Credit: Dragon Quest Series - Square Enix The Adventurer Leading a horse and cart down the road, a knight sets out to defeat the sorcerer that cursed his kingdom. As the lone survivor of the curse, the knight looks for allies to join his cause. In hopes of returning to her home in the sky, a wandering minstrel travels the world, helping those in need. Solving the problems of the world in order to regain her lost powers. Pursued by the forces of evil, a young man races his horse across a field. Determined to find out the truth of his mysterious destiny before he is captured by the dark forces working against him. Every journey has its beginning, but no matter where the journey starts, it becomes an adventure. This is where the adventurer earns their name. Their journey will be hard and full of dangers, but the resourcefulness and courage of the adventurer will carry them through til the end. The Journey The beginning for an adventurer is only that, a beginning. No matter where an adventurer comes from, their journey will take them to extraordinary places. An adventurer thrives by exploring the world. Meeting new people and visiting new places lets the adventurer learn more about the world than any book will allow. It is their experiences that strengthen themselves for the quests ahead. Even though an adventurer has their own mission, that does not stop them from helping those in need. By assisting others, an adventurer may gain needed information, a useful item, or friend to call upon. No matter how small or ordinary a request may be, an adventurer will gladly accept it. An adventurer believes that it's not just great power that can hold evil in check, instead it is the small things. Everyday acts of love and kindness are what keeps the darkness at bay. Teamwork An adventurer rarely works alone. Instead they find a party to help them complete their quest. A trusted ally may be hard to find, but they will stick by your side till the end. By working together, an adventurer can accomplish far more than if they were working alone. Teamwork is essential to survive in the world. An adventurer knows how to play off each other's strengths to achieve victory. No matter how difficult the journey, an adventurer knows that their friends will be there to help them. Creating an Adventurer When making an Adventurer, you need to consider what initiated their journey? Perhaps your character found an ancient sword and wants to learn more about it. Perhaps your character found an undiscovered island and wants to explore it? Maybe your sister was kidnapped, and you need to rescue her. Where did your character come from? A remote village in the mountains, or a thriving capitol city? Perhaps you cannot remember, and you have to find your way back there? What motivates your character and drives them as they travel the world? Maybe they are a protecting the ones they love, or they are doing it to make a name for themselves.

Credit: Magic the Gathering - Wizards of the Coast





The Adventurer Level Proficiency Bonus Features Magic Points Magic Water 1st +2 Magic Points, Vocation 5 - 2nd +2 Magic Water 10 1d4 3rd +2 Vocation Abilities 15 1d4 4th +2 Ability Score Improvement 20 2d4 5th +3 World Explorer 25 2d4 6th +3 Vocation Abilities 30 3d4 7th +3 Horse Hailer 35 3d4 8th +3 Ability Score Improvement 40 4d4 9th +4 Vocation Abilities 45 4d4 10th +4 Zoom 50 5d4 11th +4 — 55 5d4 12th +4 Ability Score Improvement, Vocation Abilities 60 6d4 13th +5 — 65 6d4 14th +5 Godbird's Soulstone 70 7d4 15th +5 Vocation Abilities 75 7d4 16th +5 Ability Score Improvement 80 8d4 17th +6 — 85 8d4 18th +6 Vocation Abilities 90 9d4 19th +6 Ability Score Improvement 95 9d4 20th +6 Coup de Grace 100 10d4 Quick Build You can make and adventurer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next highest score should be Strength or Dexterity. Second, choose the Folk Hero background. Class Features Hit Points Hit Dice: 1d8 per Adventurer level

1d8 per Adventurer 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 Adventurer level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Animal Handling, Arcana, Athletics, History, Insight, Investigation, Perception, or Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon or (b) a simple weapon

(a) a simple weapon or (b) a shield

(a) scale armor, (b) leather armor, or (c) chain mail (if proficient)

an explorer's pack Magic Points As an adventurer, you have a set of skills, or abilities, that help you throughout your journey. Your abilities are powered through a pool of Magic Points. Your Adventurer level determines the number of Magic Points you have, as shown in the Magic Points column of the Adventurer table. You can never have more Magic Points than your maximum. You can spend these Magic Points to fuel various abilities. Most abilities are determined by the Vocation you choose. Once you spend a Magic Points, it is unavailable until you finish a long rest, at the end of which your Magic Points are restored to maximum. Intelligence is your magic ability for your Adventurer abilities, since your abilities are learned through battle experience and training. You use your Intelligence modifier when setting the saving throw DC for an adventurer ability and when making an attack roll with one. Ability save DC = 8 + your proficiency bonus + your Intelligence modifier Ability attack modifier = your proficiency bonus + your Intelligence modifier

Vocation Choose a Vocation, which determines the abilities your will use on your journey: Armamentalist, Hero, Mage, Priest, or Warrior. Each vocation is detailed at the end of the class description. Your choice grants you abilities when you choose it at 1st level, and again at 3rd, 6th, 9th, 12th, 15th, and 18th. Magic Water Starting at 2nd level, you gain a small pool of magic water that can restore your Magic Points. You can spend one or more Magic Water dice at the end of a short rest. For each Magic Water dice spent in this way, the player rolls the die and regains Magic Points equal to the total. You cannot have more MP than the maximum shown in the Adventurer Class table. The number of Magic Water dice you have is shown in the Adventurer Class table. You regain all expended Magic Water Die after a long rest. 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. World Explorer When you reach 5th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Horse Hailer At 7th level, you gain an ability that will aid you in your travels. Once per day, you can cast the Find Steed spell without expending any MP. Zoom MP Cost: 8

Starting at 10th level, as an action a rush of wind surrounds you launching you into the air. You can Teleport up to 50 feet to an unoccupied space that you can see. If you use this ability inside a building or cavern, roll a d20. If you roll a 1-8, you hit your head on the ceiling and fall back to where you started. If you roll a 9-20, the teleport is successful. Godbird's Soulstone At 14th level, you gain a new way to travel through the skies. As an action, you call upon the soul of an ancient godbird, lending them your body. You transform into a golden bird with a flying speed of 60 ft. Your game statistics stay the same as your normal form and all your equipment merges into your new form. Your size is medium. During this transformation, you cannot attack or cast spells. You can end this transformation as an action, reverting to your normal form.





Credit: Magic the Gathering - Wizards of the Coast Coup de Grace Credit: Magic the Gathering - Wizards of the Coast At 20th level, the experience you have gained over your travels allows you to enter a heightened state of tension. As an action, you psyche yourself up granting the following benefits for 1 minute: Your weapon and ability attacks score a critical hit on roll of a 19 or a 20.

You have resistance to all damage.

You regain 1d4+2 MP at the end of your turn. Once you use this feature, you can’t use it again until you finish a long rest. Vocations Every adventurer has a calling, commonly referred to as a vocation. An adventurer's vocation determines the abilities they will use along their journey. Each vocation provides something different to an adventuring party. The experience of traveling the world allows an adventurer to grow their vocational skills. Armamentalist The calling of the Armamentalist leads you down the path of elemental aptitude. Armamentalists harness the elemental power of Fource to enhance the skills of themselves and their allies. The Armamentalist is most useful supporting their allies, empowering their attacks. Armamentalist Abilities Level Abilities 1st Bonus Proficiencies, The Fource 3rd Dazzle, Sap 6th Decelerate, Expanded Fources 9th Accelerate, Fource Augment 12th Fizzle, Expanded Fources 15th Kasap, Multi-Fource 18th Deceleratle, Fource Surge Bonus Proficiencies At 1st level, you gain proficiency with the longsword, shortsword, shortbow, and longbow.

The Fource MP Cost: 4

At 1st level, you can harness the Fource to imbue a target with the primal elements. As an action, choose a creature within 30 ft of you. Choose one of the following Fources to imbue that creature: Fire, Frost, Wind, or Storm. Once per turn, whenever that creature deals damage, that creature can add an extra Xd4 damage, where X equals your proficiency bonus, to their attack or spell. The type of damage is determined by the type of Fource chosen. This effect lasts for 3 turns.

Fire Fource - fire damage

Frost Fource - cold damage

Wind Fource - force damage

Storm Fource - lightning damage



A creature can only have one Fource effect on them at a time. If a Fource effect is cast on a target while they already have a Fource effect, the old effect ends. You learn new choices for The Fource at 6th and 12th levels. Dazzle MP Cost: 5

At 3rd level, you learn a spell to envelop an enemy in illusions. As an action, choose a creature within 30 ft of you. For the next 1d4+1 rounds, that creature has disadvantage on attack rolls. During this time Dazzle cannot be cast upon them again. An attacker is immune to this effect if it doesn't rely on sight, as with Blindsight, or can see through illusions, as with Truesight. Sap MP Cost: 3

At 3rd level, you learn a basic debuff spell to weaken the defense of an enemy. As an action, an enemy of your choice within 30 ft takes a -2 AC penalty for 1d4+1 rounds. During this time Sap or Kasap cannot be cast upon them again. Decelerate MP Cost: 5

At 6th level, you learn a debuff spell to lower the agility of an enemy. As an action, choose a creature within 30 ft. That creature's speed is reduced by half for a duration of 1d4+1 rounds. During this time Decelerate or Deceleratle cannot be cast upon them again. Expanded Fources At 6th level, you can harness a new set of Fources to imbue your allies with. You learn Blast Fource, Toxic Fource, and Erosive Fource. These Fources follow the same rules as the other Fources.

Blast Fource - thunder damage

Erosive Fource - acid damage

Toxic Fource - poison damage



Accelerate MP Cost: 5

At 9th level, you learn a buff spell to raise the agility of an ally. As an action, choose a creature within 30 ft. That creature's speed is doubled for a duration of 1d4+1 rounds. During this time Accelerate cannot be cast upon them again. Fource Augment At 9th level, your Fource powers are improved. In addition to the extra damage, a creature under a Fource effect gains resistance to the damage type corresponding to the Fource they are imbued with. Fizzle MP Cost: 12

At 12th level, you learn a powerful debuff spell to prevent an enemy from using magic. As an action, choose a creature within 30 ft. The creature must succeed on a Wisdom saving throw, or they will be unable to cast any spell of 3rd level or lower. This effect lasts for 2 rounds. Expanded Fources At 12th level, you achieve mastery of all the Fources. You learn Funereal Fource, Life Fource, and Mystic Fource. These Fources follow the same rules as the other Fources.

Funereal Fource - necrotic damage

Life Fource - radiant damage

Mystic Fource - psychic damage

Kasap MP Cost: 6

At 15th level, you learn an advanced debuff spell that weakens the defense of your enemies. As an action, a number of enemies up to your Intelligence modifier within 30ft take a -2 AC penalty for 1d4+2 rounds. During this time Sap or Kasap cannot be cast upon them again. Multi-Fource At 15th level, whenever you use a Fource ability on a creature, you can target 2 additional creatures with the same Fource ability. (For a total of 3 targets per Fource casting) Deceleratle MP Cost: 5

At 18th level, you learn a debuff spell to lower the agility of a group of enemies. As an action, choose a number of creatures up to your Intelligence modifier within 30 ft. These creature's speed is reduced by half for a duration of 1d4+1 rounds. During this time Decelerate or Deceleratle cannot be cast upon them again.

Fource Surge MP Cost: 30

At 18th level, the mastery of all elements of the Fource grants you a powerful technique to unleash all the elements at once. Choose a point within 60 ft of you. All creatures within a 20-foot-radius sphere of that point must make a Constitution saving throw as rays of the all the elements bombard the area. One a failed save, a target takes 2d6 damage of all element types: fire, cold, lightning, force, thunder, poison, necrotic, acid, radiant, and psychic (20d6 total). On a successful save, a target takes half damage. Hero The calling of the Hero leads you down a path of a leader. The Hero learns a variety of abilities that enhance their martial prowess and support their allies. The Hero is most useful wherever their allies need them the most.

Hero Abilities Level Abilities 1st Bonus Proficiencies, Flame Slash 3rd Heal, Sizz 6th Zap, Kacrackle Slash 9th Midheal, Sizzle 12th Miracle Slash, Zing 15th Kazap, Kasizzle 18th Lightning Storm, Dragon Soul Bonus Proficiencies At 1st level you gain proficiencies with martial weapons. Flame Slash MP Cost: 2

At 1st level, you learn a technique to slash an enemy with scorching flames on your blade. As an action, make a melee weapon attack against a creature within range. On a hit, the target suffers the attack's normal effects, and you deal an extra 2d6 fire damage to the target. Heal MP Cost: 2

At 3rd level, you learn the basic healing spell. As an action, an ally of your choice within 30 ft regains Hit Points equal to 2d4 + 2. This ability has no effect on Undead or Constructs. Sizz MP Cost: 4

At 3rd level, you learn a spell to singe a group of enemies with a blazing fire. As an action, choose a point within 60 ft. You create a small wall of fire along a straight line for 10 ft from the point. Each creature within 5 ft of the line must make a Dexterity saving throw. A creature takes 2d6 fire damage on

a failed save, or half as much on a successful save.

Zap MP Cost: 6

At 6th level, you learn a basic lightning spell. As an action, choose a point within 60 ft. A bolt of lightning flashes down to that point. Each creature within 5 ft of the point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much on a successful save. Kacrackle Slash MP Cost: 10

At 6th level, you learn a technique to enchant your weapon with the power of ice for a single attack. As an action, make a melee weapon attack against a creature within range. On a hit, the target suffers the attack's normal effects, and you deal and extra 2d10 cold damage to the target. Midheal MP Cost: 8

At 9th level, you learn an intermediate healing spell. As an action, an ally of your choice within 30 ft regains Hit Points equal to 4d4 + 4. This ability has no effect on Undead or Constructs. Sizzle MP Cost: 8

At 9th level, you learn a spell to burn a group of enemies with a blazing wall of fire. As an action, choose a point within 60 ft. You create a large wall of fire along a straight line for 15 ft from the point. Each creature within 5 ft of the line must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much on a successful save. Miracle Slash MP Cost: 8

At 12th level, you learn a technique to heal your when you attack. As an action, make a melee weapon attack against a creature within range. On a hit, the target suffers the attack's normal effects, and you regain Hit Points equal to half the damage dealt. Credit: Magic the Gathering - Wizards of the Coast Credit: Magic the Gathering - Wizards of the Coast

Zing MP Cost: 16

At 12th level, you learn a simple resurrection spell. You choose a creature within 30 ft that has died within the last minute. Roll a d20. If you roll an 11 or higher, that creature returns to life with hit points equal to their level. If you roll a 10 or lower, nothing happens. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. Kazap MP Cost: 15

At 15th level, you learn a basic lightning spell. As an action, choose a point within 60 ft. Several bolts of lightning flash down to that point. Each creature within 10 ft of the point must make a Dexterity saving throw. A creature takes 6d10 lightning damage on a failed save, or half as much on a successful save. Kasizzle MP Cost: 10

At 15th level, you learn a spell to incinerate a group of enemies with the blazing flames of the underworld. As an action, choose a point within 60 ft. You create a small wall of fire along a straight line for 20 ft from the point. Each creature within 5 ft of the line must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much on a successful save. Lightning Storm MP Cost: 25

At 18th level, you learn a technique to unleash a blast of lightning from the end of your weapon. As an action, a bolt of lightning forming a line of 50 ft long and 5 ft wide blasts out from the end of your weapon in a direction you choose. Each creature in the line must make a Dexterity Saving throw. A creature takes 10d10 lightning damage on a failed save or half as much damage on a successful save. Dragon Soul MP Cost: 55

At 18th level, you learn a powerful ability that unleashes the power of a dragon. As an action, choose a creature within 30 ft. You summon the soul of a dragon, which charges at the creature. The dragon soul hits the creature dealing 24d8 radiant damage, ignoring resistance to radiant damage and treats immunity to radiant damage as resistance to radiant damage. Mage The calling of the Mage leads you down a path of offensive magic. Mages specialize in casting destructive spells, but perform poorly at close combat. The Mage is most useful in the back lines raining destruction down on enemies with their wide array of spells.



Mage Abilities Level Abilities 1st Frizz, Sap 3rd Crack, Bang 6th Frizzle, Kasap 9th Crackle, Boom 12th Oomph, Kafrizzle 15th Kacrackle, Kaboom 18th Magic Burst, Bounce Frizz MP Cost: 2

At 1st level, you learn a basic fire spell. As an action, you hurl a small ball of fire at an enemy within 60 ft. Make a ranged ability attack against the target. On a hit, the target takes 2d8 fire damage. Sap MP Cost: 3

At 1st level, you learn a basic debuff spell to weaken the defense of an enemy. As an action, an enemy of your choice within 30 ft takes a -2 AC penalty for 1d4+1 rounds. During this time Sap or Kasap cannot be cast upon them again. Crack MP Cost: 3

At 3rd level, you learn a basic ice spell. As an action, you pierce a single enemy with a razor-sharp icicle. Make a ranged ability attack against an enemy within 60 ft. On a hit, the target takes 1d6 piercing damage and 2d10 cold damage. Bang MP Cost: 5

At 3rd level, you learn a basic explosion spell. As an action, choose a point within a range of 60 ft. Several small explosions appear within a 10 ft radius of that point. Each creature within the blast radius must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much on a successful save. Frizzle MP Cost: 6

At 6th level, you learn an intermediate fire spell. As an action, you hurl a medium sized ball of fire at an enemy within 60 ft. Make a ranged ability attack against the target. On a hit, the target takes 4d8 fire damage.

Kasap MP Cost: 6

At 6th level, you learn an advanced debuff spell that weakens the defense of your enemies. As an action, a number of enemies up to your Intelligence modifier within 30ft take a -2 AC penalty for 1d4+2 rounds. During this time Sap or Kasap cannot be cast upon them again. Crackle MP Cost: 8

At 9th level, you learn an intermediate ice spell. As an action, you rain razor-sharp icicles on a group of enemies. Choose a point within 60 ft. The icicles fall in a cylinder that is 10 ft tall with a radius of 5 ft centered on the chosen point. Each creature within the cylinder must make a Dexterity Saving throw. A creature takes 2d6 piercing damage and 4d10 cold damage on a failed save, or half as much on a successful save. Boom MP Cost: 10

At 9th level, you learn an intermediate explosion spell. As an action, choose a point within a range of 60 ft. Several large explosions engulf a 10 ft radius from that point. Each creature within the blast radius must make a Constitution saving throw. A creature takes 6d8 thunder damage on a failed save, or half as much on a successful save. Oomph MP Cost: 8

At 12th level, you learn a spell that can increase the attack of an ally. As an action, an ally of your choice within 30 ft deals an extra 2d6 damage on melee attacks for 1d4+1 rounds. During this time Oomph cannot be cast upon them again. Kafrizzle MP Cost: 18

At 12th level, you learn an advanced fire spell. As an action, you create a large ball of fire above an enemy, which descends and erupts into a column of flames. Make a ranged ability attack against the target. On a hit, the target takes 8d8 fire damage. Additionally, any creature within 5 ft of where the ball of fire hit must succeed on a Dexterity saving throw or take 2d6 fire damage. Kacrackle MP Cost: 24

At 15th level, you learn an advanced ice spell. As an

action, you skewer a group of enemies with a hail

of sharp icicles. Choose a point within 60 ft. The

icicles fall in a cylinder that is 20 ft tall with a radius

of 10 ft centered on the chosen point. Each creature

within the cylinder must make a Dexterity Saving

throw. A creature takes 4d6 piercing damage and

8d10 cold damage on a failed save, or half as much

on a successful save.



Kaboom MP Cost: 28

At 15th level, you learn an advanced explosion spell. As an action, choose a point within a range of 60 ft. Many large explosions appear within a 10 ft radius of that point. Each creature within the blast radius must make a Constitution saving throw. A creature takes 12d8 thunder damage on a failed save, or half as much on a successful save. Magic Burst MP Cost: X

At 18th level, you learn the ultimate magic technique. As an action, you expend all remaining Magic Points to launch a powerful attack. Choose a point within 90 feet. A giant burst of magical energy explodes out from that point creating a 20 ft radius sphere. Each creature in the burst radius takes force damage equal to 2 times the amount of MP expelled. Bounce MP Cost: X

At 18th level, you learn a powerful defensive spell. When you are hit or effected by a spell or adventurer ability cast by someone within 60 ft of you, you can use your reaction to create a protective barrier that reflects the effects of the spell or adventurer ability back at the caster. The caster takes the damage or effect instead of you. If hit by an AOE spell, this ability only reflects the damage or effect that you would take, not the entire spell. The MP cost equals 3 times the level of spell reflected, or equal to the MP cost of the ability.



Credit: Magic the Gathering - Wizards of the Coast



Credit: Dragon Quest Series - Square Enix Priest The calling of the Priest leads you down the path of supporting your allies. Priests specialize in healing and fortifying spells rather than attack magic. The Priest is most useful supporting and healing their allies, keeping the entire party alive. Priest Abilities Level Abilities 1st Heal, Squelch 3rd Woosh, Buff 6th Midheal, Whack 9th Swoosh, Zing 12th Multiheal, Kabuff 15th Kaswoosh, Thwack 18th Fullheal, Kazing Heal MP Cost: 2

At 1st level, you learn the basic healing spell. As an action, an ally of your choice within 30 ft regains Hit Points equal to 2d4 + 2. This ability has no effect on Undead or Constructs. Squelch MP Cost: 2

At 1st level, you learn a restorative spell. As an action, choose a creature within 30 ft and you can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned. Woosh MP Cost: 4

At 3rd level, you learn a spell to slice through enemies with a small whirlwind. As an action, choose a point within 60 ft. A small whirlwind rises from the ground at a point you choose within range and moves in a straight line for 10 ft in a direction of your choosing. Any enemies within 5 ft of the line must make a Strength Saving Throw. A creature takes 2d8 bludgeoning on a failed save, or half as much on a successful save.



Buff MP Cost: 3

At 3rd level, you learn a basic support spell to bolster the defense of an ally. As an action, an ally of your choice within 30 ft gains +2 AC for 1d4+1 rounds. During this time Buff of Kabuff cannot be cast upon them again. Midheal MP Cost: 8

At 6th level, you learn an intermediate healing spell. As an action, an ally of your choice within 30 ft regains Hit Points equal to 4d4 + 4. This ability has no effect on Undead or Constructs. Whack MP Cost: 10

At 6th level, you learn a basic cursed incantation that sends an enemy to the hereafter. As an action, choose a target within 30 ft, if they have under 30 HP they make a constitution saving throw. If they succeed or are above 30 HP, nothing happens. If they fail, they instantly drop to 0 HP. If the target has resistance to Necrotic damage, they have advantage on the saving throw. If the target is immune to Necrotic damage, they automatically succeed the saving throw as the spell has no effect on them. Swoosh MP Cost: 8

At 9th level, you learn a spell to slice through enemies with a powerful whirlwind. As an action, choose a point within 60 ft. A large whirlwind rises from the ground at a point you choose within range and moves in a straight line for 15 ft in a direction of your choosing. Any enemies within 5 ft of the line must make a Strength Saving Throw. A creature takes 4d8 bludgeoning on a failed save, or half as much on a successful save. Zing MP Cost: 16

At 9th level, you learn a simple resurrection spell. You choose a creature within 30 ft that has died within the last minute. Roll a d20. If you roll an 11 or higher, that creature returns to life with hit points equal to their level. If you roll a 10 or lower, nothing happens. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. Multiheal MP Cost: 16

At 12th level, you learn a powerful healing spell. As an action, choose a number of allies up to your Intelligence Modifier within 30 ft. Each ally regains Hit Points equal to 6d4 + 6. This ability has no effect on Undead or Constructs.

Kabuff MP Cost: 6

At 12th level, you learn an advanced support spell that bolster the defense of your allies. As an action, a number of allies up to your Intelligence modifier within 30ft gain +2 AC for 1d4+2 rounds. During this time Buff or Kabuff cannot be cast upon them again. Kaswoosh MP Cost: 16

At 15th level, you learn a spell to slice through enemies with a ferociously destructively whirlwind. As an action, choose a point within 60 ft. A giant whirlwind rises from the ground at a point you choose within range and moves in a straight line for 20 ft in a direction of your choosing. Any enemies within 5 ft of the line must make a Strength Saving Throw. A creature takes 8d8 bludgeoning on a failed save, or half as much on a successful save. Thwack MP Cost: 30

At 15th level, you learn an advanced cursed incantation that sends an enemy to the hereafter. Choose a target within 30 ft, if they have under 60 HP they make a constitution saving throw. If they succeed or are above 60 HP, nothing happens. If they fail, they instantly drop to 0 HP. If the target has resistance to Necrotic damage, they have advantage on the saving throw. If the target is immune to Necrotic damage, they automatically succeed the saving throw as the spell has no effect on them. Fullheal MP Cost: 12

At 18th level, you learn the strongest healing spell. As an action, an ally of your choice within 30 ft regains Hit Points equal to 8d4 + 8. This ability has no effect on Undead or Constructs. Kazing MP Cost: 36

At 18th level, you learn an advanced resurrection spell. You choose a creature within 30 ft that has died within the last minute. That creature returns to life with hit points equal to twice their level. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. Warrior The calling of the Warrior leads you down the path of battlefield domination. You learn abilities to enhance your fighting potential and to help protect your allies. The Warrior is most useful on the front lines, where they can deal the most damage, while protecting the other members of their party.





Warrior Abilities Level Abilities 1st Bonus Proficiencies, Fighting Style 3rd Whipping Boy, Attack+ (1d4) 6th Extra Attack, Attack+ (2d4) 9th Helm Splitter, Attack+ (2d6) 12th Blockenspiel, Attack+ (3d6) 15th Falcon Slash, Attack+ (3d8) 18th Gigaslash, Attack+ (4d8) Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and heavy armor. Fighting Style At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose one. Archery - You gain a +2 bonus to attack rolls you make with ranged weapons. Defense - While you are wearing armor, you gain a +1 bonus to AC. Dueling - When you are wielding a melee weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Whipping Boy MP Cost: 2

Beginning at 3rd level, when a creature you can see within 5 feet of you is attacked, you can use your reaction to jump in the way of the attack. The attack targets you instead of the other creature. Attack+ Beginning at 3rd level, your weapon attacks become more powerful as you gain experience. When you take the attack action on your turn, you can deal an extra 1d4 damage. This damage increases as you gain levels in this class, as shown in the Warrior Abilities table. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.