Tellius Two goddesses once ruled over the continent of Tellius: one of Order and one of Chaos. When the Goddess of Chaos was sealed away, all that remained was Ashera, Goddess of Order. She watched over a land with expansive coastlines in the south, snow-tipped peaks in the north, and everything in between a mixture of rolling plains and dense forests. The people of Tellius are as diverse as the land they inhabit. Two major groups make up the population of Tellius: the beorc and the laguz. Those in other lands would recognize beorc as human. Laguz resemble humans as well, but with animalistic traits like claws, tails, and even wings. Laguz can also transform at will into a fully bestial form. Beorc call three nations home. The oldest and largest is the Theocracy of Begnion, led by an Apostle who is said to be descended from Ashera herself. The other two countries, Crimea and Daein, both used to be part of the Begnion Empire. Crimea is a land of lush pastures and humble farming villages, while Daein is marked by craggy mountaintops and military strength. The laguz inhabit lands primarily in the southwestern corner of Tellius. Gallia is home to beast tribes like cats, tigers, and lions, and is bordered by a thick forest that provides a superior natural defense from invading forces. Goldoa is to the south of Gallia and is home to the dragon tribes, who pass their hundreds of years in secrecy. Off the southern coast, the two island nations of Phoenicis and Kilvas can be found. Both are home to different members of the bird tribe. Proud hawks patrol the skies of Phoenicis, and sometimes end up butting heads with the cunning ravens of Kilvas. In the days before history was written down, it is said that beorc and laguz were once one united people. Over time, the two groups started to focus on what divides them instead of what unites them. Distrust grew into prejudice and later, malice. At one point, members of the wealthy upper class in Begnion even owned laguz as slaves. The 38th Apostle, Misaha, was determined to end that horrid practice. She declared the Laguz Emancipation Act, which forbade slavery within Begnion's borders. Enforcement, however, was lax, and it was shortly after her declaration that she was assassinated in the thirtieth year of her reign. No one knows for certain who was responsible for the assassination of the apostle, but rumors began to spread that the perpetrators lived in Serenes Forest. The forest, enclaved by Begnion, was home to the peaceful heron clan, members of the bird tribe of laguz. Citizens of Begnion, spurred on by the vengeful Begnion Senate, razed Serenes Forest to the ground across three days of blood and fire. No survivors were left behind, and the forest was left lifeless. When it became evident that the herons were innocent, the people of Begnion fell into a deep, shameful despair. One year has passed since the Serenes Massacre, and it seems as if the voice of the goddess can no longer be heard in the ears of those throughout the land. Daein is ravaged by a plague so severe that even the royal family is in danger of dying out. The hawks and ravens of the island nations routinely plunder Begnion merchant ships as retribution for the horrors at Serenes. And with an empty throne, there is no one to enforce Misaha's final will, and nobles are still known to illegally keep laguz as slaves. Your character is a member of a radical beorc-laguz alliance that seeks to liberate those still enslaved in Begnion. In the eyes of the Begnion Senate, the passage of the Act alone appears to have been enough. In the eyes of the Laguz Emancipation Army, there is still much work to be done. Ashera, Goddess of Order The Continent of Tellius

Races Although Tellius only has two races, no two beorc or laguz are the same. The differences between beorc and laguz are wide, of course. Beorc lack the ability to transform, but make use of tools that laguz do not. It would, however, be a mistake to think that all beorc or laguz are alike. Laguz generally tend to live much longer lifespans than those of humans, but none among the laguz live such long lives as the dragon tribe, whose king is rumored to be over a thousand years old. When choosing your character's race, consider what led them to Begnion and why they have seen fit to liberate laguz slaves by any means necessary. If your character is a beorc, have they always believed that laguz and beorc are equal? Or have they had a recent change of heart? If your character is a laguz, what led them to leave their homeland? Were they themselves a slave, or did rumors of the horrors happening in Begnion stir them to take action? Beorc Although all beorc are unique, there are certain characteristics that all of them share. Age. All beorc mature quickly, typically reaching full adulthood by their late teens. Few live longer than one hundred years. Size. Beorc have some variation in size, as adults can range from five to seven feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Languages. There are two languages known in Tellius: Common and Ancient. Beorc mages use Ancient when casting spells, but Common is the language of the land. Children of Wisdom. Although beorc cannot transform, they can employ a wide variety of tools and therefore can choose any non-laguz class they wish. Begnion Begnion is the largest nation in Tellius, bordering every other non-island nation. It is also the oldest beorc nation, tracing its founding back over 600 years ago. It is a theocracy devoted to Ashera, and it is ruled by an Apostle said to have descended from the goddess herself. The Apostle's power is checked by a Senate made up of influential noblemen. Begnion's western and northern borders are marked by a vast mountain range that forms its borders with Crimea and Daein. Just within that mountain range lies what is left of Serenes Forest, which remains a barren wasteland. Begnion's sprawling capital, Sienne, is near the southeastern coast. To the north of Sienne is the vast Grann Desert. In between everything lie several towns and villages. Begnion has been without an Apostle for a year now, and the Senate sees no need to rush to enthrone the next one in such a tumultous time. If your character hails from Begnion, consider how they caught wind of the Laguz Emancipation Army. Are they a commoner who sees fit to make a name for themselves? Or are they a noble who could no longer stand idly by? Begnion Traits Begnion is a diverse, expansive nation, but those born and raised there do share a few traits. Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1. Alignment. In accordance with the goddess they worship, most of those who are born and raised in Begnion tend to be lawful. Proficiencies. You gain proficiency in two of the following skills: Arcana, History, Medicine, and Religion. Ashera's Blessing. You have advantage on saving throws against being charmed. Crimea Crimea is on the northwest coast of Tellius, and it became independent from Begnion just over two hundred years ago. The reason for its formation was because a group of Senators wished for peace in a then-ongoing conflict with the laguz. To this day, Crimea's royals favor peace and civility with the laguz, although these attitudes have yet to trickle down to the common folk. Thick forests to the south provide Crimea's border with Gallia, and to the southwest the Blue Mountains provide its border with Begnion. Begnion still does not fully respect Crimea as an independent state and Begnion royals as well as the Senate have historically considered Begnion to be suzerain to Crimea. To the west is the Riven Bridge, which is Crimea's only entry point into Daein, and vice versa. The current King of Crimea is Ramon, who has reigned for just over a decade from Crimea's capital of Melior. In that span of time, he has made a point out of strengthening the relationship between Crimea and its southern neighbor, the laguz nation of Gallia. If your character hails from Crimea, consider what brought them to Begnion. Was their encounter with the Laguz Emancipation Army a matter of chance? Or did they take inspiration from King Ramon?

Crimea Traits Although Begnion still considers Crimea to be little more than a vassal, the people of Crimea nevertheless boast traits unique to them. Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1. Alignment. Crimeans tend to be neutral and friendly in most aspects, and in fact Crimea has never invaded any other country. Proficiencies. You gain proficiency in two of the following skills: Animal Handling, Investigation, Nature, and Perception. Ramon's Influence. You have advantage on Charisma (Persuasion) checks against laguz. Daein Daein is the youngest of the three beorc nations, seceding from Begnion shortly after Crimea did, although for vastly different reasons. When Begnion began moving towards peace talks with laguz, a rebellious Senator led an independence movement, and Daein was founded. The modern Kingdom of Daein still officially considers laguz inferior and values military might above all else, having already started several shortlived wars. The aforementioned Riven Bridge forms Daein's only border with Crimea. The only country it shares a land border with is Begnion to the south. To Daein's north and east is a treacherous region known only as the Desert of Death that known have been known to cross. Daein's formidable natural borders align well with its emphasis on its military. Daein's people are dying. A plague has hit its people hard, and none have bore the brunt of it worse than the royal family. The former King and several of his successors have already died, and other members of the royal family are bedridden. No one wants to crown a new ruler until the plague has run its course. If your character hails from Daein, consider why they crossed the border into Begnion. Have their beliefs always ran counter to the teachings about laguz in Daein? Or are they remorseful about their past prejudice? Daein Traits Daein's rulers have traditionally sought to upheld certain ideals in the minds of Daein's people, and much has taken root. Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Alignment. Despite being formerly a part of Begnion, Daein's people are more fitting mirrors of the Goddess of Chaos. Proficiencies. You gain proficiency in two of the following skills: Athletics, Intimidation, Stealth, and Survival. Daein's Might. You gain a +2 bonus to damage rolls for melee and ranged weapons. Laguz Laguz are far less homogenous than beorc, but there are still some characteristics that all laguz share. Age. Beast tribe and bird tribe laguz mature at the same rate as beorc, but can live for nearly two centuries. Dragon tribe laguz age and mature slowly and have lifespans as long as one thousand years. Size. When untransformed, laguz have a similar height and size distribution as that of beorc. Your size is Medium when untransformed. It remains as such unless you are of the dragon tribe, in which case you become Large when transformed. Languages. Laguz do not have individual languages and speak Common just as the rest of Tellius does, but they are likelier to have encountered Ancient. Children of Strength. Unlike beorc, laguz are limited to the class associated with their tribe, but these classes are naturally unavailable to beorc.

Beast Tribe Beast tribe laguz call the country of Gallia home. Hundreds of years ago, members of the beast tribe led an exodus out of Begnion to maintain their sovereignty. Brief wars broke out with the Begnion Empire, which themselves became a catalyst for Crimea and Daein to become independent nations. In Gallia, rule is determined by strength, and among the cats, tigers, and lions that make up the beast tribe laguz, it is the lions who rule. Gallia is buffered by a thick forest that provides a fantastic natural defense from invading forces. In addition, Gallians know the forests well and historically have been known to repel invaders using guerrilla warfare. To the north is Crimea, to the east is Begnion, to the west is the coast, and to the south is Goldoa, home of the dragons, and the only border that is mountainous and not forested. Out of all the laguz nations, Gallia is the one that most wishes for beorc and laguz to live together in harmony. King Caineghis is working closely with King Ramon of Crimea to foster a healthy relationship between their people, but old habits are hard to break in their respective populaces. If your character hails from Gallia, what brought them to Begnion? Did they hear about the slave trade continuing despite it being outlawed? Or are they a former slave themselves, seeking to free those that have suffered as they have? There are three different types of beast tribe laguz: cats, tigers, and lions. Each type has its unique attributes, but there are a few things that are true for all of them. Ability Score Increase. Your Dexterity score increases by 2. Alignment. Gallia is a country in which strength determines rule, and in that sense they generally tend to be lawful. Speed. All beast tribe laguz have a base walking speed of 30 feet when untransformed. Darkvision. Your feline eyes allow you to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Damage Vulnerability. You are vulnerable to fire damage. Keen Smell. Whether transformed or untransformed, you have advantage on Wisdom (Perception) checks that rely on smell. Strength of the Wilds. You have advantage on an Attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't Incapacitated. Cat Traits Cat laguz are nimble and perceptive, although they do not pack as heavy a punch as their lion and tiger siblings. Ability Score Increase. Your Wisdom score increases by 1. Speed. When transformed, your speed increases to 50 feet, and you have a climbing speed of 30 feet. Proficiencies. You gain proficiency in two of the following skills: Acrobatics, Insight, Perception, and Stealth. Nimble Feet. When transformed, you can take the Dash, Disengage, or Hide action as a bonus action on each of your turns. Tiger Traits Tiger laguz tend to be stronger than their cat brethren, but not as strong as lions. Ability Score Increase. Your Constitution score increases by 1. Speed. When transformed, your speed increases to 40 feet. Proficiencies. You gain proficiency in two of the following skills: Animal Handling, Athletics, Intimidation, and Nature. Smite. As an action on your turn, you can push any creature of Medium size or smaller that is within 5 ft. of you. The creature is pushed 10 ft. away from you, and opportunity attacks cannot be made against creatures moved in this way. Lion Traits Lion laguz reign supreme in Gallia for good reason, but they are also the smallest group in terms of population. Ability Score Increase. Your Strength score increases by 1. Speed. When transformed, your speed increases to 50 feet. Proficiencies. You gain proficiency in two of the following skills: Athletics, Insight, Intimidation, and Perception. Roar. When transformed, you can assert your dominance with a fearsome roar. As a bonus action on your turn, choose any number of creatures who can see you. Each of those creatures must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature is Frightened of you until the end of your transformation. After you use your Roar, you can't use it again until you complete a short or long rest. Bird Tribe The bird laguz nest in the islands to the south of the continent. But these islands do not represent only one nation. The hawks can be found in Phoenicis, while the ravens can be found in Kilvas. The two were originally part of one nation, but less than a century after its founding, the ravens left Phoenicis to start their own nation. A third group, the pacifistic heron clan, called Serenes Forest in Begnion their home until it was razed to the ground by the misdirected anger of Begnion's citizens.

Phoenicis is to the west, whereas Kilvas is to the east. Both are situated close to the mainland, but do not maintain close relations with those on the continent. Few travel to these countries from the mainland as well. The terrain of both sets of islands is mountainous and difficult to navigate without wings. In a world in which natural defenses are key, the birds have the least land to defend but the best defenses for it. For perhaps the first time since the split of their peoples, the hawks and ravens have a common cause: retribution for their dead heron brethren. The Serenes Forest Massacre was only a year ago, and the official response from Tibarn and Naesala, the Hawk and Raven Kings respectively, has been to start indiscriminately plundering Begnion merchant ships passing through the waters surrounding their islands. If your character hails from Phoenicis or Kilvas, what brought them to Begnion? Did something happen during a merchant ship raid? Were you sent as a spy? Or could there be a survivor of the Serenes Forest Massacre? Bird tribe laguz have far more in common than a pair of wings on their back. Ability Score Increase. Your Wisdom score increases by 2. Alignment. Bird laguz are diverse and difficult to generalize. The hawks take pride in their honor and the ravens take pride in their cunning. The herons were distinct in that they were peaceful. Speed. All bird tribe laguz have a base walking speed of 40 feet and a base flying speed of 10 feet when untransformed. Damage Vulnerability. You are vulnerable to cold damage and piercing damage from bows. Keen Sight. Whether transformed or untransformed, you have advantage on Wisdom (Perception) checks that rely on sight. Strength of the Islands. Whether transformed or not, you can move freely over difficult terrain without penalty, travel short distances over bodies of water, and attacks of opportunity made against you have disadvantage. Hawk Traits The hawks of Phoenicis are a proud people, known for their integrity but also their sense of justice. Ability Score Increase. Your Dexterity score increases by 1. Speed. When transformed, your flying speed increases to 50 feet. Proficiencies. You gain proficiency in two of the following skills: Acrobatics, Insight, Nature, and Perception. Sharp Eye. Whether transformed or untransformed, your passive Perception can be no lower than 15. Your field of vision also increases to 100 feet. Raven Traits The ravens of Kilvas can be as cunning as they can be merciless. The ends typically justifies the means for them. Ability Score Increase. Your Charisma score increases by 1. Speed. When transformed, your flying speed increases to 50 feet. Proficiencies. You gain proficiency in two of the following skills: Deception, Intimidation, Persuasion, and Sleight of Hand. Sneak Attack. You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The bonus damage increases by 1d6 when you reach 6th level (2d6), 10th level (3d6), 14th level (4d6), and 20th level (5d6). Heron Traits No herons were known to survive the Serenes Forest Massacre, and all known herons lived there. If your character is a survivor, consider the ramifications very carefully. Ability Score Increase. Your Constitution score decreases by 1. Speed. When transformed, your flying speed increases to 50 feet. Proficiencies. You gain proficiency in two of the following skills: Animal Handling, Arcana, Performance, and Religion. Galdr. You cannot take the Attack action on your turn. Instead, you can use your action to Sing to an ally within 5 ft. of you. That ally, for this round of combat only, gains an additional turn that takes place immediately after yours.

Dragon Tribe Sequestered away beyond a treacherous and volcanic mountain range, the ancient dragons of Goldoa live their days in isolation from the rest of the world. They have the longest lifespans of any known creature, and it is said that their King, Dheginsea, was even alive when the goddesses walked the earth. Goldoa is in the southwestern part of the continent, and it along with Begnion are the two oldest countries in Tellius. It shares a border with Begnion to the northeast, but that border is also spotted with volcanic caves. Its border to the north with Gallia is no less treacherous, and indeed Goldoa has few visitors. Goldoa has historically remained isolated from other affairs in Tellius. In the centuries since its founding, Dheginsea has been its King and he has historically prohibited outsiders from entering the country. He has not taken any action in response to the Serenes Forest Massacre. If your character hails from Goldoa, what brought them to Begnion? Were they exiled or did they leave Goldoa on their own terms? How long have they lived, and what have they seen in their life? Unlike the beast and bird tribes, the only differences among dragons are in their coloring. The royal family has black scales when transformed; most common Goldoans have red scales. Ability Score Increase. Your Constitution score increases by 2. Alignment. Dragon tribe laguz abide by a strict code of laws that largely aligns with the goddess Ashera's teachings. Speed. Dragon tribe laguz have a base walking speed of 25 feet that does not change upon transformation. Proficiencies. You gain proficiency in two of the following skills: Athletics, History, Insight, and Intimidation. Damage Vulnerability. You are vulnerable to lightning damage. Strength of the Mountains. When transformed, you are resistant to piercing, slashing, and bludgeoning damage from nonmagical weapons. The Branded If your character has one beorc parent and one laguz parent, they are part of a group known as the Branded, known as such due to their birthmarks, unique to each who has it, which reveal their heritage to all. Branded are exceptionally rare, and therefore little is known about them. What is known is that Branded inherit little from their laguz parents outside of a longer lifespan. They mature at the same rate as beorc but reach old age far slower. They also lack the ability to transform and any bestial characteristics, such as furry ears or feathery wings. Indeed, most of those with the Brand are indistinguishable from beorc if their Brand is concealed, although they do typically have keener senses than the average beorc. Most beorc and laguz consider Branded to be the result of an unnatural union, and in fact they are reviled moreso by the laguz than by the beorc. If your character is trying to bridge the gap between beorc and laguz, it is within the realm of possibility that they wear a Brand. Consider where their Brand is and whether they choose to conceal it and if so, how. When creating a Branded character, take note of the country the beorc parent was from and the tribe/clan the laguz parent belonged to. For each, your character gains two proficiencies of your choice so long as it would have been accessible to their parent. Your character will also reach old age much slower than other beorc. Mechanically, your character is a beorc aside from the longer life and additional proficiencies. If your character conceals their heritage, a laguz can sense it with a DC 20 Wisdom (Perception) check, although there would need to be a reason for their suspicion.

Beorc Classes Tellius is a world defined by conflict, and those conflicts result in a world in which few people are incapable of defending themselves in some way. The natural talents of the laguz speak for themselves, of course, but what of the beorc, who lack claws or wings? The answer is multifaceted. Some beorc train themselves in the magical arts and learn how to bend the elements to their wills. Others pick up a weapon, be it a sword, lance, axe, or bow. Some train an animal to be their companion, such as a wyvern, pegasus, or horse. In all cases, experience is always the best teacher. The different specializations can be categorized into twelve classes, each of which has an upgraded version that is unlocked when your character reaches 10th level. List of Beorc Classes Class Hit Die Uses Promotes Into Archer d8 Bows Sniper Brigand d10 Axes Berserker Cavalier d10 Varies Paladin Cleric d6 Healing Magic Bishop Fighter d12 Axes Warrior Knight d10 Lances General Mage d6 Anima Magic Sage Myrmidon d6 Swords Swordmaster Pegasus Knight d8 Lances Falcon Knight Soldier d8 Lances Halberdier Thief d8 Knives Assassin Wyvern Rider d10 Lances Wyvern Lord Each class has unique benefits. For example, Cavaliers can choose to start with proficiency in either swords, lances, axes, or bows. They gain another proficiency of their choice whenever they promote into Paladin at 10th level. Clerics are the only class that is able to cast healing magic at 1st level. Knights are the only class that starts with proficiency in heavy armor at 1st level. Each class also has unique drawbacks. Airborne units such as Pegasus Knights and Wyvern Riders are vulnerable to piercing damage from arrows. Archers and Snipers are unable to make melee attacks, and Clerics are unable to take the Attack action at all until they promote. If your character is a beorc, choose your class wisely. Multiclassing is not a possibility in Tellius. Know your allies well, and ensure that your skills complement each other. It might be a case of something being easier said than done, but your goal should be to have a solution to any situation you encounter. The Weapon Triangle As a beorc, the weapon you hold in your hands may be the difference between life and death. It is important to know yourself, of course, but you must also know your enemy. Swords best axes, axes best lances, and lances best swords. This simple rock-paper-scissors configuration charcterizes almost all combat with melee weapons in Tellius. Bringing an axe to a swordfight doesn't always spell doom, but it's not the brightest idea. If your character has a weapon advantage against an enemy they are attacking, they recieve a few benefits: You gain +1 to attack rolls against that enemy.

You gain +1 to damage rolls against that enemy.

Your AC increases by 1 whenever that enemy attacks you. Similarly, if you have a weapon disadvantage, the above benefits are reversed. Characters who can use multiple weapon types are considered to be "equipped with" whichever weapon they most recently attacked with. For example, a Paladin who uses lances and swords and attacks a Myrmidon with a lance will be disadvantaged against any attacks from axes until their next turn. Changing your equipped weapon counts as an action during your turn.

Archer "A single arrow, right between the eyes? Who else could make a shot like that? No one, that's who!" The Archer Level Proficiency Bonus Features Sure Strike 1st +2 Bowfaire, Sure Strike +1 2nd +2 ─ +1 3rd +2 Sneak Attack +1 4th +2 Ability Score Improvement +1 5th +3 Extra Attack +1 6th +3 ─ +1 7th +3 Improved Critical +1 8th +3 Ability Score Improvement +1 9th +4 ─ +2 10th +4 Promotion to Sniper, Deadeye +2 11th +4 ─ +2 12th +4 Ability Score Improvement +2 13th +5 ─ +2 14th +5 Superior Critical +3 15th +5 ─ +3 16th +5 Ability Score Improvement +3 17th +6 Improved Range +3 18th +6 ─ +4 19th +6 Ability Score Improvement +4 20th +6 Marksman, Deadeye Improvement +4 Class Features As an Archer, you gain the following class features. Hit Points Hit Dice: 1d8 per Archer level

1d8 per Archer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Archer level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Bows

Bows Tools: None Saving Throws: Dexterity, Wisdom

Dexterity, Wisdom Skills: Perception, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a steel bow and leather armor or (b) an iron bow and studded leather armor

A quiver of 20 arrows

Five vulneraries

Bowfaire As a trained Archer, you are devoted to the bow and the arrows you fire from it. As a result, melee weapons feel unnatural in your hands. You are unable to use weapons to make melee attacks, although in a pinch you can still use an unarmed strike. You also cannot make attacks against any enemies adjacent to you. On the other hand, nocking an arrow comes as naturally to you as breathing, and years of training have given you a sharp and discerning eye. When using a bow to make a ranged attack on a target that you can see that is outside the bow's normal range but within the bow's maximum range, you do not have disadvantage on the attack roll. Sure Strike You are adept at hitting evasive targets, and just as adept as evading attacks yourself. Starting at 1st level, you have a +1 bonus to attack rolls with bows that stacks with your proficiency bonus and Dexterity modifier. This +1 bonus is also applied to your AC. The bonus increases at 9th level and then again at 14th and 18th level. Sneak Attack Starting at 3rd level, you have learned how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The bonus damage increases by 1d6 when you reach 6th level (2d6), 9th level (3d6), 12th level (4d6), and 15th level (5d6). Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Starting at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn. Improved Critical Starting at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20. Promotion to Sniper At 10th level, you have become so skilled with a bow that you are counted in the upper echelon of those with quivers on their backs. Your class becomes Sniper, and you gain the following benefits. You gain expertise in the Perception skill, meaning your proficiency bonus for that skill is doubled.

Your passive Perception can now be no lower than 20.

Your Dexterity score increases by 2.

When you hit a creature with an arrow for the first time on your turn, you can use a bonus action to immediately make another ranged attack roll on the same creature. Deadeye Becoming a Sniper allows you to place your shots with even greater care. As an action, you can focus your aim and gain advantage against a target. If that attack hits, the target is Stunned until the beginning of your next turn. The effect ends if the target takes damage from another source. You cannot use this feature if you would otherwise be unable to attack or if you would otherwise have disadvantage on the attack roll. You can use this feature a number of times equal to 1 + your Dexterity modifier. When you finish a long rest, you regain all expended uses. Superior Critical Starting at 14th level, your weapon attacks score a critical hit on a roll of 18–20. Improved Range Starting at 17th level, your eagle eye allows you to aim at targets from even further away. The maximum range for all bows you use is doubled, although attacks made against creatures in that increased range have disadvantage. Marksman At 20th level, you have reached the pinnacle of marksmanship. As an action on your turn, you can line up a target in your sights. As long as you do not lose sight of the target or take damage, your first attack against that creature on your next turn is a guaranteed critical hit that also counts as a Sneak Attack. Your Deadeye skill also improves. Instead of using your action to gain advantage, you may instead use a bonus action to guarantee a hit with your next attack, although it will not count as a critical hit. Regardless of which method is used, on a hit the target now becomes Paralyzed instead of Stunned, although the effect still ends either when the target takes damage or at the beginning of your next turn. The other limitations of Deadeye still apply.

Brigand "Ba ha ha ha! Brute force is about the only thing I've got going for me!" The Brigand Level Proficiency Bonus Features Wrath Damage 1st +2 Axefaire, Unarmored Defense, Wrath +1 2nd +2 ─ +1 3rd +2 Gamble +1 4th +2 Ability Score Improvement +1 5th +3 Extra Attack +2 6th +3 Ability Score Improvement +2 7th +3 ─ +2 8th +3 Ability Score Improvement +2 9th +4 ─ +2 10th +4 Promotion to Berserker, Colossus +3 11th +4 Improved Critical +3 12th +4 Ability Score Improvement +3 13th +5 ─ +3 14th +5 Rally Strength +3 15th +5 ─ +4 16th +5 Ability Score Improvement +4 17th +6 ─ +4 18th +6 Superior Critical +4 19th +6 Ability Score Improvement +4 20th +6 Vanguard, Colossus Improvement +5 Class Features As a Brigand, you gain the following class features Hit Points Hit Dice: 1d10 per Brigand level

1d10 per Brigand level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Brigand level after 1st Proficiencies Armor: Shields

Shields Weapons: Axes

Axes Tools: None Saving Throws: Strength, Charisma

Strength, Charisma Skills: Athletics, Intimidiation Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) an iron axe and a shield or (b) a steel axe

Five handaxes

Five vulneraries Axefaire As a Brigand, you have been throwing yourself headlong into battle for as long as you can remember. The weight of an axe in your hands is a good feeling, and you are so skilled at their use that by this point in your life, an axe is practically an extension of your body. As long as you are armed with an axe, you have advantage on all Strength or Constitution saving throws.

Unarmored Defense While you are not wearing any armor, your Armor⁠ Class equals 10 + your Strength modifier + your Constitution modifier. You can use a Shield and still gain this benefit. Wrath You fight best when you are pushed beyond your limits. Starting at 1st level, you are able to draw upon a reservoir of strength when your life is in danger. Whenever your hit points are less than or equal to half your hit point maximum, your Wrath is activated and you gain the following benefits. You deal extra damage whenever you hit a creature with a melee attack. The amount of extra damage increases as you gain levels in this class, as shown in the Wrath Damage column of the Brigand table.

Your critical range increases, and your weapon attacks score a critical hit on a roll of 19 or 20.

You cannot be Charmed or Frightened. Gamble Starting at 3rd level, you have learned how to measure risk and reward. Before making an attack roll on your turn, you may declare that you are Gambling. Roll as usual and add any relevant modifiers, but then divide that number by half, rounding down. If that number is greater than or equal to the AC of the creature you are attacking, or if the original roll was a natural 20, the attack is a critical hit and you may choose to deal maximum damage, instead of rolling. If that number is less than the AC of the creature you are attacking, the attack misses and your turn is over. You may only Gamble once per turn and only with the first attack you make on your turn. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Starting at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn. Promotion to Berserker At 10th level, your skill with the axe is legendary, as are your feats of strength and fortitude. You have dealt as many, if not more, blows as you have taken, and the scars on your body tell the story. Your class becomes Berserker, and you gain the following benefits. You gain expertise in the Intimidation skill, meaning your proficiency bonus for that skill is doubled.

Your carrying capacity doubles.

Your Strength and Constitution scores each increase by 1, and your maximum for those scores is now 24.

When you level up, you may now add your Strength modifier in addition to your Constitution modifier when rolling your hit dice. This bonus is also applied retroactively to your previous nine levels. Colossus Becoming a Berserker makes you a force to be reckoned with. As an action on your turn, you may challenge a creature within 5 feet of you to a Constitution contest. On a win, the creature becomes Prone and you may use a bonus action to make an attack roll against that creature. On a loss, you become Prone, your turn ends, and the creature may make an opportunity attack against you. You cannot use this feature if you would otherwise be unable to attack or if you would otherwise have disadvantage on an attack roll against that creature. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. Improved Critical Starting at 11th level, your weapon attacks score a critical hit on a roll of 19 or 20. When your Wrath is activated, this range becomes 18-20. Rally Strength Starting at 14th level, your feats of strength inspire those around you. Whenever a friendly creature within 30 feet of you must make a Strength check, contest, or saving throw, the creature gains a bonus equal to your Strength modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. Superior Critical Starting at 18th level, your weapon attacks score a critical hit on a roll of 18–20. When your Wrath is activated, this range becomes 17-20. Vanguard At 20th level, there are very few who could match your skill with an axe or best you in a contest of strength. Attacks against friendly creatures within 5 feet of you have disadvantage. Your Colossus skill also improves. Rather than rolling a die in the Constitution contest, you may simply use your Constitution score. Either way, on a win the creature still becomes Prone, but you may now use a bonus action to make two attack rolls against that creature. On a loss, you no longer become Prone and the creature no longer may make an opportunity attack against you, but your turn still ends. The other limitations of Colossus still apply.

Cavalier "He is more than just a simple horse... He is my brother-in-arms!" The Cavalier Level Proficiency Bonus Features 1st +2 Canto, Discipline 2nd +2 ─ 3rd +2 Rescue 4th +2 Ability Score Improvement 5th +3 ─ 6th +3 Extra Attack 7th +3 ─ 8th +3 Ability Score Improvement 9th +4 ─ 10th +4 Promotion to Paladin, Sol 11th +4 ─ 12th +4 Ability Score Improvement 13th +5 ─ 14th +5 Defender 15th +5 ─ 16th +5 Ability Score Improvement 17th +6 ─ 18th +6 Savior 19th +6 Ability Score Improvement 20th +6 Gold Knight, Sol Improvement Class Features As a Cavalier, you gain the following class features. Hit Points Hit Dice: 1d10 per Cavalier level

1d10 per Cavalier level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Cavalier level after 1st Proficiencies Armor: Light armor, medium armor

Light armor, medium armor Weapons: See "Discipline" below

See "Discipline" below Tools: None Saving Throws: Strength, Intelligence

Strength, Intelligence Skills: Animal Handling, Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) any iron weapon and a chain shirt or (b) any steel weapon and leather armor

(a) five javelins or (b) five handaxes

Five vulneraries Canto As a Cavalier, your strongest bond is with your horse. You have been riding for as long as you can remember, and you feel most at home when you are saddled up with the reins in your hands. As long as you are on horseback, you gain the following benefits. Your size becomes Large.

Your base walking speed increases to 60 feet.

Attacks of opportunity made against you have disadvantage. However, when you are not on horseback, you suffer the following penalties. You do not add your proficiency bonus to any attack rolls or saving throws you make.

You do not add your Strength or Dexterity modifier to any damage rolls you make. Your Horse Whether your horse is a longtime companion or a new friend, it has the same in-game statistics as a Riding Horse. Add your proficiency bonus to its AC, as well as any attack rolls or damage rolls it makes. Its hit point maximum equals its normal amount (22) or four times your Cavalier level, whichever is higher. If your horse runs out of hit points while you are riding, it becomes Unconscious and you become Prone. On its turn, it makes death saves just as you would. You can stabilize it as an action. Mounting your horse also counts as an action.

If your horse dies, you must find some way to obtain a new one. You can purchase (or steal) one from a stable, or if you come across a wild horse you may tame it with a DC 20 Intelligence (Animal Handling) check. Discipline Using a weapon on foot is one thing; using a weapon while on horseback is another. Choose either axes, bows, lances, or swords. Starting at 1st level, you have proficiency in that weapon type. Rescue Starting at 3rd level, your skill on horseback is high enough that you are comfortable with a second passenger. As an action on your turn, you can Rescue a willing creature you are adjacent to that is of Medium size or smaller. That creature joins you on horseback. Creatures that you have Rescued are Incapacitated, and attack rolls made against them have disadvantage. As an action on your turn, you may dismount a creature that you have Rescued. While riding with a Rescued creature, you suffer the following penalties. You cannot take reactions.

Your AC decreases by 2. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Starting at 6th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn. Promotion to Paladin At 10th level, you and your horse are on the exact same wavelength. You feel as if your mount understands you innately. Your class becomes Paladin, and you gain the following benefits. You gain expertise in the Animal Handling skill, meaning your proficiency bonus for that skill is doubled.

You gain Discipline in one additional weapon type of your choice.

Your Strength and Dexterity scores each increase by 1.

When on horseback, your base walking speed increases to 70 feet. Sol Becoming a Paladin makes you a master of replenishing your own strength while on the battlefield. Whenever you score a critical hit with a weapon attack, you gain hit points equal to half the damage you deal with that attack, rounded down. These hit points cannot be used to exceed your hit point maximum. Defender Starting at 14th level, your fighting skills are at their best when you are protecting your allies. Whenever you are on horseback and one or more friendly creatures (other than your horse) is within 10 feet of you, you gain a +2 bonus to your AC as well as any attack rolls and damage rolls you make. Savior Starting at 18th level, riding with an additional passenger no longer feels any different than riding by yourself. You no longer suffer the penalties associated with Rescuing a creature. In addition, you may now Rescue creatures as a bonus action. Gold Knight At 20th level, you are almost invincible when on horseback, and you have mastered almost every weapon that can be used while riding a horse. You gain Discipline in one additional weapon type of your choice. Your Sol skill also improves. It still activates on a critical hit, but instead of rolling for damage you may now choose to do maximum damage. If you choose to do maximum damage, you gain hit points equal to half that damage, rounded down. If you choose to roll for damage, you gain hit points equal to the damage you deal. Hit points gained via Sol that exceed your hit point maximum now become temporary hit points.

Cleric "May I watch you train? I figured someone with a heal staff should be around, just in case an accident happens." The Cleric Level Proficiency Bonus Features Healtouch 1st +2 Healtouch, Miracle +1 2nd +2 ─ +1 3rd +2 Rally Luck +2 4th +2 Ability Score Improvement +2 5th +3 ─ +2 6th +3 Live to Serve +3 7th +3 ─ +3 8th +3 Ability Score Improvement +3 9th +4 ─ +4 10th +4 Promotion to Bishop, Renewal +4 11th +4 Slayer +4 12th +4 Ability Score Improvement +5 13th +5 ─ +5 14th +5 Blessing +5 15th +5 ─ +6 16th +5 Ability Score Improvement +6 17th +6 ─ +6 18th +6 Corona +7 19th +6 Ability Score Improvement +7 20th +6 Saint, Renewal Improvement +8 Class Features As a Cleric, you gain the following class features. Hit Points Hit Dice: 1d6 per Cleric level

1d6 per Cleric level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Cleric level after 1st Proficiencies Armor: Light armor

Light armor Weapons: None

None Tools: Herbalism kit, staves Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Arcana, Medicine Equipment You start with the following equipment, in addition to the equipment granted by your background: A Heal staff

Leather armor

(a) Ten vulneraries or (b) five elixirs

Healtouch As a Cleric, your hands are meant to heal, not harm. Other children may have waved around wooden swords, but you were likely the one patching their scrapes and bruises up. You lack proficiency in any weapons, and you cannot take the Attack action on your turn. However, your actions taken to heal your allies have an even greater impact. Any time you restore hit points to an ally, you heal them an extra amount that increases as you gain levels in this class, as shown in the Healtouch column of the Cleric table. You also have an innate ability to heal that you can rely on even when you do not have a staff. As an action on your turn, you can choose any friendly creature within 30 feet of you and heal that creature for an amount of hit points equal to your Cleric level + your proficiency bonus + your Healtouch modifier. For example, using this ability at 5th level would heal a creature for 10 hit points. Miracle Your desire to stay strong and aid your allies gives you strength when you most need it. Starting at 1st level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Rally Luck Starting at 3rd level, your words of encouragement can inspire your allies in their darkest moments. If a friendly creature within 10 feet of you rolls a 1 on an attack roll, ability check, or saving throw, you can use your reaction to allow them to reroll the die. They must use the new roll. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Live to Serve Starting at 6th level, you have learned how to benefit from your own healing magic. Whenever you use a staff or your innate Healtouch to restore hit points to an ally, you regain an amount of hit points equal to half that number, rounded down. Hit points regained in this manner that exceed your hit point maximum become temporary hit points. Promotion to Bishop At 10th level, your expertise in healing magic is such that there is almost no wound too severe for you to heal. You have even learned how to weaponize your holy magic or defend yourself in a pinch. Your class becomes Bishop, and you gain the following benefits. You gain expertise in the Medicine skill, meaning your proficiency bonus for that skill is doubled.

You gain the ability to take the Attack action on your turn, and you gain proficiency in light magic.

Your Intelligence score increases by 2.

You may now use your innate Healtouch ability as a bonus action. Renewal Becoming a Bishop reveals the possibilities of having healing magic coursing through your veins at all times. At the beginning of each of your turns during combat, you regain an amount of hit points equal to half your cleric level, rounded down. Hit points regained in this manner that exceed your hit point maximum do not become temporary hit points. This bonus applies even if you are Incapacitated, but not if you are Unconscious. Outside of the tension of combat, you are granted this bonus once every hour. Slayer Starting at 11th level, your quick mastery of holy magic can make short work of the most fearsome foes. As long as you are armed with light magic, you have advantage on attack rolls against fiends, monstrosities, or the undead. Blessing Starting at 14th level, you have learned how to constantly project an aura of healing. At the beginning of each of your turns during combat, friendly creatures within 10 feet of you are healed for an amount of hit points equal to your proficiency bonus + your Healtouch modifier. Corona Starting at 18th level, you have become an expert in using your holy magic to hurt those who threaten you or your allies. Whenever you score a critical hit on an enemy while armed with light magic, you may impose disadvantage on any of that enemy's rolls until the beginning of your next turn. Saint At 20th level, you have saved a countless number of lives a countless amount of times. All who know you likely have you to thank for still being alive. All allies within 30 feet of you who can see you gain a +2 to their AC, as well as their attack rolls and damage rolls. Your Renewal skill also improves. During combat, hit points regained using Renewal that exceed your hit point maximum now become temporary hit points. Your temporary hit points also become a pool of healing power. As a bonus action, you can choose a creature within 30 feet and draw power from that pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Your Renewal can also be used even when you are Unconscious. If you succeed on a death saving throw, you are automatically healed for 10 hit points.

Fighter "Survival on a battlefield depends on experience and luck. Nothing more! " The Fighter Level Proficiency Bonus Features 1st +2 Hardy, Shove, Tempest 2nd +2 Action Surge (one use) 3rd +2 ─ 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Ability Score Improvement 7th +3 ─ 8th +3 Ability Score Improvement 9th +4 ─ 10th +4 Promotion to Warrior, Counter 11th +4 Improved Critical 12th +4 Ability Score Improvement 13th +5 ─ 14th +5 Ability Score Improvement 15th +5 Zeal 16th +5 Ability Score Improvement 17th +6 Action Surge (two uses) 18th +6 ─ 19th +6 Ability Score Improvement 20th +6 Reaver, Counter Improvement Class Features As a Fighter, you gain the following class features. Hit Points Hit Dice: 1d12 per Fighter level

1d12 per Fighter level Hit Points at 1st Level: 12 + your Constitution modifier

12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 6) + your Constitution modifier per Fighter level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Axes

Axes Tools: None Saving Throws: Strength, Constitution

Strength, Constitution Skills: Athletics, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) an iron axe and studded leather armor or (b) a steel axe and leather armor

Five handaxes

Five vulneraries Hardy As a Fighter, battle is what you're best at, and you've known that for a while. You take hits as good as anyone you know and you give hits as good as anyone you know. The broken bones and deep wounds that you have suffered in your past have made you all the stronger now. Whenever you are at full health and are not suffering from any diseases or afflictions, your AC increases by an amount equal to half your Constitution modifier, rounded down (minimum of 1). Shove Being on the front lines means you're more often put in a position to save your allies. When a creature you can see makes a melee weapon attack on a target other than you that is within 5 feet of you, you can use your reaction to push the target five feet in any direction and take the damage instead. Tempest You are more prone than most to the ebbs and flows of battle. Your weapon attacks score a critical hit on a roll of 19 or 20, but they also score a critical miss on a roll of 1 or 2. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Promotion to Warrior At 10th level, it's getting harder and harder for you to remember fights that you have lost. The enemies that you can't beat, you just outlast instead. Your class becomes Warrior, and you gain the following benefits. You gain expertise in the Athletics skill, meaning your proficiency bonus for that skill is doubled.

You gain proficiency in bows.

Your Strength score increases by 2.

You have advantage on Constitution saving throws, and you gain resistance to poison damage.

Counter Becoming a Warrior enables you to bide your strength and strike enemies when they are at their most confident. After a creature deals damage to you with a melee weapon attack, you can use your reaction to inflict half that damage, rounded down, to the creature that attacked you. You cannot use this ability if the damage causes you to become Unconscious. You can use this ability a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. Improved Critical Starting at 11th level, your weapon attacks score a critical hit on a roll of 18-20, but your weapon attacks now score a critical miss on a roll of 1-3. Zeal Starting at 15th level, you have learned how to capitalize on every opportunity. Whenever you score a critical hit with a melee weapon attack for the first time on your turn, you can immediately use a bonus action to make another attack roll on the creature you are attacking. Reaver At 20th level, your reputation as a champion of the battlefield precedes you. You feel as if one hundred enemies would be unable to take you down, and you like your chances against one thousand. You can steel yourself against almost any blow. Enemies that score critical hits with weapon attacks against you do not roll their damage dice twice. Your Counter skill also improves. When you Counter an opponent's blow now, make a DC 20 Constitution check. On a success, you take no damage. Either way, the creature attacking you now takes damage equal to the damage they were dealing to you. The other limitations of Counter still apply.

Knight "With this armor on, you know I can’t run that fast…" The Knight Level Proficiency Bonus Features Pavise 1st +2 Armorfaire, Pavise +1 2nd +2 ─ +1 3rd +2 Nihil +1 4th +2 Ability Score Improvement +1 5th +3 ─ +1 6th +3 Wary Fighter +1 7th +3 ─ +2 8th +3 Ability Score Improvement +2 9th +4 ─ +2 10th +4 Promotion to General, Luna +2 11th +4 ─ +3 12th +4 Ability Score Improvement +3 13th +5 ─ +3 14th +5 Rally Defense +3 15th +5 ─ +4 16th +5 Ability Score Improvement +4 17th +6 ─ +4 18th +6 Nihil Improvement +4 19th +6 Ability Score Improvement +4 20th +6 Marshall, Luna Improvement +5 Class Features As a Knight, you gain the following class features. Hit Points Hit Dice: 1d10 per Knight level

1d10 per Knight level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Knight level after 1st Proficiencies Armor: Heavy armor, shields

Heavy armor, shields Weapons: Lances

Lances Tools: None Saving Throws: Constitution, Wisdom

Constitution, Wisdom Skills: Insight, Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: An iron lance and chain mail

(a) five javelins or (b) a shield

Five vulneraries Armorfaire As a Knight, you have trained under the idea that the best offense is a strong defense. Choking points and watching blows glance off your shield is something you have grown used to. Truth be told, you feel naked without a full suit of armor on. As long as you have heavy armor equipped, you gain the following benefits. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

You have advantage on Constitution saving throws. However, wearing a full suit of armor takes its toll. After all, some sacrifices must be made in order to remain truly impregnable. As long as you have heavy armor equipped, you suffer the following penalties. Your base walking speed is limited to a maximum of 20 feet.

You have disadvantage on Dexterity saving throws. Pavise Although you may not always be deft enough to dodge an attack, you take comfort in the fact that just because an attack hits doesn't mean it will hurt. Starting at 1st level, you gain a bonus to your AC that increases as you gain levels in this class, as shown in the Pavise column of the Knight table. Until you reach 10th level, this bonus can only be used to supplement your AC to a maximum of 20.

Nihil Starting at 3rd level, you have learned how to make your defenses strongest when your enemies are hitting you the hardest. Whenever an enemy hits you with a weapon attack, you can use your reaction to reduce the damage dealt to you with that hit to half that damage, rounded down. You can use this ability a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. When you reach 18th level, your defenses have improved to the point where you can now use this ability to reduce the damage taken to 0. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Wary Fighter Starting at 6th level, you have learned how to force your enemies to match your pace. Creatures can only make one weapon attack against you on each of their turns as long as you are not suffering from any status conditions. Promotion to General At 10th level, you are a fortress in and of yourself. You may not be the fastest on your feet or the heaviest of hitters, but you are a tank in every sense of the word. Your class becomes General, and you gain the following benefits. You gain expertise in the Persuasion skill, meaning your proficiency bonus for that skill is doubled.

You gain proficiency in swords.

Your Constitution score increases by 2, and your maximum for that score becomes 24.

Your maximum base walking speed when wearing heavy armor increases to 25 feet. Luna Becoming a General means that your knowledge of your own defensive capabilities has become such that you can immediately size up an opponent and pierce their own defenses. When you take the Attack action on your turn, you may expend a use of this ability to act as if the AC of the creature you are attacking is instead equal to 10. You cannot use this ability if you would otherwise have disadvantage on the attack roll. You may use this ability a number of times equal to 2 + your Wisdom modifier + your Constitution modifier. When you finish a short or long rest, you regain all expended uses. Rally Defense When you reach 14th level, your allies have learned well from you and know how to defend themselves even better. Friendly creatures within 30 feet of you gain a +2 bonus to their AC. You must be conscious to grant this bonus. Marshall At 20th level, weapons break against your armor and enemies no longer treat you like a soldier; they treat you like an impenetrable wall. You no longer have disadvantage on Dexterity saving throws when you are wearing armor, and you also no longer suffer from having disadvantage on Dexterity (Stealth) checks when wearing heavy armor. Your Luna skill also improves. Any hit you score after Luna has been activated counts as a critical hit. If you roll a natural 20 after having activated Luna, you still roll each of your damage dice twice, but you may choose to deal maximum damage instead of rolling. The other limitations of Luna still apply.

Mage "Magic is unlike any other weapon. It does not forgive." The Mage Level Proficiency Bonus Features Focus 1st +2 Focus, Tomefaire, Unarmored Defense +1 2nd +2 ─ +1 3rd +2 Adept +1 4th +2 Ability Score Improvement +1 5th +3 Extra Attack +1 6th +3 ─ +2 7th +3 Celerity +2 8th +3 Ability Score Improvement +2 9th +4 ─ +2 10th +4 Promotion to Sage, Flare +3 11th +4 Shade +3 12th +4 Ability Score Improvement +3 13th +5 ─ +3 14th +5 Rally Magic +3 15th +5 ─ +4 16th +5 Ability Score Improvement +4 17th +6 ─ +4 18th +6 Adept Improvement +4 19th +6 Ability Score Improvement +4 20th +6 Archsage, Flare Improvement +5 Class Features As a Mage, you gain the following class features. Hit Points Hit Dice: 1d6 per Mage level

1d6 per Mage level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Mage level after 1st Proficiencies Armor: None

None Weapons: Anima magic

Anima magic Tools: One set of artisan's tools Saving Throws: Intelligence, Charisma

Intelligence, Charisma Skills: Arcana, History Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a Wind tome, (b) a Fire tome, or (c) a Thunder tome

Five vulneraries Focus As a Mage, your study of magic dates back to when you first learned how to read. More often than not, you practiced your spells alone and, as a result, you perform best when no one is around you. When no creatures are within 30 feet of you and you are not suffering from a status condition, you gain a bonus to your magic attack rolls and damage rolls that increases as you gain levels in this class, as shown in the Focus column of the Mage table. Tomefaire Anyone can pick up and swing a sword. The same is not true for a tome of magic. Proficiency with magic is required in order to cast spells, and you have that proficiency. In addition, you can use your magic as a melee attack on creatures within 5 feet of you, and as a ranged attack on creatures outside that range. Furthermore, having a tome in hand grants you clarity of mind. As long as you are equipped with a tome, you have resistance to damage from spells and advantage on saving throws against being charmed.

Unarmored Defense While you are not wearing any armor, your Armor⁠ Class equals 10 + your Dexterity modifier. Adept At 3rd level, you have learned how to harness your magic when it is its most potent. Whenever you score a critical hit with a magic attack roll for the first time on your turn, you may use a bonus action to immediately make another attack roll against the same creature. At 18th level, your attack rolls made using this ability gain advantage, and it can activated more than once per turn. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Starting at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn. Celerity Starting at 7th level, you have grown so comfortable on the battlefield that you can perform deft maneuvers to outwit your opponents. You can take the Dash, Disengage, or Hide action as a bonus action on each of your turns. Promotion to Sage At 10th level, you are a force of nature with a tome of magic in your hands. Regardless of whether it is with bursts of fire, gusts of wind, or strikes of lightning, your magical acumen is growing to become unrivaled. Your class becomes Sage, and you gain the following benefits. You gain expertise in the Arcana skill, meaning your proficiency bonus for that skill is doubled.

You gain proficiency in either knives or staves.

Your Intelligence score increases by 2, and your maximum for that score becomes 24.

Friendly creatures no longer count when determining your Focus, and you may now add that bonus to your AC whenever it is in effect. Flare Becoming a Sage unlocks the treasure trove of potential within you. Not only can you focus your magical attacks on your foes with relentless precision, you can even pinpoint their weaknesses with a bolt of lightning from yards and yards away. As a bonus action on your turn, you may impose disadvantage on the Dexterity saving throw made by a creature on your next magic attack roll. You cannot use this ability if you would otherwise have disadvantage on your own magic attack roll. You may use this ability a number of times equal to 1 + your Intelligence modifier + your Wisdom modifier. When you finish a short or long rest, you regain all expended uses. Shade At 11th level, you have learned how to blend in on a battlefield. Whenever you are within 10 feet of a friendly creature that is not Incapacitated, attack rolls made against you have disadvantage. Rally Magic Starting at 14th level, you have learned to expand your clarity of mind outside your own body. Friendly creatures within 30 feet of you now also have resistance to damage from spells and advantage on saving throws against being charmed. You must be conscious to grant this benefit. Archsage At 20th level, there is no limit as to what you can do with a tome of magic. You can conjure meteors to rain on an opponent. You can strike an enemy with a bolt of lightning from 300 feet away. You can even freeze an enemy solid with ice-cold winds. In any case, your magic is something to be feared. You now have Focus at all times, unless you are suffering from a status condition. Your Flare skill also improves. Whenever you score a hit on a creature that you imposed disadvantage on, you may choose to do maximum damage, instead of rolling. The other limitations of Flare still apply.

Myrmidon "A true swordsman takes care of his own blade." The Myrmidon Level Proficiency Bonus Features Swordfaire 1st +2 Patience, Swordfaire +1 2nd +2 ─ +1 3rd +2 Vantage +2 4th +2 Ability Score Improvement +2 5th +3 Extra Attack +2 6th +3 ─ +3 7th +3 Improved Critical +3 8th +3 Ability Score Improvement +3 9th +4 ─ +3 10th +4 Promotion to Swordmaster, Astra +3 11th +4 Extra Attack (2) +3 12th +4 Ability Score Improvement +4 13th +5 ─ +4 14th +5 Superior Critical +4 15th +5 ─ +4 16th +5 Ability Score Improvement +4 17th +6 ─ +5 18th +6 Extra Attack (3) +5 19th +6 Ability Score Improvement +5 20th +6 Trueblade, Astra Improvement +6 Class Features As a Myrmidon, you gain the following class features. Hit Points Hit Dice: 1d6 per Myrmidon level

1d6 per Myrmidon level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Myrmidon level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Swords

Swords Tools: None Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Acrobatics, Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a slim sword and studded leather armor or (b) an iron sword and leather armor

Five vulneraries Patience As a Myrmidon, you have been trained to make every strike count since the moment you first picked up the blade. Even when an enemy manages to get the drop on you, you have learned how to turn that situation in your favor. You have advantage on melee weapon attack rolls against any creature that has dealt damage to you with a melee weapon in that round of combat. This bonus does not apply if you would otherwise have disadvantage on the attack roll. Swordfaire You have wielded the sword for so long that it feels weightless in your hand. It is rare that anyone manages to get the drop on you, because even when your sword is nestled in its sheath you are able to have it at the ready at a moment's notice. As long as you are armed with a sword, you gain a bonus to initiative rolls that stacks with your Dexterity modifier and increases as you gain levels in this class, as shown in the Swordfaire column of the Myrmidon table. Vantage At 3rd level, you have learned to be at your most alert when your life is in danger. Whenever your hit points are less than or equal to half your hit point maximum, attack rolls made against you cannot have advantage, and attacks of opportunity cannot be made against you. This ability does not activate if you are Incapacitated. Extra Attack Starting at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 18th level in this class. Improved Critical Starting at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Promotion to Swordmaster At 10th level, you can almost carve an enemy to ribbons with barely a flick of your wrist. You aren't the most sturdy of soldiers, but it rarely matters as you can dodge attacks as if you were weaving your way through a thick crowd. Your class becomes Swordmaster, and you gain the following benefits. You gain expertise in the Sleight of Hand skill, meaning your proficiency bonus for that skill is doubled.

You gain advantage on all initiative rolls, even if you are surprised.

Your Dexterity score increases by 2, and your maximum for that score becomes 24.

Your Patience ability now applies to any enemy who has dealt damage to you with a melee weapon in the entire encounter, not just in that round of combat. Astra Becoming a Swordmaster means that you can do things with a blade that no other warrior is capable of. Why hit an enemy just once when you have the speed and skill to strike them many times in one fluid motion? As an action on your turn, you may choose to make five melee weapon attack rolls against one creature. Each of these attacks deals half damage, rounded down. If you would otherwise have advantage on attack rolls against that creature, each of your five Astra attack rolls will also have advantage. However, you cannot use this ability if you would otherwise be unable to attack or if your attack would have disadvantage. You can use this ability a number of times equal to 1 + your Dexterity modifier. When you finish a short or long rest, you regain all expended uses. Superior Critical Starting at 14th level, your weapon attacks score a critical hit on a roll of 18–20. Trueblade At 20th level, you are nothing less than a god so long as there is a blade in your hands. Allies and enemies alike revere and fear your skill, knowing that you could end any of their lives with naught but a swing of your sword. Choose one of the following: your AC, attack rolls you make, or damage rolls you make. Your Swordfaire bonus is now added to whichever of the above options you choose, in addition to your initiative rolls. Your Astra skill also improves. Whenever you activate it, you may instead choose to make one attack roll and roll that weapon's damage dice five times each (ten on a critical hit). When Astra is activated in this fashion, your Strength modifier is only added once to your total damage, but regardless of how Astra is activated, you now deal full damage instead of half. The other limitations of Astra still apply.

Pegasus Knight "Us pegasus knights fear archers more than anything else, you know." The Pegasus Knight Level Proficiency Bonus Features 1st +2 Canto, Relief 2nd +2 ─ 3rd +2 Darting Blow 4th +2 Ability Score Improvement 5th +3 ─ 6th +3 Extra Attack 7th +3 ─ 8th +3 Ability Score Improvement 9th +4 ─ 10th +4 Promotion to Falcon Knight, Stun 11th +4 ─ 12th +4 Ability Score Improvement 13th +5 ─ 14th +5 Triangle Attack 15th +5 ─ 16th +5 Ability Score Improvement 17th +6 ─ 18th +6 Galeforce 19th +6 Ability Score Improvement 20th +6 Seraph Knight, Stun Improvement Class Features As a Pegasus Knight, you gain the following class features. Hit Points Hit Dice: 1d8 per Pegasus Knight level

1d8 per Pegasus Knight level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Pegasus Knight level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Lances

Lances Tools: None Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Acrobatics, Animal Handling Equipment You start with the following equipment, in addition to the equipment granted by your background: An iron lance and leather armor

(a) five javelins or (b) a steel lance

Five vulneraries Canto As a Pegasus Knight, your closest friend is the pegasus that you have grown to trust with your life, out of necessity more than anything at first. Your lungs have adapted to the thinner air of the skies, and you know that looking down is a bad idea. In any case, you and your pegasus act as one. As long as you are riding a pegasus, you gain the following benefits. Your size becomes Large.

Your base walking speed increases to 60 feet, and you gain a base flying speed of 90 feet.

Attacks of opportunity made against you have disadvantage. However, when you are not riding a pegasus, you suffer the following penalties. You do not add your proficiency bonus to any attack rolls or saving throws you make.

You do not add your Strength or Dexterity modifier to any damage rolls you make. In addition, whenever you are riding a pegasus, you are vulnerable to cold damage and piercing damage from bows. Your Pegasus Regardless of the origin of your mount, it has the same in-game statistics as a Pegasus. Add your proficiency bonus to its AC, as well as any attack rolls or damage rolls it makes. Its hit point maximum equals its normal amount (59) or four times your Pegasus Knight level, whichever is higher. If your pegasus runs out of hit points while you are riding, it becomes Unconscious and you become Prone. If you were airborne at the time, you take 1d6 bludgeoning damage for every 10 feet you fall. On its turn, it makes death saves just as you would. You can stabilize it as an action. Mounting your pegasus also counts as an action. Relief Although the sound and fury of a battlefield is nothing new to you, you deeply value the serenity associated with finding your own personal quiet place, be it in the skies or elsewhere. At the beginning of each of your turns during combat, if there are no creatures within 30 feet of you, you regain a number of hit points equal to half your Pegasus Knight level, rounded down (minimum of 1). Hit points regained in this manner that exceed your hit point maximum do not become temporary hit points. This bonus applies even if you are Incapacitated, but not if you are Unconscious.

Darting Blow At 3rd level, you are at your most effective when you swoop in before an enemy has a chance to react. 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. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Starting at 6th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn. Promotion to Falcon Knight At 10th level, you are a terror of the skies. The last sight for many a foe has been you and your pegasus falling upon them like a bolt of lightning. Your class becomes Falcon Knight, and you gain the following benefits. You gain expertise in the Acrobatics skill, meaning your proficiency bonus for that skill is doubled.

You gain proficiency in swords.

Your Dexterity and Wisdom scores each increase by 1.

You gain advantage on Dexterity saving throws against magic attack rolls. Stun Becoming a Falcon Knight makes you a master of hitting enemies where it hurts. You have even learned how to make the effects of your blows linger after the initial strike. Whenever you score a critical hit against a creature, you may expend a use of this ability to force that creature to make a Constitution saving throw once you have dealt damage. The DC for this saving throw equals 8 + your Dexterity modifier + your proficiency bonus. On a failed save, the creature is Stunned until the beginning of your next turn. If the creature takes damage from any source, the condition ends. You can use this ability a number of times equal to 1 + your Dexterity modifier + your proficiency bonus. When you finish a short or long rest, you regain all expended uses. Triangle Attack Beginning at 14th level, you have learned how to coordinate devastating attacks with your allies. You have advantage on attack rolls against creatures if at least two of your allies are within 5 feet of the creature and those allies aren't incapacitated. Any hit you score against a creature in this fashion is a critical hit. Galeforce At 18th level, defeating your foes fills you with a vitality that cannot be matched. Whenever you reduce a creature's hit points to zero for the first time on your turn, you can take one additional action on top of your regular action, and your movement is restored. Seraph Knight At 20th level, the feathers from your pegasus's wings have become ill omens for your enemies, and even the most skilled archers struggle to land a shot on you. As long as you are airborne, attacks of opportunity cannot be made against you. Your Stun skill also improves. On a failed save, the creature is now Paralyzed until the beginning of your next turn. The condition still ends if the creature takes damage from any source, unless the creature failed the save by 10 or more. The other limitations of Stun still apply.

Soldier "It's a war. There ain't nothin' you can do. We just have to get used to it." The Soldier Level Proficiency Bonus Features Aptitude 1st +2 Aptitude, Lancefaire +1 2nd +2 ─ +1 3rd +2 Underdog +1 4th +2 Ability Score Improvement +1 5th +3 Seal +2 6th +3 Ability Score Improvement +2 7th +3 ─ +2 8th +3 Ability Score Improvement +2 9th +4 ─ +2 10th +4 Promotion to Halberdier, Impale +2 11th +4 Seal Improvement +2 12th +4 Ability Score Improvement +2 13th +5 ─ +3 14th +5 Ability Score Improvement +3 15th +5 Serenity +3 16th +5 Ability Score Improvement +3 17th +6 ─ +3 18th +6 Seal Improvement +3 19th +6 Ability Score Improvement +4 20th +6 Sentinel, Impale Improvement +4 Class Features As a Soldier, you gain the following class features. Hit Points Hit Dice: 1d8 per Soldier level

1d8 per Soldier level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Soldier level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Lances

Lances Tools: None Saving Throws: Strength, Wisdom

Strength, Wisdom Skills: Intimidation, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) leather armor and a steel lance or (b) a chain shirt and a slim lance

(a) a shield or (b) five javelins

Ten vulneraries Aptitude As a Soldier, there's no telling what you were doing before you were tasked with picking up a weapon. Perhaps you were living a humble life on a farm with a family. Perhaps you made the choice to fight early in your life. No matter what, you are a wellspring of potential. Things just come naturally to you sometimes. Whenever you add your proficiency bonus to a roll you make, you add an additional amount that increases as you gain levels in this class, as shown in the Aptitude column of the Soldier table.

Lancefaire To your credit, you picked one weapon type and have stuck with it, sacrificing versatility for expertise. As long as you are wielding a lance, your melee weapon attacks have a range of 10 feet instead of 5 feet. Underdog At 3rd level, you have enough battlefield experience to know when you're outmatched. Whenever you are in combat with at least one creature with a level or challenge rating greater than your Soldier level, you have advantage on attack rolls against those creatures. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Seal At 5th level, you have learned to place blows and debilitate opponents. Whenever you deal damage to a creature with a weapon attack, that creature will have disadvantage on its next attack roll, ability check, or saving throw. When you reach 11th level, this ability will also apply to any creature that deals damage to you. When you reach 18th level, a creature you have Sealed will suffer disadvantage on all attack rolls, ability checks, or saving throws until the end of its next turn. Promotion to Halberdier At 10th level, you have found a home on the front lines. While there may be others who are stronger than you, your all-around skill is an asset on any battlefield. Your class becomes Halberdier, and you gain the following benefits. You gain expertise in the Survival skill, meaning your proficiency bonus for that skill is doubled.

You gain proficiency in heavy armor.

Your Strength and Wisdom scores each increase by 1.

You may now add your Aptitude bonus to your Constitution modifier whenever your hit point maximum increases upon a level up. This bonus applies retroactively, functionally increasing your hit point maximum by 20 when you become a Halberdier. Impale Becoming a Halberdier makes it easier to see the gaps in an enemy's armor or an opening in their defenses. Whenever you score a critical hit against a creature, you may use a bonus action to make additional attack rolls against that same creature. The number of additional attack rolls you can make in this fashion is drawn from a pool that replenishes when you take a short or long rest. The amount of attacks in that pool is equal to 1 + your proficiency bonus + your Aptitude bonus. Serenity At 15th level, you have adjusted to the chaos of the front lines and learned how to react when sudden misfortune occurs. 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 short or long rest. Sentinel At 20th level, regardless of where you started, you have ensured that you will go down in history as a legendary member of the frontlines. You may now add your Aptitude bonus to your AC as long as you are wielding a shield. Your Impale skill also improves. If your original attack had advantage, the attack rolls you make using this ability will now also have advantage. Critical hits scored on bonus attacks using this ability deal maximum damage.

Thief "You have until the count of five to show yourself before I start throwing sharp objects." The Thief Level Proficiency Bonus Features Sneak Attack 1st +2 Knifefaire, Locktouch, Sneak Attack 1d6 2nd +2 Cunning Action 1d6 3rd +2 Pass 2d6 4th +2 Ability Score Improvement 2d6 5th +3 ─ 3d6 6th +3 Uncanny Dodge 3d6 7th +3 ─ 4d6 8th +3 Ability Score Improvement 4d6 9th +4 ─ 5d6 10th +4 Promotion to Assassin, Lethality 5d6 11th +4 Pass Improvement 6d6 12th +4 Ability Score Improvement 6d6 13th +5 ─ 7d6 14th +5 Stillness 7d6 15th +5 ─ 8d6 16th +5 Ability Score Improvement 8d6 17th +6 ─ 9d6 18th +6 Pass Improvement 9d6 19th +6 Ability Score Improvement 10d6 20th +6 Whisper, Lethality Improvement 10d6 Class Features As a Thief, you gain the following class features. Hit Points Hit Dice: 1d8 per Thief level

1d8 per Thief level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Thief level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Knives

Knives Tools: Thieves' tools Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Stealth, Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: Leather armor, a dagger, and five throwing knives

A set of thieves' tools

Five vulneraries Knifefaire Whether you have lived the majority of your life on the streets or have picked up an interesting new hobby, you are very skilled with weapons that, for most people, are too small to have any real impact. You, on the other hand, know how to use them and know how to use them well. Knives, like bows, are not affected by the weapon triangle. Unlike bows, they can be used to make ranged or melee attacks. All knives in your possession have the Finesse property. That is, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

Locktouch A locked door or chest is a barrier to most people. To you, locks are opportunities to display your skills. Starting at 1st level, you gain expertise in your proficiency with thieves' tools, meaning your proficiency bonus is doubled whenever you use your thieves' tools to disarm traps or open locked doors or chests. In addition, if you fail to disarm a trap or open a lock when using your thieves' tools, you may choose to reroll. You may use this ability a number of times equal to 1 + your Dexterity modifier. When you finish a short or long rest, you regain all expended uses. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Thief table. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Pass Starting at 3rd level, you are learning how to be unaffected by aspects of the battlefield that can adversely affect others. As long as you are at full health, you are not affected by difficult terrain, and attacks of opportunity made against you have disadvantage. By 11th level, you have adapted this ability well enough to the point where enemies can no longer take reactions against you as long as it is your turn and you are at full health. At 18th level, you no longer require full health to be granted any of the above benefits. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Uncanny Dodge Starting at 6th level, when an attacker that you can see hits you with a melee weapon attack, you can use your reaction to halve the attack’s damage against you. Promotion to Assassin At 10th level, you are naught but a shadow on the battlefield. Unsuspecting enemies are downed before they even realize that you have drawn close to them. You are not only renowned in your aptitude for stealing items; you are feared because of your ability to steal lives. Your class becoms Assassin, and you gain the following benefits. You gain expertise in the Stealth skill, meaning your proficiency bonus for that skill is doubled.

You have advantage on any check made using your thieves' tools.

Your Dexterity and Intelligence scores each increase by 1.

You can now use the Attack action twice on each of your turns, provided you are targeting the same creature with both attacks. Lethality Becoming an Assassin means that you have signed a fell contract, acknowledging that your unique set of skills can indeed be used to end lives. Whenever you score a critical hit against a creature, you may choose to roll another d20 and add your Dexterity modifier. If the result of that roll is 20 or higher, that creature's hit points are immediately reduced to 0 and any death saving throws that creature makes are made with disadvantage. If the result of that roll is 19 or lower, your attack deals 0 damage and your turn ends. You can use this ability a number of times equal to 1 + your proficiency bonus. When you finish a short or long rest, you regain all expended uses. Stillness At 14th level, you have learned how to hide in plain sight on the battlefield. You can become Invisible at the end of one of your turns during combat, provided you meet the following conditions. You either (a) have not been targeted by an attack since combat began or (b) have not been targeted by an attack since successfully using the Hide action.

You do not take an action or bonus action during the turn you become Invisible.

You do not use any of your movement during the turn you become Invisible. The effect lasts until you take your next action, take damage, or move within 5 feet of a hostile creature. Whisper At 20th level, you are nearly undetectable on or off the battlefield. You can use your Sneak Attack at any time, except when you would otherwise have disadvantage on the attack roll, and still only once per turn. Your Lethality skill also improves. When you roll the d20 associated with this ability, you now add your proficiency bonus instead of your Dexterity modifier. On a success, the creature is now instantly killed. The other limitations of Lethality still apply.

Wyvern Rider "Then if we both survive this war, let's start a wyvern courier service. We'll make a lot of loot." The Wyvern Rider Level Proficiency Bonus Features Trample 1st +2 Canto, Trample +1 2nd +2 ─ +1 3rd +2 Tantivy +1 4th +2 Ability Score Improvement +1 5th +3 ─ +2 6th +3 Lunge +2 7th +3 ─ +2 8th +3 Ability Score Improvement +2 9th +4 ─ +3 10th +4 Promotion to Wyvern Lord, Cancel +3 11th +4 ─ +3 12th +4 Ability Score Improvement +3 13th +5 ─ +4 14th +5 Daunt +4 15th +5 ─ +4 16th +5 Ability Score Improvement +4 17th +6 Lunge Improvement +5 18th +6 Savage Blow +5 19th +6 Ability Score Improvement +5 20th +6 Dragonlord, Cancel Improvement +5 Class Features As a Wyvern Rider, you gain the following class features. Hit Points Hit Dice: 1d10 per Wyvern Rider level

1d10 per Wyvern Rider level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Wyvern Rider level after 1st Proficiencies Armor: Light armor, medium armor

Light armor, medium armor Weapons: Lances

Lances Tools: None Saving Throws: Dexterity, Constitution

Dexterity, Constitution Skills: Animal Handling, Deception Equipment You start with the following equipment, in addition to the equipment granted by your background: An iron lance and leather armor

(a) five javelins or (b) a steel lance

Five vulneraries Canto As a Wyvern Rider, you are perhaps closer to dragons than anyone else save for dragon laguz themselves. Wyverns are notoriously harder to tame than horses or even pegasi, and you have put in the work to ensure that you and your mount trust each other with your life. When atop your wyvern, you gain the following benefits. Your size becomes Large.

You gain a base flying speed of 60 feet.

Attacks of opportunity made against you have disadvantage. However, when you are not riding a pegasus, you suffer the following penalties. You do not add your proficiency bonus to any attack rolls or saving throws you make.

You do not add your Strength or Dexterity modifier to any damage rolls you make. In addition, whenever you are riding a wyvern, you are vulnerable to cold damage, lightning damage, and piercing damage from bows. Your Wyvern Fully-grown wyverns are impossible to tame for all but a select few of the most talented riders. Regardless of the origin of your mount, it has the same in-game statistics as a Green Dragon Wyrmling, although it cannot use the Poison Breath action. Add your proficiency bonus to any attack rolls or damage rolls it makes, but its AC remains 17. Its hit point maximum equals its normal amount (38) or four times your Wyvern Rider level, whichever is higher. If your wyvern runs out of hit points while you are riding, it becomes Unconscious and you become Prone. If you were airborne at the time, you take 1d6 bludgeoning damage for every 10 feet you fall. On its turn, it makes death saves just as you would. You can stabilize it as an action. Mounting your wyvern also counts as an action. Trample As a terror of the skies, those without mounts are within their rights to fear your very presence. As long as you are riding your wyvern, you gain a bonus to attack rolls and damage rolls you make against any humanoid creature without a mount. This amount increases as you gain levels in this class, as shown in the Trample column of the Wyvern Rider table.

Tantivy At 3rd level, you have learned just how much space you take up on the battlefield, and you have grown more comfortable fighting when none of your allies are near. As long as there are no friendly creatures within 30 feet of you, you gain a +1 to attack rolls and a +1 to your AC. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Lunge At 6th level, the rush of successfully striking your enemies fills you with renewed vitality. Whenever you successfully deal combat damage with a melee weapon attack during your turn, you immediately regain any movement you spent during your turn. When you reach 17th level, you become even better at hitting and running, so to speak. Once you have damaged any hostile creature during your turn, no creature can take reactions against you until your turn ends. Promotion to Wyvern Lord At 10th level, you are almost as fearsome as a true dragon. Enemies either run from you on sight or prioritize you as the most dangerous foe they face. Either way, you and your wyvern have grown to a level of power that is envied by nearly every other soldier you know. Your class becomes Wyvern Lord, as you gain the following benefits: You gain expertise in the Deception skill, meaning your proficiency bonus for that skill is doubled.

You gain proficiency in axes.

Your Dexterity and Constitution scores each increase by 1.

You can now add your proficiency bonus to your wyvern's AC. Cancel Becoming a Wyvern Lord means embracing your role on the battlefield: you hit as hard as you can and then run as fast as you can, always thinking about your next move. Whenever you successfully deal combat damage during your turn, you can expend a use of this ability to impose disadvantage on all attacks that the creature you damaged makes against you until the beginning of your next turn. If that target would otherwise have advantage against you, that advantage is negated. You can use this ability a number of times equal to 1 + your Constitution modifier + your proficiency bonus. When you finish a short or long rest, you regain all expended uses. Daunt By 14th level, just the sight of you atop your wyvern is enough to strike fear into even the most hardened of soldiers. As long as you are at full health, enemies using melee weapons have disadvantage on the first attack roll they make against you on their turn. Savage Blow At 18th level, the havoc you wreak on the battlefield extends even to enemies you are not attacking. Whenever you successfully deal combat damage with a melee weapon attack during your turn, each hostile creature within 10 feet of your target takes damage equal to half the damage you dealt, rounded down. Creatures damaged in this fashion cannot be reduced to 0 hit points. Dragonlord At 20th level, you have earned the rare title of Dragonlord. Though you do not ride atop a true dragon, per se, you and your wyvern are just as destructive, if not more. Your Trample bonus now applies to all creatures, not just foot soldiers. Your Cancel skill also improves. Now, creatures you use this ability on cannot target you with any attacks until the beginning of your next turn. The other limitations of Cancel still apply.

Laguz Classes With sharp claws and talons, wings that can carry them through the air, and even the ability to breathe fire, it is difficult to blame the laguz for refusing to use or learn how to use beorc weapons. Much like a wild direwolf would not stop to pick up a discarded weapon on the battlefield, laguz view beorc weapons with a similar apathy. Why use something that adds no utility to what you already have? As such, any laguz is heavily penalized in the rare case one does try to use a manmade weapon. It is impossible for laguz to gain any proficiencies in manmade weapons, armor, or tools. Any attack that a laguz makes with a beorc weapon is made with disadvantage, any beorc armor that a laguz wears ha