Barbarian Primal Paths Path of Demonic Possession Some barbarians are capable warriors in their own right who have given partial control of their bodies to a demonic entity to achieve even greater abilities. When these barbarians rage, they channel powers beyond those of any mortal warrior. Possessed barbarians tend to be evil, as they are controlled by demonic entities who are usually evil, although rare exceptions exist where a barbarian resists the influence of the entity. Pact Magic When you reach 3rd level, you augment your martial prowess with the ability to cast spells. Cantrips. You know two cantrips of your choice from the following: Blade Ward, Booming Blade, Control Flames, Create Bonfire, Green-Flame Blade, Infestation, Primal Savagery, Toll the Dead, Vicious Mockery. Spell Slots. The Path of Demonic Possession Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st through 3rd level, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. Spells Known of 1st Level and Higher. You know two 1st level warlock spells of your choice. The Spells Known column of the Path of Demonic Possession Spellcasting table shows when you learn more warlock spells. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier. Spell Attack modifier = your proficiency bonus + your Charisma modifier. Path of Demonic Possession Spellcasting Barbarian Level Spells Known Spell Slots Slot Level 3rd 2 1 1st 4th 2 1 1st 5th 3 1 2nd 6th 3 1 2nd 7th 4 2 2nd 8th 4 2 2nd 9th 5 2 2nd 10th 6 2 2nd 11th 7 2 3rd 12th 7 2 3rd 13th 8 3 3rd 14th 8 3 3rd 15th 9 3 3rd 16th 10 3 3rd 17th 10 3 3rd 18th 11 3 3rd 19th 11 3 3rd 20th 12 3 3rd

Patron Spells At 3rd level, choose a Warlock patron. The spells associated with that patron are added to the Warlock spell list for you. Otherworldly Soul At 3rd level, while you rage, you can cast spells, but you cannot maintain concentration. Cursed Blade At the 6th level, while you are raging, your weapon becomes magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, choose one damage type from: fire, force, lightning, or necrotic. While you rage, your weapon attacks deal 1d6 additional damage of the chosen type. Fiendish Deception At 10th level, you gain proficiency in the Deception and Religion skills if you don't already have proficiency in them. Relinquish Control Beginning at 14th level, once per long rest, when you enter your rage, you give into your demonic impulses to transform into your Ascended Form for a short period of time before regaining control. While you are in your Ascended Form, you have the following effects: You add your Charisma modifier to attack and damage rolls you make with a melee weapon.

You gain a flying speed equal to your walking speed.

You have resistance to all damage except radiant damage.

Your alignment is Chaotic Evil for the duration, and any spells that reveal your alignment view you as such. Path of the Everlasting Barbarians who follow this path believe that holding back is a sign of weakness; they strive to always give their best effort and then more. These barbarians push themselves past their normal limits when they rage, and in battle, they do all that they can to remain in the fight. Honor is a central value to barbarians who follow this path. Vital Push When you choose to follow this path at 3rd level, whenever you hit a creature while you are raging, you regain hit points equal to half your Constitution modifier (rounded up). Whirlwind Blade At 3rd level, while raging, you can use your action to make a melee weapon attack against all enemies adjacent to you. You can use this feature once per rage. Regeneration Beginning at 6th level, if a creature hits you with an attack while you are raging, you can use your reaction to expend 1 Hit Die and restore hit points to yourself equal to your Constitution modifier. Superior Endurance At 10th level, you gain proficiency in the Athletics and Survival skills if you aren't already proficient. You also add your Constitution modifier to Athletics and Survival checks.



















































































































Valiant Effort Starting at 14th level, whenever your attack reduces a creature to 0 hit points, you gain temporary hit points equal to the amount of damage dealt by the attack.

Bard Bard Colleges College of Harmony Bards of the College of Harmony value the poetic unity of everyday of life. From the plants that grow to the people they meet, these bards believe that everything happens for a reason. Bards who belong to this college are incredibly trustworthy, and they usually prefer to have a few close friends with whom they can share intimacies rather than a large group of companions. Devoted Allegiance Beginning at 3rd level, whenever you finish a long rest, choose one willing creature who is resting with you as your partner. You gain the following effects while you and your partner are on the same plane of existence: Your partner can have more than one bardic inspiration die from you at a time, but it cannot roll more than 1 bardic inspiration die on the same turn.

You and your partner can communicate telepathically with each other.

You and your partner always know the other's location. That creature is your partner until they die or until you finish another long rest, at which point you can bind to a different creature. Choir of Saints Also at 3rd level, when a creature rolls a 1 on a bardic inspiration die that you gave it, it can reroll the die, but it must use the new roll. Uplifting Spirit Starting at 6th level, when your partner takes damage while they are within 60 feet of you, you can use your reaction to halve the damage. Perfect Harmony Beginning at 14th level, when your partner rolls a bardic inspiration die that you gave it, they can add your Charisma modifier to the roll. They must be able to hear you.

Cleric Divine Domains Poison Domain The gods of the poison domain - including Talona, Apep, Cailleach Bheur, Artemis, Loviatar, and Apollo - are the bringers of disease, plague, and poison in the world. Some of these gods promote disease for the suffering and cruelty that it brings, attempting to bring ruin upon the world. Others, however, view disease as the counterpart of prosperity - a necessary evil that must arise from time to time. Clerics who belong to this domain are split - some use the power of poison to inflict harm, while others use it to serve a greater good. Poison Domain Spells Cleric Level Spells 1st detect poison and disease, ray of sickness 3rd melf's acid arrow, protection from poison 5th feign death, stinking cloud 7th sickening radiance, vitriolic sphere 9th cloudkill, contagion Poison Weapon At 1st level, choose one of the following. Poison Arrow: When you fire an arrow, you can use a bonus action to lace it with poison. If the arrow hits, the target must succeed on a Constitution saving throw or be poisoned until the start of your next turn. The poison fades from the arrow immediately after it hits or misses its target. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Poison Blade: As a bonus action, you can apply a poison to a melee weapon you are touching. The next time that weapon hits a creature before the end of the current turn, the creature must succeed on a Constitution saving throw or be poisoned until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Channel Divinity: Potent Toxin At 2nd level, as an action, touch one creature. The target must succeed on a Constitution saving throw. On a failed save, the target is poisoned for up to 24 hours. A creature subjected to this poison must succeed on a Constitution saving throw or take 3d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d6 poison damage. After three successful saves, the poison ends. Poison Immunity Beginning at 6th level, you are immune to poison and disease. Divine Strike At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8. Infectious Disease Starting at 17th level, when a creature is poisoned by you, any creatures that start their turn within 5 feet of that creature must succeed on the poison’s saving throw or be afflicted by the same poison.

Power Domain While the gods fight amongst each other for influence and control, a small group stand at the top. These deities - namely Zeus, Lord Ao, Heka, Odin, Re-Horakhty, and the Daghdha - need no validation from others, as they are the authorities on all matters. The "Kings of the Gods" are the most powerful beings in the world, and the clerics who worship these beings are only able to harness a mere fraction of their power. Clerics of the power domain pursue power and ascendancy, either for themselves or for the cause that they fight for. Power Domain Spells Cleric Level Spells 1st cause fear, command 3rd crown of madness, ray of enfeeblement 5th magic circle, slow 7th banishment, mordekainen's private sanctum 9th circle of power, dominate person Drain Power Beginning at 1st level, whenever an enemy within 60 feet of you casts a spell, they must spend an additional spell slot of the same level. If casting the spell uses their final spell slot, this feature has no effect. Channel Divinity: Siphon Life At 2nd level, you can use your action to present your holy symbol to a creature within 80 feet of you, cursing the creature for 1 minute. Whenever a cursed creature casts a spell, they must make a Wisdom saving throw. On a failed save, they take 1d10 psychic damage and you gain a number of temporary hit points equal to the damage dealt. Share Power Beginning at 6th level, whenever you cast a spell of 2nd level or higher, you can use your bonus action to allow a creature within 10 feet of you to regain one 1st level spell slot. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip. Steal Power Beginning at 17th level, whenever an enemy within 60 feet of you casts a spell of 1st level or higher, you can use your reaction to choose another creature within 30 feet of you. That creature regains a missing spell slot of an equal level.

Druid Druid Circles Circle of the Shaman Druids who belong to the Circle of the Shaman harness the power of nature to perform magical acts that are forbidden by other druid circles. While these druids protect nature, they believe that sacrifices are necessary and they are willing to use the darker spirits of nature to achieve a greater good. Shamanistic druids feel a bond to nature as they utilize its power, but they don't consider themselves protectors of the wild. They often come into conflict with druids belonging to other circles, yet they are usually willing to put aside their differences with others to pursue shared goals. Spirit Animal At 2nd level, you learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose any beast of CR 1 or lower as your familiar. Additionally, the casting time for Find Familiar is reduced to 1 minute. Curse of the Witch Doctor Starting at 6th level, as an action, you can curse a creature within 60 feet of you for 1 minute. While cursed, an enemy is unable to regain hit points, gain temporary hit points, or score critical hits. You can use this feature once per short rest. Natural Healing Beginning at 10th level, whenever you cast a spell of 1st level or higher on your turn, you can use your bonus action on the same turn to restore a number of hit points equal to your Wisdom modifier to a creature within 30 feet of you. Spiritual Bond Additionally, at 10th level, whenever you restore hit points to a creature other than your familiar, restore an equal number of hit points to your familiar. This feature only works if you have not already restored hit points to your familiar on the same turn. Your familiar cannot gain more than its maximum hit point total. Blood Sacrifice At 14th level, whenever you restore hit points to a creature other than yourself, you can choose to roll any die of your choice (between 1d4 and 1d20) and deal damage equal to the number rolled to yourself (that cannot be resisted in any way) and restore that many additional hit points + your Wisdom modifier to every creature other than yourself who you healed.

Circle of Life and Death Druids of the Circle of Life and Death are keepers of a force far more than just nature: life. It is the druids of this circle who gather in complete darkness as the clock strikes midnight to decide who shall live and who shall die. Such is the unenviable responsibility that being able to control great power forces one to take on. Circle Spells At 3rd, 5th, 7th, and 9th level you gain access to the spell listed for that level in the Circle of Life and Death Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Circle of Life and Death Spells Druid Level Spells 3rd cure wounds, inflict wounds 5th darkness, eternal flame 7th bestow curse, remove curse 9th blight, death ward Life Restoration/Mark for Death At 2nd level, choose one of the following features. Life Restoration: As a bonus action, you can touch a creature to restore it to half of its maximum hit point total (rounded down). You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), regaining all expended uses when you finish a long rest. Mark for Death: As an action, you choose a creature within 60 feet of you that must succeed on a Wisdom saving throw or be marked for death for up to 1 minute. You can reactivate the mark as another action. Doing so causes the creature to take necrotic damage equal to the damage that they took since you marked them. If you have not reactivated the mark after 1 minute, it fades from the target. You must finish a short or long rest before you can use this feature again. Health Preservation/Wither At 6th level, choose one of the following features. Health Preservation: When your group finishes a long rest, a number of group members equal to your Wisdom modifier (minimum of 1) can regain all of their Hit Dice. Wither: As an action, you can touch a plant and all plants in a 5 foot cube immediately die. You can also touch a plant creature, forcing it to make a Wisdom saving throw. On a failed save, the creature takes 6d6 necrotic damage, and for the next minute, its speed is halved and it can't take reactions or bonus actions. A creature takes half damage and suffers no additional effects on a success. If you use this feature on a creature, you must finish a short or long rest before you can use it again. Return to Life/Pyre At 10th level, choose one of the following features. Return to Life: When a creature within 5 feet of you dies, you can use your reaction to return them to life with 1 hit point. You must finish a long rest before you can use this feature again. Pyre: Your spells and abilities can ignite flammable objects even if they are being worn or carried by another creature. Immortality/Natural Selection At 14th level, choose one of the following features. Immortality: Whenever you would die due to damage, you fall unconscious for 24 hours instead and you cannot be woken up except for divine intervention. Additionally, you suffer none of the drawbacks of old age and you can't be aged magically. Natural Selection: You can use your action to force every creature within 100 feet of you to make a Constitution saving throw. A creature dies on a failure and lives on a success. You must finish a long rest before you can use this feature again.

Fighter Martial Archetypes Warden Wardens are stalwart protectors who are specially trained in brutal physical combat. Some love the thrill of an intense battle, while others seek new ways to challenge their physical prowess. In the presence of a large army, others may cower in fear, but a warden does not flinch and stands his or her ground. They may not use special techniques, but wardens are always prepared to fight. Shielding Stance When you take this archetype at 3rd level, if you are holding a shield, as a bonus action you can enter a shielding stance that lasts until the start of your next turn. While you are in your shielding stance, all allies within 5 feet of you that aren't holding a shield can add your shield's AC bonus to their AC. Shieldbearer Additionally, starting at 3rd level, when you attack with your shield, you can add your proficiency bonus to the attack roll. Steadfast At 7th level, you cannot be frightened or intimidated. Pummeling Attack Starting at 10th level, when you attack and hit a creature that is large or smaller with your shield, the creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can only use this feature a number of times equal to your Strength modifier (minimum of once). You regain all expended uses when you finish a long rest. Vigilant Protector Starting at 15th level, while you are in your shielding stance, you and all allies within 10 feet of you resist all non-magical damage. Impenetrable Wall Beginning at 18th level, whenever a ranged attack passes within a 10 foot radius of you, you can use your reaction to attempt a Strength check to block it with your shield (after the outcome of the initial attack has been determined). If you succeed, the projectile hits your shield instead of its intended target, dealing half damage to you. If the attack is a spell, the DC is the attacker's spell save DC. If the attack is not a spell, the DC is 8 + the attacker's proficiency bonus + the attacker's ability modifier. Additionally, the DC increases by 5 for every size category of the projectile larger than small.

Guardian Guardians are fighters who fight not for themselves, but for those around them. To be a guardian, one must must display the resolve to protect what is important to them. These fighters rely on their shield more than their sword. Some guardians view fighting as a necessary evil to achieve peace, while others prioritize loyalty to their comrades, who they want to protect at all costs. Guardians willingly put themselves in danger to protect their allies. Bastion When you choose this archetype at 3rd level, you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. Ward of Protection At 3rd level, you can use your action to ward one creature within 30 feet of you. For 1 minute, or until you lose your concentration (as if you were concentrating on a spell), any creature who targets the creature with an attack or a harmful spell must first make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus). On a failed save, the creature must choose a new target or lose the attack or spell. This feature doesn't protect the warded creature from area effects. You must finish a short or long rest before you can use this feature again. Aid Ally At 7th level, whenever you take the Help action to assist an ally in a skill that you are proficient in, they can add your proficiency bonus to their roll. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest. Provide Assistance Beginning at 10th level, as a reaction to a creature within 5 feet of you being attacked, you can grant the attack advantage. Coordinated Attack At 15th level, you can use your bonus action to choose a friendly creature within 60 feet of you. The first time that creature makes a weapon action against an enemy who is within your reach before the start of your next turn, you can make a melee attack against the enemy without using your reaction. Fortify At 18th level, you can cast the spell Mighty Fortress. You must finish a long rest before you can use this feature again.

Monk Monastic Traditions Way of the Wanderer The nomad strays from land to land, looking for a home but never finding one. He must eventually reach a state of inner peace, coming to terms with his life and himself. Though these individuals lack training and official technique, they have learned to practice meditation and channel their inner strength into something stronger. Wanderers are not members of any monastery, but they have reached the same balance of spirituality and self-discipline that defines a monk without the assistance of others. Bonus Proficiencies At 3rd level, you gain proficiency in the Survival and Nature skills if you don’t already have it. Aimless Breeze At 3rd level, when a ranged attack passes within a 10 foot radius of you, you can use your reaction and spend 1 ki point to impose disadvantage on the attack. Drifting Breeze At 6th level, when a ranged attack passes within a 10 foot radius of you, you can use your reaction and spend 1 ki point to grant advantage on the attack. Wind of the Northern Steppes At 11th level, you gain the following abilities. You can cast these spells at a higher level by spending 2 additional ki points for every level above the spell's base spell slot level. Strong Winds: You can spend 3 ki points to cast gust of wind. Defensive Wind: You can spend 3 ki points to cast warding wind. Wind Current: You can spend 5 ki points to cast wind wall. Power of the Winds: You can spend 8 ki points to cast control winds. Violent Winds: You can spend 11 ki points to cast investiture of wind. Avatar of the Wind: You can spend 11 ki points to cast wind walk. Tempest: You can spend 14 ki points to cast whirlwind. Wandering Soul At 17th level, choose one of the following abilities. Nomadic Tent: When you finish a short rest, one group member who rested with you can regain all of their expended spell slots. You must finish a long rest before you can use this feature again. Traveler's Rest: When you finish a short rest, choose a number of group members up to your Wisdom modifier (minimum of 1) who rested with you. Those members are restored to full hit points. You must finish a long rest before you can use this feature again.

Paladin Sacred Oaths Oath of Balance The Oath of Balance binds a paladin to the pursuit of greatness through the preservation of universal balance. Paladins who are bound to this oath support the order of things that they believe is necessary - one where good and evil coexist, with good as a check against despicable acts. These paladins look for the middle ground between sides in a conflict. They also seek to balance themselves. Brute strength means nothing if you don't have the knowledge to know what cause you're fighting for. Internally and externally, these paladins seek balance. Tenets of Balance The tenets of the Oath of Balance focus on protecting the defenseless and helping those who need it most. The tenets these paladins follow are simple. Equality: Follow the golden rule and treat others as you wish to be treated. If some people are denied an equal opportunity, then it is my duty to rectify that. Impartiality: Make fair judgements that would ring true regardless of your individual status. Don't hold biases or grudges. Tolerance: Accept others for who they are. You cannot control other people, so make the best of the circumstances presented. Moderation: Display virtues in moderation. Too much or too little of anything can be harmful, so you must strike a balance. Oath Spells You gain oath spells at the paladin levels listed. Oath of Balance Spells Paladin Level Spells 3rd absorb elements, heroism 5th calm emotions, see invisibility 9th counterspell, life transference 13th aura of life, aura of purity 17th circle of power, dispel evil and good Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Divine Stability: As a bonus action, whenever you make any attack roll or ability check in the next 10 minutes, you roll 2 dice and take the average their value (rounded down). You also cannot score a critical hit or critical failure during the duration. Equilibrium: As an action, choose a creature within 30 feet of you with less hit points than yourself. You swap current hit point values with them. A creature cannot gain more hit points than their maximum allows. Aura of Equality Starting at 7th level, whenever a friendly creature within 10 feet of you takes damage, they only take half damage (rounded up) and you take the same amount of damage. At 18th level, the range of this aura increases to 30 feet. Health Stasis Beginning at 15th level, while you are below half of your hit point maximum, you resist all damage. Indestructible Savior At 20th level, as an action, you can magically become an avatar of protection, gaining the following benefits for 1 minute: All effects on you end immediately.

You have advantage on all saving throws.

Whenever you restore hit points to another creature, you restore an equal number of hit points to yourself.

When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.

Oath of Freedom Paladins who take the Oath of Freedom are defenders of rights, autonomy, and choice. Although they view taking a life as the ultimate freedom violation, these paladins are more concerned with allowing people to make their own decisions than they are with any "greater good." Paladins who take this oath are very principled - in fact, they often follow their ideals regardless of the pragmatic results of doing so. However, this doesn't stop them from being caring and empathetic, which is reflected by the fact that most of these paladins emphasize charity and helping others even if it provides no benefit to oneself. Paladins who take this oath allow people to pursue their own goals and objectives even if they personally disagree with the actions, unless that necessitates harming others. Tenets of Freedom The tenets of the Oath of Freedom are focused on allowing others to set their own ends as they see fit. The tenets these paladins follow are simple. Respect: Honor and protect the ability of others to make decisions, even if you disagree with them. Liberty: People deserve rights. Fight for those who aren't granted theirs. Honesty: Don't lie or cheat. Let your word be your promise. Independence: Intervention is a last resort. You prefer to stay out of the business and affairs of others. Oath Spells You gain oath spells at the paladin levels listed. Oath of Freedom Spells Paladin Level Spells 3rd comprehend languages, sanctuary 5th aid, pass without trace 9th remove curse, nondetection 13th freedom of movement, otiluke's resilient sphere 17th awaken, skill empowerment Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Free From Control: As an action, you can touch a creature who is under the influence of another creature to release them from the other creature's influence. The creature who you released cannot be influenced by the other creature for 24 hours. Prevent Interference: As an action, you can create a 10 foot aura around yourself for 1 minute. Whenever a creature inside of the aura makes an opportunity attack, you can use your reaction to prevent the creature from making the attack. Aura of Autonomy At 7th level, any creatures of your choice within 30 feet of you have advantage on all saving throws against effects that would magically alter their thoughts (such as command, suggestion, and compulsion). Independent Spirit Beginning at 15th level, creatures have disadvantage on all Charisma checks made against you. Avatar of Self-Determination At 20th level, your commitment to preserving freedom has allowed you to become an avatar of self-determination, which grants you the following effects: You are immune to psychic damage and the charmed and frightened conditions. Additionally, any effect that would sense your emotions or read your thoughts fails, even if the attempt is from Wish. Divination spells also fail on you.

Your movement is unaffected by difficult terrain, and spells and magical effects can't reduce your speed or cause you to be paralyzed or restrained.

Your thoughts cannot be magically altered.

Rogue Roguish Archetypes Traceur While some rogues rely on luck, others are incredibly skillful. These rogues are experts at parkour, gymnastics, and combat agility. Why risk getting caught when you can take on a group of enemies and escape? Traceurs accomplish tasks through quick footwork and even quicker thinking. Agility At 3rd level, you gain proficiency in the Acrobatics and Athletics skills if you don't already have it. You also gain advantage on any ability check you make that uses either of those skills. Swift Dodge When you gain the Uncanny Dodge ability at 5th level, you learn a parkour move from the following list. You learn an additional move at 9th level and again at 13th level, but you can only use 1 move whenever you use your Uncanny Dodge. Aerial: When you use your Uncanny Dodge against a ranged attack, the attacker must reroll accuracy. Backflip: When you use your Uncanny Dodge, you gain a bonus to your AC equal to your Dexterity modifier against the next attack made against you before the start of your next turn. Dive: When you use your Uncanny Dodge, you gain advantage on the next Dexterity saving throw you make before the end of your turn. Juke: When you use your Uncanny Dodge, you can move a number of feet equal to twice your Dexterity modifier without provoking opportunity attacks. Roll: When you use your Uncanny Dodge, you don't grant advantage on attacks until the start of your next turn. Sidestep: When you use your Uncanny Dodge, you reduce the damage by an additional amount equal to half your Dexterity modifier (rounded down). Wall Jump: When you use your Uncanny Dodge, if you are next to something that you can climb, you can attempt an Acrobatics check (the object's normal climbing DC). If you succeed, you bounce off of it and land up to twice your Dexterity modifier feet away (without provoking opportunity attacks). If you land within 5 feet of the attacker, you can make a melee attack against them as a free action. If you fail, you fall prone. Withdraw: When you use your Uncanny Dodge, you don't provoke opportunity attacks from the attacking creature until the end of your next turn. Counter Strike Beginning at 9th level, when you use Uncanny Dodge, you gain advantage on the next attack that you make against the creature whose attack you dodged, as long as you make the attack before the end of your next turn. Acrobatic Recovery Beginning at 13th level, you only take half fall damage and you land on your feet whenever you fall. Extreme Quickness Starting at 17th level, you get an additional reaction every round. You can't use it on the same turn that you take your other reaction.

Sorcerer Sorcerous Origins Cryomancer The glacier that sinks massive ships, the bridge that connects continents, or the storm that freezes over the land: these are examples of the vast power of ice. With the sharpness of an icicle and the grace of a snowflake, few wonders of nature can capture the same beauty. Your innate magic comes from the power of frost that was infused into your soul. This may come from ancestors who lived in tundra regions, or from your own exploration. Often, the sources of ice magic existed in crystals hidden in caves far below the surface of the ground, so acquiring these powers could not have been through sheer accident or force. Ice Shard When you take this origin at 1st level, you can use your bonus action to deal 1d4 cold damage to a creature who you have already dealt cold damage to on the same turn. Tomb of Levistus Starting at 6th level, you can use a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per Sorcerer level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this feature, you can’t use it again until you finish a short or long rest. Ice Wall At 14th level, you learn the spell Wall of Ice. It counts as a Sorcerer spell for you. Frostbite Starting at 14th level, whenever you cast a spell that deals cold damage, creatures have disadvantage on all saving throws against the spell. Create Blizzard At 18th level, you can spend 10 sorcery points to turn the weather within 5 miles of you turn into a freezing blizzard. You can concentrate on this effect for up to 1 hour. It takes 10 minutes for the blizzard to take effect. You can't use this feature again until you finish a long rest. Quantum Sorcery Your magic comes from the powers of the universe itself. While most are bound by the confines of time, energy, and matter, special individuals are able to exist outside of these constructs. It is believed that these abilities come from a particular event causing the powers of space and time to fuse into a mortal being, granting that being quantum powers. Time Loop Beginning at 1st level, after you fail an ability check or miss an attack, you can reroll the die a number of times equal to your Charisma modifier. You can only reroll it once at a time, and if you choose to use the new result, you cannot reroll it anymore. You must finish a long rest before you can use this feature again. Accelerate/Decelerate Time Starting at 6th level, you can alter the passage of time for non-magical terrain in a 150 foot cube centered on yourself. You can make time in the area speed up or slow down by up to 5x its regular speed over the next 1d4 hours in real time, which might impact the terrain and its interactions. For example, if you decelerate time, a tree that is knocked over will take longer to fall, the spell Move Earth will work more slowly and the environment will naturally decay at a slower rate, while if you accelerate time, water will flow faster, plants will grow faster, and wind currents will be much stronger. Manufactured structures, equipment, and creatures within the area are unaffected by this. You must finish a long rest before you can use this feature again. Phase Out Starting at 14th level, creatures have disadvantage on all opportunity attacks they make against you. Alter Reality At 18th level, whenever you cast a spell of 2nd level or higher, you can spend sorcery points equal to twice its lowest spell slot level to instead cast it with a spell slot of 1 level lower.

Warlock Otherworldly Patrons The Conqueror Your pact was made with an ancient warlord who was immortalized by a deity after slaying hundreds of men and destroying tens of civilizations along with them. Entities of this type range from war gods such as Tempus himself to past military commanders who enjoyed many successes. Your pact has come at a steep price - you must do the bidding of your patron when they demand you to do so, or you will face severe consequences. Examples of liches who you might have made your pact with include Ares, Morrigan, the Red Knight, and Marrake al-Sidan al-Hariq ben Lazan the Sultan of the Efreet. Expanded Spell List The Conqueror lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the Warlock spell list for you. Conqueror Expanded Spells Spell Level Spells 1st hail of thorns, ice knife 2nd flame blade, levitate 3rd conjure barrage, flame arrows 4th find greater steed, stone shape 5th conjure volley, telekinesis Battle Hardened Also at 1st level, you gain proficiency with martial weapons. Conjure Energy Weapon At 1st level, you can use an action to create a floating melee weapon within 50 feet of you. If the weapon is more than 100 feet away from you, it automatically disappears, at which point you can resummon it with an action. It can take any form you choose. As a bonus action, you can move the weapon up to 30 feet and make a melee spell attack against a creature within 5 feet of it. On a hit, the target takes 1d4 + your Charisma modifier force damage. The damage increases to 1d6 at 7th level, 1d8 at 10th level, and 1d10 at 14th level. Ethereal Strike Beginning at 6th level, whenever you cast a spell that requires a weapon attack or that uses a weapon as ammunition, you can use your energy weapon instead of one that you are physically wielding. Additionally, whenever you make a weapon attack, you can instead make a melee spell attack with your energy weapon if it is within 5 feet of the target, even if the target is out of your normal range. If you have the Extra Attack feature, attacking with your energy weapon can be used for any of the attacks you make as part of the Attack action. Phase Shift Starting at 10th level, you can use an action to teleport to your energy weapon and become invisible until the start of your next turn. You must finish a short or long rest before you can use this feature again. Twin Weapon At 14th level, you can have two energy weapons at once. You can move both as part of the same bonus action, but only one can attack at a time.

Wizard Arcane Traditions The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study. Intense Magic Certain wizards also don't focus on a singular school of magic, but they go through a much more rigorous curriculum that teaches discipline, focus, and stamina. Wizards that go through the school of intensity don't have the same raw magical power that others do, but due to their rigorous hard work, they are able to accomplish feats that no other wizards can. Strength of Will Starting at 2nd level, your wizard spell-save DC becomes 8 + your proficiency bonus + your Constitution modifier. Additionally, your wizard spell attack modifier becomes your proficiency bonus + your Constitution modifier. However, whenever you deal damage with a wizard spell, you can’t add an ability modifier. Unflinching Tenacity At 2nd level, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls for spells. Heightened Focus Starting at 6th level, whenever you magically create an object or terrain, such as a wall, its duration is doubled. Iron Will Starting at 10th level, you can add your proficiency bonus to Constitution saving throws that you make to maintain your concentration on a spell when you take damage. Overpowering Magic Beginning at 14th level, whenever you cast a spell that doesn’t deal damage, creatures have disadvantage on any saving throws it forces. School of Efficiency Wizards who attend the school of efficiency prioritize quantity over quality. They are jacks of all trades, masters of none. They learn how to cast spells from all schools of magic, but aren't the best at any of them. While other wizards have special areas of expertise, wizards from this school are prepared for whatever situation they find themselves in. They can fight, negotiate, or outsmart their foes depending on what the situation calls for. They are always adapting to the events around them, as they view magic as a versatile tool. Magic Savant At 2nd level, the gold and time you must spend to copy a spell into your spellbook is halved. Fast Learner Starting at 2nd level, whenever you gain a wizard level, you can learn 1 additional wizard spell. This spell must be of a level for which you have spell slots. Accelerated Casting Beginning at 6th level, the casting time for your spells is halved. Additionally, you can perform rituals twice as quickly. Magic Rush At 10th level, whenever you cast a spell of 1st level or higher, you can take the Dash action as a bonus action on the same turn. Ricocheting Magic Beginning at 14th level, when you cast a spell of 1st level or higher that targets only one creature, you can have it target a second creature within 5 feet of the original target. You can then have it target another creature within 5 feet of the second target, and so on. Each target must be within 5 feet of the previous target. You can target a number of creatures up to your Intelligence modifier.