign Transposition (6 exp) 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. 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. Vanish (6 exp) 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. Jack of All Trades (7 exp) You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. Animal Comapnion (7 exp) 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. If it has a multiattack ability it loses that ability. It can not take the help action. Its hit point maximum equals its normal maximum or four times your level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, and acts on its own according to your commands. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one. KJKallio

Stroke of Luck (8 exp) You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest. Thousand Forms (8 exp) You have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will. The Third Eye (8 exp) 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 short or long rest. Darkvision. You gain darkvision out to a range of 60 feet.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight. Blindsense (9 exp) As long as you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Portent (10 exp) 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. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. You may spend an additional 5 experience any amount of times, each time you do you can roll and record an extra d20 when you use this feature. Flight (16 or 20 exp) You either gain a pair of wings of whatever type you choose (Bird, Angel, Bat, Demon) for 16 exp. Or gain magical flight that does not require wings for 20 exp. Either way your flying speed is equal to your regular land speed. Johannes Voss

Ability Trees Rage (16 exp) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and saves.

When you make a melee weapon attack using Strength, you gain a bonus to the damage roll.

You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Exp Cost Rages per Long Rest Extra Damage 16 exp 2 +2 +7 exp 3 +2 +6 exp 4 +2 +6 exp 4 +3 +5 exp 5 +3 +5 exp 5 +4 +5 exp Unlimited +4 Persistent Rage (5 exp) Prerequisite: Rage Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. Mindless Rage (6 exp) Prerequisite: Rage 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. Totemic Attunment (9 exp) Prerequisite: Rage. You gain a magical benefit based on the totem animal of your choice. You may take this ability multiple times, you must choose a different animal each time. Bear, While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with m elee weapon attack. Relentless Rage (10 exp) Prerequisite: Rage Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. Totem Spirit (14 exp) Prerequisite: Rage. You gain a magical benefit based on the totem animal of your choice. You may take this ability multiple times, you must choose a different animal each time. Bear . While raging, you have resistance to all damage except psychic. The spirit of the bear makes you tough enough to stand up to any punishment.

. While raging, you have resistance to all damage except psychic. The spirit of the bear makes you tough enough to stand up to any punishment. Eagle . While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. Frenzy (10 exp) Prerequisite: Rage Once per long rest 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. Runes of Anger (8 exp) Prerequisite: Rage You carve magical runes in your own skin that activate when you need them most. While raging you may cast spells with a range of self, or spells with a target, if the target is within 5 feet of you. You are not required to perform the somatic actions of those spells. In addition you have advantage on Consitution saving throws that you make to maintain your c