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D&D 5E Class Quick Reference

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100% found this document useful (1 vote)
3K views55 pages

D&D 5E Class Quick Reference

Uploaded by

Ivan Trigueiro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 55

CLASSES

quick reference
— D &D 5 E —
Contents
Barbarian . . . . . . . . . . . . 1 Ranger . . . . . . . . . . . . 31
Primal Paths . . . . . . . . . . 2 Favored Enemy . . . . . . . . . 31
Ranger Archetype . . . . . . . 32
Bard . . . . . . . . . . . . . . 3
Ranger Spells . . . . . . . . . 34
Bard College. . . . . . . . . . 4
Bard Spell List . . . . . . . . . 5 Rogue . . . . . . . . . . . . . 35
Roguish Archetypes . . . . . . . 36
Cleric . . . . . . . . . . . . . 8
Arcane Trickster Spells . . . . . 38
Divine Domains. . . . . . . . . 9
Cleric Spell List. . . . . . . . 13 Sorcerer . . . . . . . . . . . 39
Sorcerous Origin . . . . . . . . 40
Druid. . . . . . . . . . . . . 14
Sorcerer Spells . . . . . . . . 42
Druid Circle . . . . . . . . . . 15
Wild Magic Table . . . . . . . . 43
Druidic Spells . . . . . . . . . 17
Warlock . . . . . . . . . . . . 44
Fighter . . . . . . . . . . . . 18
Otherworldly Patron. . . . . . 46
Martial Archetypes . . . . . . . 18
Warlock Spells. . . . . . . . . 49
Eldritch Knight Spells . . . . . . 21
Wizard. . . . . . . . . . . . 50
Monk. . . . . . . . . . . . . 22
Arcane Traditions. . . . . . . . 51
Monastic Tradition. . . . . . . 23
Wizard Spells. . . . . . . . . 54
Paladin. . . . . . . . . . . . 26
Sacred Oath . . . . . . . . . . 27
Paladin Spells. . . . . . . . . 30

PAGE i
Barbarian Unarmored Defense
While not wearing armor, your AC equals 10 + your
Hit Points Dexterity modifier + your Constitution modifier. You
Hit Dice: 1d12 per Barbarian level may still use a shield.
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per Barbarian level after 1st
Reckless Attack
At 2nd level, you may attack recklessly on your first
Proficiencies attack each turn. You gain advantage on melee weapon
Armor: Light Armor, Medium Armor, Shields attack rolls using Strength this turn, but attack rolls
Weapons: Simple weapons, Martial weapons against you have advantage until your next turn.
Saving Throws: Strength, Constitution
Skills: Two from Animal Handling, Athletics,
Intimidation, Nature, Perception, and Survival
Danger Sense
At 2nd level, you have advantage on Dexterity saving
Equipment throws against effects you can see, such as traps
You start with the following equipment: and spells. To gain this benefit, you can’t be blinded,
• (a) a greataxe or (b) any martial melee weapon deafened, or incapacitated.
• (a) two handaxes or (b) any simple weapon
• An explorer’s pack and four javelins
Ability Score Increase
Rage At 4th, 8th, 12th, 16th, and 19th level, you can increase
one ability score by 2, or two ability scores by 1. You
On your turn, you can enter a rage as a bonus action. can’t bring an ability score above 20 using this feature.
While raging, you gain the following benefits if you
aren’t wearing heavy armour:
• Advantage on Strength checks and saving throws.
Extra Attack
• When making melee weapon attacks with Strength, At 5th level, you can attack twice, instead of once,
add bonus damage as per the Barbarian table. whenever you take the Attack action on your turn.
• Resistance to bludgeoning, piercing, and slashing.
• You are unable to cast spells or concentrate on them. Fast Movement
Rage lasts 1 minute. Ends early if incapacitated, or
if your turn ends and you haven’t attacked a hostile At 5th level, your speed increases by 10 ft when not
creature or taken damage since your last turn. You can wearing heavy armor.
also end it on your turn as a bonus action.
You have a limited number of rages, as shown on the Feral Instinct
Barbarian table. You regain all your rages when you
At 7th level, you gain advantage on initiative rolls. If
finish a long rest.
you are surprised at the beginning of combat and aren’t
incapacitated, you can act normally on your first turn,
Prof. Rage
Level Bonus Features Rages Damage but only if you enter a rage at the start of your turn.
Rage,
1st +2
Unarmored Defense
2 +2 Brutal Critical
Reckless Attack, At 9th level, you can roll one additional weapon damage
2nd +2 2 +2
Danger Sense die when you crit with a melee attack. This increases by
3rd +2 Primal Path 3 +2 one additional dice at 13th and 17th level.
4th +2 Ability Score Increase 3 +2
Relentless Rage
Extra Attack,
5th +3 3 +2
Fast Movement At 11th level, if you drop to 0 hit points when raging and
6th +3 Path Feature 4 +2 don’t die outright, you can make a DC 10 Constitution
saving throw. On a success, drop to 1 hit point instead.
7th +3 Feral Instinct 4 +2
Each time you use this feature after the first, the DC
8th +3 Ability Score Increase 4 +2 increases by 5. When you finish a rest, the DC resets.
9th +4 Brutal Critical (1 Die) 4 +3
10th +4 Path Feature 4 +3 Persistent Rage
11th +4 Relentless Age 4 +3 At 15th level, your rage only ends early if you fall
12th +4 Ability Score Increase 5 +3 unconscious or choose to end it.
13th +5 Brutal Critical (2 Dice) 5 +3
Indomitable Might
14th +5 Path Feature 5 +3
At 18th level, if your total for a Strength check is less
15th +5 Persistent Rage 5 +3
than your Strength score, you can use that score
16th +5 Ability Score Increase 5 +4 instead.
17th +6 Brutal Critical (3 Dice) 6 +4
18th +6 Indomitable Might 6 +4 Primal Champion
19th +6 Ability Score Increase 6 +4 At 20th level, your Strength and Constitution scores
20th +6 Primal Champion ∞ +4 increase by 4. Your max for those scores are now 24.

PAGE 1
Primal Paths able to discern fine details as though they were 100
ft away. Dim light no longer imposes disadvantage on
At 3rd level, choose a path that shapes your rage. You
Perception checks.
gain different features for this path at 3rd, 6th, 10th,
Wolf: You can track creatures while travelling at a
and 14th level.
fast pace, and can move stealthily while travelling at a
normal pace.
Path of the Berserker Elk (SCAG.122): While mounted or on foot, your travel
Frenzy pace is doubled, as is the travel pace of up to 10
At 3rd level, you can go into a frenzy when you rage. If companions within 60 ft and not incapacitated.
you do, you can make a single melee weapon attack as a Tiger (SCAG.122): You gain proficiency in two skills from
bonus action of each subsequent turn. When your rage the following list: Athletics, Acrobatics, Stealth, Survival
ends, you suffer one level of exhaustion.
Spirit Walker
Mindless Rage At 10th level, you can cast the Commune with Nature
At 6th level, you can’t be charmed or frightened while (PHB.224) spell, but only as a ritual. When you do, a
raging. If you are already charmed or frightened when spiritual version of one of your totem animals appears
entering a rage, the effects are suspended for the to convey the information you speak.
duration of the rage.
Totemic Attunement
Intimidating Presence At 14th level, you gain a magical benefit based on the
At 10th level, you can use your action to frighten one totem animal of your choice. You can choose the same
creature within 30 ft of you. If the creature can see animal as before, or a different one.
or hear you, it must succeed on a Wisdom saving Bear: While raging, any hostile within 5 ft has
throw (DC equal to 8 + your proficiency bonus + your disadvantage on attack rolls against targets other than
Charisma modifier) or be frightened of you till the end you or another character with this feature. An enemy is
of your next turn. immune to this effect if it can’t see or hear you, or if it
On subsequent turns, you can use your action to can’t be frightened.
extend the duration for another turn. This effect ends Eagle: While raging, you have a flying speed equal to
if the creature ends its turn out of line of sight or more your current walking speed. This only works in short
than 60 ft away from you. If the creature succeeds on burts, and you fall if you end your turn in the air.
its save, you can’t use this feature on it again for 24 hrs. Wolf: While raging, you can use a bonus action on
your turn to knock a Large or smaller creature prone
Retaliation when you hit with a melee weapon attack.
At 14th level, when you take damage from a creature Elk (SCAG.122): While raging, you can use a bonus ac-
within 5 ft of you, you can use your reaction to make a tion while moving to pass through the space of a Large
melee weapon attack against it. or smaller creature. They must make a Strength saving
throw (DC 8 + your proficiency bonus + your Strength
Path of the Totem Warrior modifier) or be knocked prone and take bludgeoning
damage equal to 1d12 + your Strength modifier.
Spirit Seeker Tiger (SCAG.122): While raging, if you move at least 20 ft
At 3rd level, you gain the ability to cast the Beast Sense in a straight line towards a Large or smaller creature
(PHB.217) and Speak with Animals (PHB.277) spells, but right before making a melee weapon attack against it,
only as rituals. you can use a bonus action to make an additional melee
weapon attack against it.
Totem Spirit
At 3rd level, you choose a totem spirit and gain its
feature. You must make or acquire a physical totem Path of the Battlerager scag.121
object that incorporates something from the animal. Restriction: Dwarves Only
Bear: While raging, you gain resistance to all damage Battlerager Armor
except psychic. At 3rd level, while wearing Spiked Armor and raging,
Eagle: While raging and not wearing heavy armor, you can use a bonus action to make one melee weapon
other creatures have disadvantage on opportunity attack with your armor spikes against a target within
attacks against you, and you can use the Dash action as 5 ft. The spikes deal 1d4 piercing damage. Use your
a bonus action on your turn. Strength modifier for the attack and damage rolls.
Wolf: While raging, your allies have advantage on When you successfully grapple a creature, it takes
melee attack rolls against any hostile creature within 3 piercing damage.
5 ft of you.
Elk (SCAG.122): While raging and not wearing heavy Reckless Abandon
armor, your walking speed is increased by 15 ft. At 6th level, when you use Reckless Attack while raging,
Tiger (SCAG.122): While raging, you can add 10 ft to you gain temporary hit points equal to your Constitution
your long jump distance, and 3 ft to your high jump modifier (min. 1). They vanish when your rage ends.
distance.
Battlerager Charge
Aspect of the Beast At 10th level, you can take the Dash action as a bonus
At 6th level, you gain a magical benefit based on the action while raging.
totem animal of your choice. You can choose the same
animal as before, or a different one. Spiked Retribution
Bear: Your carrying capacity is doubled, and you have At 14th level, when a creature within 5 ft hits you with
advantage on Strength checks made to push, pull, lift, melee, it takes 3 piercing damage if you are raging,
or break objects. aren’t incapacitated, and are wearing spiked armor.
Eagle: You can see up to 1 mile with no difficulty,

PAGE 2
Prof. Spells
Level Bonus Features 0th Knwn 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 — — — — — — — —

2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3 — — — — — — — —

3rd +2 Bard College, Expertise 2 6 4 2 — — — — — — —

4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —

Bardic Inspiration (d8),


5th +3 3 8 4 3 2 — — — — — —
Font of Inspiration
6th +3 Countercharm, Bard College Feature 3 9 4 3 3 — — — — — —

7th +3 — 3 10 4 3 3 1 — — — — —

8th +3 Ability Score Increase 3 11 4 3 3 2 — — — — —

9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 — — — —

Bardic Inspiration (d10), Expertise,


10th +4 4 14 4 3 3 3 2 — — — —
Magical Secrets
11th +4 — 4 15 4 3 3 3 2 1 — — —

12th +4 Ability Score Increase 4 15 4 3 3 3 2 1 — — —

13th +5 Song of Rest (d10) 4 15 4 3 3 3 2 1 1 — —

14th +5 Magical Secrets, Bard College Feature 4 18 4 3 3 3 2 1 1 — —

15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 —

16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 —

17th +6 Song of Rest (d12) 4 20 4 3 3 3 3 1 1 1 1


18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

Bard Spells Known of 1st level and higher


You know four 1st level spells of your choice from the
bard spell list. The bard table shows when you learn
Hit Points
more spells. Each of these spells must be of a level for
Hit Dice: 1d8 per bard level
which you have spell slots. When you gain a level in this
Hit Points at 1st Level: 8 + Constitution modifier
class, you may replace a spell you know with another
Hit Points at Higher Levels: 1d8 (or 5) + your
one you don’t know.
Constitution modifier per bard level after 1st
Spellcasting Ability
Proficiencies
Charisma is your spellcasting ability for bard spells.
Armor: Light armor
Weapons: Simple weapons, hand crossbows, Spell save DC = 8 + Proficiency +
longswords, rapiers, shortswords Charisma Modifier
Tools: Three musical instruments of your choice
Spell attack modifier = Proficiency +
Saving Throws: Dexterity, Charisma
Charisma Modifier
Skills: Choose any three
Ritual Casting
Equipment
You can cast any bard spell you know as a ritual if that
You start with the following equipment:
spell has the ritual tag.
• (a) a rapier, (b) a longsword, or (c) any simple
weapon Spellcasting Focus
• (a) a diplomat’s pack or (b) an entertainer’s pack You can use a musical instrument as a spellcasting
• (a) a lute or (b) any other musical instrument focus for your bard spells.
• Leather armor and a dagger
Bardic Inspiration
Spellcasting You can use a bonus action on your turn to choose
Cantrips another creature within 60 ft who can hear you. That
You know two cantrips of your choice from the bard creature gains one Bardic Inspiration die, a d6.
spell list. You learn more as you level up, as per the Once within the next 10 minutes, the creature can roll
Bard table. the die and add it to one ability check, attack roll, or
saving throw. Can wait until after it rolls the d20, but
Spell Slots before the DM says whether the roll succeeds or fails.
The bard table shows how many spell slots you have Once it is rolled it is lost. A creature can only have one
for spells 1st level or higher. To cast a spell, you must die at a time.
expend a slot. You regain all spell slots when you finish You can use this feature a number of times equal to
a long rest. your Charisma modifier (min 1). You regain all charges
on a long rest.
The bonus increases to a d8 at 5th level, d10 at 10th
level, d12 at 15th level.

PAGE 3
Jack of All Trades Bard College
At 2nd level, you can add half your proficiency to any At 3rd level, you may choose a Bard College. It grants
ability check you aren’t proficient in. you features at 3rd level, 6th level, and 14th level.

Song of Rest College of Lore


At 2nd level, you can use music to heal your allies Bonus Proficiencies
during a short rest. Any friendly creatures who use a hit At 3rd level, gain proficiency with three skills.
dice at this time regains an extra 1d6 hit points. Cutting Words
This increases to 1d8 at 9th level, 1d10 at 13th level, At 3rd level, when a creature you can see within 60 ft
1d12 at 17th level. of you makes an attack roll, ability check, or damage
roll, you can use your reaction to expend a use of
Expertise Bardic Inspiration, rolling a Bardic Inspiration die and
At 3rd level, choose two of your skill proficiencies, and subtracting it from the creatures roll. You can choose
double your proficiency bonus for them. At 10th level, to use it after the roll is made, but before the DM
choose an addition two skills for this effect. determines the outcome. The creature is immune if it
cant hear you, or if its immune to being charmed.
Ability Score Increase Additional Magical Secrets
At 4th, 8th, 12th, 16th, and 19th level, you can increase At 6th level, you learn two spells of your choice from
one ability score by 2, or two ability scores by 1. You any class. Must be of a level you can cast. Chosen spells
can’t bring an ability score above 20 using this feature. count as bard spells, but don’t count against the number
of spells you know.
Font of Inspiration Peerless Skill
At 5th level, you regain all charges of Bardic Inspiration At 14th level, when you make an ability check, you can
on a short rest. use Bardic Inspiration on yourself

Countercharm College of Valor


At 6th level, you can use an action to start a song that Bonus Proficiencies
lasts until the end of your next turn. During that time, At 3rd level, gain proficiency with medium armor,
you and any friendly creatures within 30 ft of you who shields, and martial weapons.
can hear you have advantage on saving throws against
Combat Inspiration
being frightened or charmed. Ends early if you are
At 3rd level, a creature that has a Bardic Inspiration
incapacitated, silenced, or if you voluntarily end it.
die from you can add the die to a weapon damage roll.
Alternatively, it can use its reaction to use the die to
Magical Secrets gain AC against an attack, before knowing if it hits.
At 10th level, choose two spells from any class at a level
Extra Attack
you can cast. These spells count as bard spells for you,
At 6th level, you can attack twice per turn.
and are included in the number of spells known on the
bard table. Battle Magic
You learn an additional two spells from any class at At 14th level, when you use your action to cast a bard
14th level, and 18th level. spell, you can make an weapon attack as a bonus action.

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

PAGE 4
Bard Spell List
Cantrips (0 Level) 2nd Level Major Image PHB.258 6th Level
Blade Ward PHB.218 Animal Messenger Nondetection PHB.263 Eyebite PHB.238
Dancing Lights PHB.230 PHB.212 Plant Growth PHB.266 Find the Path PHB.240
Friends PHB.244 Blindness/Deafness Sending PHB.274 Guards and Wards
Light PHB.255 PHB.219 Speak with Dead PHB.277 PHB.248
Mage Hand PHB.256 Calm Emotions PHB.221 Speak with Plants Mass Suggestion PHB.258
Mending PHB.259 Cloud of Daggers PHB.222 PHB.277 Otto’s Irresistible Dance
Message PHB.259 Crown of Madness Stinking Cloud PHB.278 PHB.264
Minor Illusion PHB.260 PHB.229 Tongues PHB.283 Programmed Illusion
Prestidigitation PHB.267 Detect Thoughts PHB.231 PHB.269
Thunderclap EE.22 Enhance Ability PHB.237 4th Level True Seeing PHB.284
True Strike PHB.284 Enthrall PHB.238 Compulsion PHB.224
Vicious Mockery PHB.285 Heat Metal PHB.250 Confusion PHB.224 7th Level
Hold Person PHB.251 Dimension Door PHB.233 Etherealness PHB.238
1st Level Invisibility PHB.254 Freedom of Movement Forcecage PHB.243
Animal Friendship Knock PHB.254 PHB.244 Mirage Arcane PHB.260
PHB.212 Lesser Restoration Greater Invisibility Mordenkainen’s
Bane PHB.216 PHB.255 PHB.246 Magnificent Mansion
Charm Person PHB.221 Locate Animals or Hallucinatory Terrain PHB.261
Comprehend Languages Plants PHB.256 PHB.249 Mordenkainen’s Sword
PHB.224 Locate Object PHB.256 Locate Creature PHB.256 PHB.262
Cure Wounds PHB.230 Magic Mouth PHB.257 Polymorph PHB.266 Project Image PHB.270
Detect Magic PHB.231 Phantasmal Force Regenerate PHB.271
Disguise Self PHB.233 5th Level Resurrection PHB.272
PHB.264
Dissonant Whispers Animate Objects PHB.213 Symbol PHB.280
Pyrotechnics EE.21
PHB.234 Awaken PHB.216 Teleport PHB.281
See Invisibility PHB.274
Earth Tremor EE.17 Dominate Person
Shatter PHB.275
Faerie Fire PHB.239 PHB.235 8th Level
Silence PHB.275
Feather Fall PHB.239 Dream PHB.236 Dominate Monster
Skywrite EE.22
Healing Word PHB.250 Geas PHB.244 PHB.235
Suggestion PHB.279
Heroism PHB.250 Greater Restoration Feeblemind PHB.239
Warding Wind EE.23
Identify PHB.252 PHB.246 Glibness PHB.245
Zone of Truth PHB.289
Illusory Script PHB.252 Hold Monster PHB.251 Mind Blank PHB.259
Longstrider PHB.256 3rd Level Legend Lore PHB.254 Power Word Stun
Silent Image PHB.276 Bestow Curse PHB.218 Mass Cure Wounds PHB.267
Sleep PHB.276 Clairvoyance PHB.222 PHB.258
Mislead PHB.260 9th Level
Speak with Animals Dispel Magic PHB.234
Modify Memory PHB.261 Foresight PHB.244
PHB.277 Fear PHB.239
Planar Binding PHB.265 Power Word Heal
Tasha’s Hideous Feign Death PHB.240
Raise Dead PHB.270 PHB.266
Laughter PHB.280 Glyph of Warding
Scrying PHB.273 Power Word Kill PHB.266
Thunderwave PHB.282 PHB.245
Seeming PHB.274 True Polymorph PHB.283
Unseen Servant PHB.284 Hypnotic Pattern PHB.252
Leomund’s Tiny Hut Teleportation Circle
PHB.255 PHB.282

PAGE 5
Prof.
Level Bonus Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — —

2nd +2 Channel Divinity (1/ rest), Divine Domain Feature 3 3 — — — — — — — —

3rd +2 — 3 4 2 — — — — — — —

4th +2 Ability Score Increase 4 4 3 — — — — — — —

5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —

6th +3 Channel Divinity (2/ rest), Divine Domain Feature 4 4 3 3 — — — — — —

7th +3 — 4 4 3 3 1 — — — — —

Ability Score Increase, Destroy Undead (CR 1),


8th +3 4 4 3 3 2 — — — — —
Divine Domain Feature
9th +4 — 4 4 3 3 3 1 — — — —

10th +4 Divine Intervention 5 4 3 3 3 2 — — — —

11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — —

12th +4 Ability Score Increase 5 4 3 3 3 2 1 — — —

13th +5 — 5 4 3 3 3 2 1 1 1 —

14th +5 Destroy Undead (CR 3) 5 4 3 3 2 1 1 — —

15th +5 — 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Increase 5 4 3 3 3 2 1 1 1 —

17th +6 Destroy Undead (CR 4), Divine Domain Feature 5 4 3 3 3 2 1 1 1 1


18th +6 Channel Divinity (3/ rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Cleric your Wisdom modifier + your cleric level (min 1). The
spells must be of a level for which you have spell slots.
Hit Points Casting the spell doesn’t remove it from your list of
Hit Dice: 1d8 per cleric level prepared spells.
Hit Points at 1st level: 8 + your Constitution modifier You can change your prepared spells when you finish
Hit Points at Higher levels: 1d8 (or 5) + your a long rest. Changing spells requires time: at least 1
Constitution modifier per cleric level after 1st minute per spell level for each spell on your list.
Spellcasting Ability
Proficiencies Wisdom is your spellcasting ability for your cleric spells.
Armor: Light armor, medium armor, shields
Weapons: All simple weapons Spell Save DC = 8 + proficiency + Wisdom modifier
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Spell Attack Modifier = proficiency + Wisdom modifier
Persuasion, and Religion Ritual Casting
You can cast cleric spells as a ritual if that spell has the
Equipment ritual tag and you have it prepared.
You start with the following equipment:
• (a) a mace or (b) a warhammer (if proficient) Spellcasting Focus
• (a) scale mail, (b) leather armor, Your holy symbol is a spellcasting focus for cleric spells.
or (c) chain mail (if proficient)
• (a) a light crossbow and 20 bolts or Channel Divinity
(b) any simple weapon At 2nd level, you gain the ability to channel divine
• (a) a priest’s pack or (b) an explorer’s pack energy with one of two such effects: Turn Undead and
• A shield and a holy symbol an effect determined by your domain. When you use
your Channel Divinity, you choose which effect to create.
Spellcasting At 6th level, you can use it twice, and at 18th level, you
Cantrips can use it thrice. Regain charges on a short or long rest.
At 1st level, you know three cantrips of your choice Channel Divinity: Turn Undead
from the cleric spell list. You learn more cleric cantrips As an action, you present your holy symbol and speak a
at higher levels, as shown in the Cleric table. prayer censuring the undead. Each undead that can see
or hear you within 30 ft of you must make a Wisdom
Preparing And Casting Spells saving throw. If they fails its saving throw, it is turned
The Cleric table shows how many spell slots you have for 1 minute or until it takes any damage.
of 1st level and higher. Casting spells expends a slot of Turned creatures must spend its turns trying to move
the spell’s level or higher. You regain all spell slots when away from you, and it can’t willingly move to a space
you take a long rest. within 30 ft of you. It can’t take reactions. It can use
You prepare a list of cleric spells that are available only the Dash action or try to escape from an effect that
for you to cast, choosing from all cleric spells. When prevents it from moving. If there’s nowhere to move, the
you do, choose a number of cleric spells equal to creature can use the Dodge action.

PAGE 6
Destroy Undead A turned creature must spend its turns trying to move
At 5th level, if an undead fails its saving throw against away from you, and it can’t willingly end its move in a
your Turn Undead feature, they is instantly destroyed if space within 30 ft of you. It can’t take reactions. It can
its challenge rating is at or below a certain threshold. only use the Dash action or try to escape from an effect
that prevents it from moving. If there’s nowhere to
Cleric level Destroys Undead of CR... move, the creature can use the Dodge action.
5th 1/2 or lower At 5th level, if a creature fails its saving throw against
8th 1 or lower
it, the creature is banished for 1 minute if it isn’t on its
plane of origin and its challenge rating is at or below a
11th 2 or lower certain threshold.
14th 3 or lower
Cleric level Banishes creatures of CR...
17th 4 or lower
5th 1/2 or lower

Ability Score Increase 8th 1 or lower


11th 2 or lower
At 4th, 8th, 12th, 16th, and 19th level, you can increase
one ability score by 2, or two ability scores by 1. You 14th 3 or lower
can’t bring an ability score above 20 using this feature. 17th 4 or lower

Spell Breaker
Divine Intervention At 6th level, when you heal an ally with a spell of 1st
At 10th level, you can call on your deity to intervene on level or higher, you can also end one spell of your
your behalf. Imploring your deity’s aid requires you to choice on that creature. The level of the ended spell
use your action. Describe the assistance you seek, and must be equal to or lower than the level of the spell slot
roll percentile dice. If you roll a number equal to or you expended.
lower than your cleric level, your deity intervenes. The
DM chooses the nature of the intervention. Potent Spellcasting
If your deity intervenes, you can’t use this feature At 8th level, you add your Wisdom modifier to the
again for 7 days. Otherwise, you can use it again after damage you deal with cleric cantrips.
you finish a long rest.
At 20th level, your call for intervention succeeds Arcane Mastery
automatically, no roll required. At 17th level, choose four spells from the wizard spell
list, one each from 6th, 7th, 8th, and 9th level. You add
them to your list of domain spells. They are always
Divine Domains prepared and count as cleric spells.
At 1st level, choose a domain related to your deity. It
grants bonuses at 1st, 2nd, 6th, 8th, and 17th levels. Knowledge Domain
Each domain has a list of domain spells that you gain
at the noted level. Domain spells are always prepared, Cleric Level Spells
and don’t acount against the number of spells you can 1st Command (PHB.223)
prepare each day. These spells count as cleric spells. Identify (PHB.252)
3rd Augury (PHB.215)
Arcana Domain Suggestion (PHB.279)
5th Nondetection (PHB.263)
Cleric level Spells Speak With Dead (PHB.277)
1st Detect Magic (PHB.231) 7th Arcane Eye (PHB.214)
Magic Missile (PHB.257) Confusion (PHB.224)
3rd Magic Weapon (PHB.257) 9th Legend Lore (PHB.254)
Nystul’s Magic Aura (PHB.263) Scrying (PHB.273)
5th Dispel Magic (PHB.234)
Magic Circle (PHB.256) Blessing of Knowledge
At 1st level, you learn two languages, and become
7th Arcane Eye (PHB.214)
proficient in two of the following: Arcana, History,
Leomund’s Secret Chest (PHB.254)
Nature, or Religion. Your proficiency bonus is doubled
9th Planar Binding (PHB.265) for any check you make with either skill.
Teleportation Circle (PHB.282)
Channel Divinity: Knowledge of the Ages
Arcane Initiate At 2nd level, you can use your Channel Divinity to
At 1st level, you gain proficiency in Arcana, and gain choose one skill or tool. For 10 minutes, you have
two cantrips from the wizard spell list. These cantrips proficiency with the chosen with it.
count as cleric cantrips.
Channel Divinity: Read Thoughts
Channel Divinity: Arcane Abjuration At 6th level, you can use your Channel Divinity to read
At 2nd level, you can use your Channel Divinity to a creatures thought, and command it. As an action,
abjure otherworldly creatures. choose one creature within 60 ft that you can see.
As an action, you present your holy symbol, and one That creature must make a Wisdom saving throw. If it
celestial, elemental, fey, or fiend of your choice within succeeds, you can’t use this feature on it again until you
30 ft must make a Wisdom saving throw, provided that take a long rest.
the creature can see or hear you. If it fails, it is turned
for 1 minute or until it takes any damage.

PAGE 7
If it fails, for 1 minute you can read its surface Divine Strike
thoughts when its within 60 ft. During that time, you At 8th level, once on each of your turns when you hit a
can use your action to end this effect, and cast the creature with a weapon attack, the attack may deal an
Suggestion (PHB.279) spell without expending a spell slot. extra 1d8 radiant damage. When you reach 14th level,
It automatically fails its saving throw against the spell. the extra damage increases to 2d8.

Potent Spellcasting Supreme Healing


At 8th level, you add your Wisdom modifier to any At 17th level, when you would roll dice to restore hit
damage you deal with cleric cantrips. points with a spell, you instead heal for the maximum.

Visions of the Past


At 17th level, you can spent at least a minute in
Light Domain
meditation to receive glimpses of recent events. You Cleric level Spells
can meditate for a number of minutes equal to your
1st Burning Hand (PHB.220)
Wisdom score, and must maintain concentration. You
Faerie Fire (PHB.239)
can use it again until you finish a short or long rest.
Object Reading: Holding an object as you meditate 3rd Flaming Sphere (PHB.242)
for 1 minute, you can learn how the owner acquired Scorching Ray (PHB.273)
and lost the object, as well as the most recent 5th Daylight (PHB.230)
significant event involving the two. If it was owned by Fireball (PHB.241)
another creature within a number of days equal to your 7th Guardian of Faith (PHB.246)
Wisdom score, you can spend an additional minute for Wall of Fire (PHB.285)
each owner to learn the same information. 9th Flame Strike (PHB.242)
Area Reading: You see recent events going back a Scrying (PHB.273)
number of days equal to your Wisdom score. For each
minute you meditate, you learn about one significant Bonus Cantrip
event, in reverse chronological order. At 1st level, you gain the Light (PHB.255) cantrip.

Warding Flare
Life Domain At 1st level, when you are attacked by a creature within
Cleric Level Spells 30 ft of you that you can see, you can use your reaction
to impose disadvantage on the attack roll, causing light
1st Bless (PHB.219)
to flare before the attacker before it hits or misses. An
Cure Wounds (PHB.230)
attacker that can’t be blinded is immune.
3rd Lesser Restoration (PHB.255) You can use this feature a number of times equal to
Spiritual Weapon (PHB.278) your Wisdom modifier (min 1). You regain all uses
5th Beacon of Hope (PHB.217) when you finish a long rest.
Revivify (PHB.272)
7th Death Ward (PHB.230) Channel Divinity: Radiance Of The Dawn
Guardian of Faith (PHB.246) At 2nd level, you can use your Channel Divinity to
harness sunlight, banishing darkness and dealing
9th Mass Cure Wounds (PHB.258)
radiant damage to your foes.
Raise Dead (PHB.270)
As an action, you present your holy symbol, and any
Bonus Proficiency magical darkness within 30 ft of you is dispelled. Each
At 1st level, you gain proficiency with heavy armor. hostile creature within 30 ft of you makes a Constitution
saving throw. A creature takes radiant damage equal to
Disciple Of Life 2d10 + your cleric level on a failed saving throw, and half
At 1st level, whenever you use a spell of 1st level or as much damage on a successful one. A creature that
higher to restore hit points to a creature, the creature has total cover from you is not affected.
gains additional hit points equal to 2 + the spell’s level.
Improved Flare
Channel Divinity: Preserve Life At 6th level, you can also use your Warding Flare when
At 2nd level, you can use your Channel Divinity to heal a creature that you can see within 30 ft of you attacks
the badly injured. As an action, choose any creatures another creature.
within 30 ft of you, and divide hit points equal to five
times your cleric level among them. This feature can Potent Spellcasting
only restore a creature to half its hit point maximum. At 8th level, you add your Wisdom modifier to the
You can’t use this feature on an undead or a construct. damage you deal with cleric cantrips.

Blessed Healer Corona Of Light


At 6th level, when you cast a spell of 1st level or higher At 17th level, you can use your action to activate an aura
that restores hit points to a creature other than you, you of sunlight that lasts for 1 minute or until you dismiss
regain hit points equal to 2 + the spell’s level. it using another action. You emit bright light in a 60 ft
radius and dim light 30 ft beyond that. Your enemies
in the bright light have disadvantage on saving throws
against any spell that deals fire or radiant damage.

PAGE 8
Nature Domain Wrath Of The Storm
At 1st level, you can thunderously rebuke attackers.
Cleric Level Spells When a creature within 5 ft of you that you can see hits
1st Animal Friendship (PHB.212)
you with an attack, you can use your reaction to cause
Speak with Animals (PHB.277) the creature to make a Dexterity saving throw. It takes
2d8 lightning or thunder damage on a fail, and half as
3rd Barkskin (PHB.217)
much damage on a success.
Spike Growth (PHB.277)
You can use this feature a number of times equal to
5th Plant Growth (PHB.266) your Wisdom modifier (min 1). You regain all uses
Wind Wall (PHB.288) when you finish a long rest.
7th Dominate Beast (PHB.234)
Grasping Vine (PHB.246) Channel Divinity: Destructive Wrath
9th Insect Plague (PHB.254) At 2nd level, you can use your Channel Divinity to wield
Tree Stride (PHB.283) the power of the storm with unchecked ferocity. When
you roll lightning or thunder damage, you can instead
Acolyte Of Nature use your Channel Divinity to deal maximum damage.
At 1st level, you learn one druid cantrip of your choice.
You also gain proficiency in one of the following skills of Thunderbolt Strike
your choice: Animal Handling, Nature, or Survival. At 6th level, when you deal lightning damage to a Large
or smaller creature, you can also push it up to 10 ft
Bonus Proficiency away from you.
At 1st level, you gain proficiency with heavy armor.
Divine Strike
Channel Divinity: Charm Animals And Plants At 8th level, once on each of your turns when you hit
At 2nd level, you can use your Channel Divinity to a creature with a weapon attack, you the attack deals
charm animals and plants. an extra 1d8 thunder damage. At 14th level, the extra
As an action, you present your holy symbol and invoke damage increases to 2d8.
the name of your deity. Each beast or plant creature
that can see you within 30 ft of you must make a Stormborn
Wisdom saving throw. If it fails, it is charmed by you for At 17th level, you have a flying speed equal to
1 minute or until it takes damage. your current walking speed whenever you are not
While it is charmed by you, it is friendly to you and underground or indoors.
other creatures you designate.
Trickery Domain
Dampen Elements
At 6th level, when you or a creature within 30 ft of you Cleric Level Spells
takes acid, cold, fire, lightning, or thunder damage, 1st Charm Person (PHB.221)
you can use your reaction to grant resistance to the Disguise Self (PHB.233)
creature against that instance of the damage.
3rd Mirror Image (PHB.260)
Pass Without Trace (PHB.264)
Divine Strike
At 8th level, once on each of your turns when you hit a 5th Blink (PHB.219)
creature with a weapon attack, you can cause the attack Dispel Magic (PHB.234)
to deal an extra 1d8 cold, fire, or lightning damage to 7th Dimension Door (PHB.233)
the target. At 14th level, the damage increases to 2d8. Polymorph (PHB.266)
9th Dominate Person (PHB.235)
Master Of Nature Modify Memory (PHB.261)
At 17th level, you gain the ability to command animals
and plant creatures. While creatures are charmed by Blessing Of The Trickster
your Charm Animals and Plants feature, you can take At 1st level, you can use your action to touch another
a bonus action on your turn to verbally command what willing creature to give it advantage on Stealth checks.
each of those creatures will do on its next turn. This lasts for 1 hour, or until you use this feature again.

Tempest Domain Channel Divinity: Invoke Duplicity


At 2nd level, you can use your Channel Divinity to
Cleric Level Spells create an illusory duplicate of yourself. As an action,
1st Fog Cloud (PHB.243)
you create a perfect illusion of yourself that lasts for 1
Thunderwave (PHB.282) minute, or until you lose your concentration.
The illusion appears in an unoccupied space that you
3rd Gust of Wind (PHB.248)
can see within 30 ft of you. As a bonus action on your
Shatter (PHB.275)
turn, you can move it up to 30 ft to a space you can see,
5th Call Lightning (PHB.220) but within 120 ft of you. For the duration, you can cast
Sleet Storm (PHB.276) spells as though you were in the illusion’s space, but
7th Control Water (PHB.227) you must use your own senses. When both you and your
Ice Storm (PHB.252) illusion are within 5 ft of a creature that can see the
9th Destructive Wave (PHB.231) illusion, you have advantage on attack rolls against it.
Insect Plague (PHB.254)
Channel Divinity: Cloak Of Shadows
Bonus Proficiencies At 6th level, you can use your Channel Divinity to
At 1st level, you gain proficiency with martial weapons vanish. As an action, you become invisible until the end
and heavy armor. of your next turn. This ends if you attack or cast a spell.

PAGE 9
Divine Strike Death Domain (dmg.96)
At 8th level, once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack Cleric Level Spells
to deal an extra 1d8 poison damage to the target. At 1st False Life (PHB.239)
14th level, the extra damage increases to 2d8. Ray of Sickness (PHB.271)

Improved Duplicity 3rd Blindness / Deafness (PHB.219)


At 17th level, you can create up to four duplicates of Ray of Enfeeblement (PHB.271)
yourself when you use Invoke Duplicity. As a bonus 5th Animate Dead (PHB.212)
action on your turn, you can move any number of them Vampiric Touch (PHB.285)
up to 30 ft, to a maximum range of 120 ft. 7th Blight (PHB.219)
Death Ward (PHB.230)
War Domain 9th Antilife Shell (PHB.213)
Cloudkill (PHB.222)
Cleric Level Spells
1st Divine Favor (PHB.234) Bonus Proficiency
Shield of Faith (PHB.275) At 1st level, you gain proficiency with martial weapons.
3rd Magic Weapon (PHB.257) Reaper
Spiritual Weapon (PHB.278)
At 1st level, you learn one necromancy cantrip of your
5th Crusader’s Mantle (PHB.230) choice from any spell list. When you cast a necromancy
Spirit Guardians (PHB.278) cantrip that normally targets only one creature, it can
7th Freedom of Movement (PHB.244) instead target two creatures within range and within
Stoneskin (PHB.278) 5 ft of each other.
9th Flame Strike (PHB.242)
Hold Monster (PHB.251)
Channel Divinity: Touch of Death
At 2nd level, you can use your Channel Divinity to
Bonus Proficiencies destroy another creatures life force by touch. When you
At 1st level, you gain proficiency with martial weapons hit a creature with a melee attack, you can use Channel
and heavy armor. Divinity to deal extra necrotic damage tot he target. The
damage is equal to 5 + twice your cleric level.
War Priest
At 1st level, when you use the Attack action, you can Inescapable Destruction
make one weapon attack as a bonus action. At 6th level, necrotic damage dealt by your cleric spells
You can use this feature a number of times equal to and Channel Divinity options ignores resistance to
your Wisdom modifier (min 1). You regain all expended necrotic damage.
uses when you finish a long rest.
Divine Strike
Channel Divinity: Guided Strike At 8th level, once on each of your turns when you hit a
At 2nd level, you can use your Channel Divinity to strike creature with a weapon attack, the attack deals an extra
with supernatural accuracy. When you make an attack 1d8 necrotic damage. At 14th level, the extra damage
roll, you can use your Channel Divinity to gain a +10 increases to 2d8.
bonus to the roll. You make this choice after you see the
roll, but before the DM says if the attack hits. Improved Reaper
At 17th level, when you cast a necromancy spell of 1st
Channel Divinity: War God’s Blessing through 5th level that targets only one creature, the
At 6th level, when a creature within 30 ft of you makes spell can instead target two creatures within range and
an attack roll, you can use your reaction to grant that within 5 ft of each other. If the spell consumes material
creature a +10 bonus to the roll, using your Channel components, you must provide them for each target.
Divinity. You make this choice after you see the roll, but
before the DM says whether the attack hits or misses.

Divine Strike
At 8th level, once on each of your turns when you hit a
creature with a weapon attack, the attack deals an extra
1d8 damage of the same type dealt by the weapon. At
14th level, the extra damage increases to 2d8.

Avatar Of Battle
At 17th level, you gain resistance to nonmagical
bludgeoning, piercing, and slashing damage.

PAGE 10
Cleric Spell List
Cantrips (0 Level) Find Traps PHB.241 4th Level 6th Level
Guidance PHB.248 Gentle Repose PHB.245 Banishment PHB.217 Blade Barrier PHB.218
Light PHB.255 Hold Person PHB.251 Control Water PHB.227 Create Undead PHB.229
Mending PHB.259 Lesser Restoration Death Ward PHB.230 Find the Path PHB.240
Resistance PHB.272 PHB.255 Divination PHB.234 Forbiddance PHB.243
Sacred Flame PHB.272 Locate Object PHB.256 Freedom of Movement Harm PHB.249
Spare the Dying PHB.277 Prayer of Healing PHB.244 Heal PHB.250
Thaumaturgy PHB.282 PHB.267 Guardian of Faith Heroes’ Feast PHB.250
Protection from Poison PHB.246 Planar Ally PHB.265
1st Level PHB.270 Locate Creature PHB.256 True Seeing PHB.284
Bane PHB.216 Silence PHB.275 Stone Shape PHB.278 Word of Recall PHB.289
Bless PHB.219 Spiritual Weapon
Command PHB.223 PHB.278 5th Level 7th Level
Create or Destroy Water Warding Bond PHB.287 Commune PHB.223 Conjure Celestial PHB.225
PHB.229 Zone of Truth PHB.289 Contagion PHB.227 Divine Word PHB.234
Cure Wounds PHB.230 Dispel Evil and Good Etherealness PHB.238
Detect Evil and Good 3rd Level PHB.233 Fire Storm PHB.242
PHB.231 Animate Dead PHB.212 Flame Strike PHB.242 Plane Shift PHB.266
Detect Magic PHB.231 Beacon of Hope PHB.217 Geas PHB.244 Regenerate PHB.271
Detect Poison and Bestow Curse PHB.218 Greater Restoration Resurrection PHB.272
Disease PHB.231 Clairvoyance PHB.222 PHB.246 Symbol PHB.280
Guiding Bolt PHB.248 Create Food and Water Hallow PHB.249
Healing Word PHB.250 PHB.229 Insect Plague PHB.254 8th Level
Inflict Wounds PHB.253 Daylight PHB.230 Legend Lore PHB.254 Antimagic Field PHB.213
Protection from Evil and Dispel Magic PHB.234 Mass Cure Wounds Control Weather PHB.228
Good PHB.270 Feign Death PHB.240 PHB.258 Earthquake PHB.236
Purify Food and Drink Glyph of Warding Planar Binding PHB.265 Holy Aura PHB.251
PHB.270 PHB.245 Raise Dead PHB.270
9th Level
Sanctuary PHB.272 Magic Circle PHB.256 Scrying PHB.273
Astral Projection PHB.215
Shield of Faith PHB.275 Mass Healing Word
Gate PHB.244
PHB.258
2nd Level Mass Heal PHB.258
Meld into Stone PHB.259
Aid PHB.211 True Resurrection
Protection from Energy PHB.284
Augury PHB.215 PHB.270
Blindness/Deafness Remove Curse PHB.271
PHB.219 Revivify PHB.272
Calm Emotions PHB.221 Sending PHB.274
Continual Flame PHB.227 Speak with Dead PHB.277
Enhance Ability PHB.237 Spirit Guardians PHB.278
Tongues PHB.283
Water Walk PHB.287

PAGE 11
Prof.
Level Bonus Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Druidic 2 2 — — — — — — — —

2nd +2 Wild Shape, Druic Circle 2 3 — — — — — — — —

3rd +2 — 2 4 2 — — — — — — —

4th +2 Ability Score Increase, Wild Shape Improvement 3 4 3 — — — — — — —

5th +3 — 3 4 3 2 — — — — — —

6th +3 Druid Circle Feature 3 4 3 3 — — — — — —

7th +3 — 3 4 3 3 1 — — — — —

8th +3 Ability Score Increase, Wild Shape Improvement 3 4 3 3 2 — — — — —

9th +4 — 3 4 3 3 3 1 — — — —

10th +4 Druid Circle Improvement 4 4 3 3 3 2 — — — —

11th +4 — 4 4 3 3 3 2 1 — — —

12th +4 Ability Score Increase 4 4 3 3 3 2 1 — — —

13th +5 — 4 4 3 3 3 2 1 1 1 —

14th +5 Druid Circle Improvement 4 4 3 3 2 1 1 — —

15th +5 — 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Increase 4 4 3 3 3 2 1 1 1 —

17th +6 — 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

Druid Preparing And Casting Spells


The Druid table shows how many spell slots you have
of 1st level and higher. Casting spells a slot of the spell’s
Hit Points
level or higher. You regain all expended spell slots when
Hit Dice: 1d8 per druid level
you take a long rest.
Hit Points at 1st level: 8 + your Constitution modifier
You prepare the list of druid spells that are available
Hit Points at Higher levels: 1d8 (or 5) + your
for you to cast, choosing from all druid spells. When
Constitution modifier per druid level after 1st
you do, choose a number of spells equal to your
Proficiencies Wisdom modifier + your druid level (min 1). They must
Armor: Light armor, medium armor, shields (druids will be of a level for which you have spell slots. Casting the
not wear armor or use shields made of metal) spell doesn’t remove it from your list of prepared spells.
Weapons: Clubs, daggers, darts, javelins, maces, You can change your prepared spells when you finish
quarterstaffs, scimitars, sickles, slings, spears a long rest. Changing spells requires time: at least 1
Tools: Herbalism kit minute per spell level for each spell on your list.
Saving Throws: Intelligence, Wisdom Spellcasting Ability
Skills: Choose two from Arcana, Animal Handling, Wisdom is your spellcasting ability for your druid spells.
Insight, Medicine, Nature, Perception, Religion,
and Survival Spell save DC = 8 + proficiency + Wisdom modifier
Spell attack modifier = proficiency + Wisdom modifier
Equipment
You start with the following equipment: Ritual Casting
• (a) a wooden shield or (b) any simple weapon You can cast a druid spell as a ritual if that spell has the
• (a) a scimitar or (b) any simple melee weapon ritual tag and you have the spell prepared.
• Leather armor, an explorer’s pack, and a druidic focus
Spellcasting Focus
A druidic focus is a spellcasting focus for druid spells.
Druidic
You know Druidic, the secret language of druids. You Wild Shape
can speak the language and use it to leave hidden At 2nd level, you can use your action to magically
messages. You and others who know this language assume the shape of a beast that you have seen before,
automatically spot such a message. Others spot the you can use this feature twice. You regain all uses when
message’s presence on a successful DC 15 Perception you finish a short or long rest.
check but can’t decipher it without magic. Your druid level determines the beasts you can
transform into, as shown in the Beast Shapes table.
Spellcasting
Level Max. CR Limitations
Cantrips
At 1st level, you know two cantrips of your choice from 2nd 1/4 No fiying or swimming speed
the druid spell list. You learn additional druid cantrips 4th 1/2 No fiying speed
at higher levels, as shown on the Druid table. 8th 1 —

PAGE 12
You can stay in a beast shape for a number of hours Natural Recovery
equal to half your druid level (rounded down). You then At 2 level, you can regain some spell slots on a short
revert to your normal form unless you expend another rest. These spell slots can have a combined level that
use of this feature. You can revert earlier by using a is less than or equal to half of your Druid Level
bonus action on your turn, and automatically revert if rounded up, none 6th level or higher. You can’t use this
you fall unconscious, drop to 0 hit points, or die. again until you take a long rest.
While you are transformed, the following rules apply:
Circle Spells
• You gain stats of the beast, keeping your alignment,
At 3rd, 5th, 7th and 9th level, you gain spells based on
personality, and Intelligence, Wisdom, and Charisma
where you became a druid. These spells are always
scores. You retain all of your proficiencies, in addition
prepared, and don’t count against those you can
to gaining those of the creature. If it has the same
prepare each day. These count as druid spells.
proficiency as you, use the higher bonus. You can’t use
any legendary or lair actions. Arctic
• When transformed, you have the beast’s hit points Druid Level Circle Spells
and Hit Dice. When you revert, you return to the hit
points you had before. If you revert because you hit 3rd Hold Person (PHB.251)
Spike Growth (PHB.277)
0 hit points, any excess damage carries over to your
normal form. 5th Sleet Storm (PHB.276)
• You can’t cast spells, and your ability to speak or Slow (PHB.277)
take actions is limited to the capabilities of your beast 7th Freedom of Movement (PHB.244)
form. Transforming doesn’t break your concentration Ice Storm (PHB.252)
or prevent you from taking actions that are part of a 9th Commune with Nature (PHB.224)
spell that you’ve already cast. Cone of Cold (PHB.224)
• You retain any features, and can use them if the new
form is physically capable of doing so. You can’t use Coast
any of your special senses unless your new form also Druid Level Circle Spells
has that sense. 3rd Mirror Image (PHB.260)
• You choose if your equipment falls to the ground, Misty Step (PHB.260)
merges into your new form, or is worn by it. Worn 5th Water Breathing (PHB.287)
equipment functions as normal, but doesn’t change Water Walk (PHB.287)
size or shape to match the new form, and any
7th Control Water (PHB.227)
equipment that the new form can’t wear must either
Freedom of Movement (PHB.244)
fall to the ground or merge with it. Equipment that
merges has no effect. 9th Conjure Elemental (PHB.225)
Scrying (PHB.273)

Ability Score Increase Desert


At 4th, 8th, 12th, 16th, and 19th level, you can increase Druid Level Circle Spells
one ability score by 2, or two ability scores by 1. You 3rd Blur (PHB.219)
can’t bring an ability score above 20 using this feature. Silence (PHB.275)
5th Create Food and Water (PHB.229)
Timeless Body Protection from Energy (PHB.270)
7th Blight (PHB.219)
Starting at 18th level, the primal magic that you wield
Hallucinatory Terrain (PHB.249)
causes you to age more slowly. For every 10 years that
pass, your body ages only 1 year. 9th Insect Plague (PHB.254)
Wall of Stone (PHB.287)

Beast Spells Forest


Beginning at 18th level, you can cast many of your druid Druid Level Circle Spells
spells in any shape you assume using Wild Shape. You 3rd Barkskin (PHB.217)
can perform the somatic and verbal components of a Spider Climb (PHB.277)
druid spell while in a beast shape, but you aren’t able to 5th Call Lightning (PHB.220)
provide material components. Plant Growth (PHB.266)
7th Divination (PHB.234)
Archdruid Freedom of Movement (PHB.244)
At 20th level, you can use your Wild Shape an unlimited 9th Commune with Nature (PHB.224)
number of times. Tree Stride (PHB.283)

Grassland

Druid Circle Druid Level Circle Spells


At 2nd level, you choose a circle of druids to identify with. 3rd Invisibility (PHB.254)
It grants bonuses at 2nd, 6th, 10th, and 14th levels. Pass Without Trace (PHB.264)
5th Daylight (PHB.230)
Circle of the Land Haste (PHB.250)
7th Divination (PHB.234)
Bonus Cantrip Freedom of Movement (PHB.244)
At 2 level, you learn an additional druid cantrip.
9th Dream (PHB.236)
Insect Plague (PHB.254)

PAGE 13
Mountain Nature’s Ward
Druid Level Circle Spells At 10th level, you can’t be charmed or frightened by
elementals or fey, and are immune to poison/disease.
3rd Spider Climb (PHB.277)
Spike Growth (PHB.277) Nature’s Sanctuary
5th Lightning Bolt (PHB.255) At 14th level, when a beast or plant creature attacks
Meld into Stone (PHB.259) you, it must make a Wisdom saving throw against
7th Stone Shape (PHB.278) your spell save DC. On a failed save, it must choose a
Stoneskin (PHB.278) different target, or miss automatically. On a success, it
9th Passwall (PHB.264) is immune to this effect for 24 hours. The creature is
Wall of Stone (PHB.287) aware of this effect before it makes the attack.

Swamp
Circle of the Moon
Druid Level Circle Spells
Combat Wild Shape
Darkness (PHB.230)
3rd At 2nd level, you can use Wild Shape on your turn as a
Melf’s Acid Arrow (PHB.259)
bonus action. Additionally, while you are transformed
Water Walk (PHB.287) by Wild Shape. you can use a bonus action to expend a
5th
Stinking Cloud (PHB.278) spell slot to regain 1d8 hit points per spell slot level.
Freedom of Movement (PHB.244)
7th Circle Forms
Locate Creature (PHB.256)
Insect Plague (PHB.254)
At 2nd level, you can use your Wild Shape to transform
9th into a beast with a challenge rating as high as 1.
Scrying (PHB.273)
At 6th level, you can transform into a beast with a
Underdark challenge rating as high as your druid level divided by 3,
Druid Level Circle Spells rounded down.
3rd Spider Climb (PHB.277)
Primal Strike
Web (PHB.287)
At 6th level, your attacks in beast form count as magical.
5th Gaseous Form (PHB.244)
Stinking Cloud (PHB.278) Elemental Wild Shape
7th Greater Invisibility (PHB.246) At 10th level, you can expend two uses of Wild Shape to
Stone Shape (PHB.278) transform into an air, earth, fire, or water elemental.
9th Cloudkill (PHB.222)
Thousand Forms
Insect Plague (PHB.254)
At 14th level, you can cast the alter self spell at will.
Land’s Stride
At 6th level, moving through nonmagical difficult
terrain cost you no extra movement. You may also
walk through nonmagical plants without being slowed
or taking damage. In addition, you have advantage on
saving throws against plants that are magically created
or manipulated to impede movement.

PAGE 14
Druidic Spells
Cantrips (0 Level) 2nd Level 4th Level 6th Level
Control Flames EE.16 Animal Messenger Blight PHB.219 Bones of the Earth EE.15
Create Bonfire EE.16 PHB.212 Confusion PHB.224 Conjure Fey PHB.226
Druidcraft PHB.236 Barkskin PHB.217 Conjure Minor Find the Path PHB.240
Frostbite EE.18 Beast Sense PHB.217 Elementals PHB.226 Heal PHB.250
Guidance PHB.248 Darkvision PHB.230 Conjure Woodland Heroes’ Feast PHB.250
Gust EE.19 Dust Devil EE.17 Beings PHB.226 Investiture of Flame
Magic Stone EE.20 Earthbind EE.17 Control Water PHB.227 EE.19
Mending PHB.259 Enhance Ability PHB.237 Dominate Beast PHB.234 Investiture of Ice EE.19
Mold Earth EE.21 Find Traps PHB.241 Elemental Bane EE.17 Investiture of Stone
Poison Spray PHB.266 Flame Blade PHB.242 Freedom of Movement EE.19
Produce Flame PHB.269 Flaming Sphere PHB.242 PHB.244 Investiture of Wind EE.20
Resistance PHB.272 Gust of Wind PHB.248 Giant Insect PHB.245 Move Earth PHB.263
Shape Water EE.21 Heat Metal PHB.250 Grasping Vine PHB.246 Primordial Ward EE.21
Shillelagh PHB.275 Hold Person PHB.251 Hallucinatory Terrain Sunbeam PHB.279
Thorn Whip PHB.282 Lesser Restoration PHB.249 Transport via Plants
Thunderclap EE.22 PHB.255 Ice Storm PHB.252 PHB.283
Locate Animals or Locate Creature PHB.256 Wall of Thorns PHB.287
1st Level Plants PHB.256 Polymorph PHB.266 Wind Walk PHB.288
Absorb Elements EE.15 Locate Object PHB.256 Stone Shape PHB.278
Animal Friendship Moonbeam PHB.261 Stoneskin PHB.278 7th Level
PHB.212 Pass without Trace Wall of Fire PHB.285 Fire Storm PHB.242
Beast Bond EE.15 PHB.264 Watery Sphere EE.23 Mirage Arcane PHB.260
Charm Person PHB.221 Protection from Poison Plane Shift PHB.266
Create or Destroy Water PHB.270 5th Level Regenerate PHB.271
PHB.229 Skywrite EE.22 Antilife Shell PHB.213 Reverse Gravity PHB.272
Cure Wounds PHB.230 Spike Growth PHB.277 Awaken PHB.216 Whirlwind EE.24
Detect Magic PHB.231 Warding Wind EE.23 Commune with Nature
Detect Poison and PHB.224 8th Level
Disease PHB.231 3rd Level Conjure Elemental Animal Shapes PHB.212
Earth Tremor EE.17 Call Lightning PHB.220 PHB.225 Antipathy/Sympathy
Entangle PHB.238 Conjure Animals PHB.225 Contagion PHB.227 PHB.214
Faerie Fire PHB.239 Daylight PHB.230 Control Winds EE.16 Control Weather PHB.228
Fog Cloud PHB.243 Dispel Magic PHB.234 Geas PHB.244 Earthquake PHB.236
Goodberry PHB.246 Erupting Earth EE.17 Greater Restoration Feeblemind PHB.239
Healing Word PHB.250 Feign Death PHB.240 PHB.246 Sunburst PHB.279
Ice Knife EE.19 Flame Arrows EE.18 Insect Plague PHB.254 Tsunami PHB.284
Jump PHB.254 Meld into Stone PHB.259 Maelstrom EE.20
9th Level
Longstrider PHB.256 Plant Growth PHB.266 Mass Cure Wounds
Foresight PHB.244
Purify Food and Drink Protection from Energy PHB.258
Shapechange PHB.274
PHB.270 PHB.270 Planar Binding PHB.265
Storm of Vengeance
Speak with Animals Sleet Storm PHB.276 Reincarnate PHB.271
PHB.279
PHB.277 Speak with Plants Scrying PHB.273
True Resurrection
Thunderwave PHB.282 PHB.277 Transmute Rock EE.22
PHB.284
Tidal Wave EE.22 Tree Stride PHB.283
Wall of Water EE.23 Wall of Stone PHB.287
Water Breathing PHB.287
Water Walk PHB.287
Wind Wall PHB.288

PAGE 15
Fighter Great Weapon Fighting
When you roll a 1 or 2 on a damage die for attacks
made with two handed weapons, you can reroll that die,
Hit points
and must use the new roll.
Hit Dice: 1d10 per fighter level
Hit points at 1st Level: 10 + your Constitution modifier Protection
Hit Points at Higher Level: 1d10 (or 6) + your When a creature you can see attacks a target other than
Constitution modifier per fighter level after 1st you who is within 5 ft of you, you can use your reaction
to impose disadvantage on the attack. You must be
Proficiencies wielding a shield.
Armor: All armor, shields
Weapons: Simple weapons, Martial weapons Two-Weapon Fighting
Tools: None While dual-wielding weapons, you can add your ability
Saving Throws: Strength, Constitution modifier to the damage of the second attack
Skills: Choose two from Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, Second Wind
and Survival On your turn, you can use a bonus action to regain
1d10 + your fighter level. You must finish a short or long
Equipment rest before using this feature again.
You start with the following equipment:
• (a) chain mail or (b) leather, longbow, and 20 arrows Action Surge
• (a) a martial weapon and a shield or,
At 2nd level, on your turn, you can take one additional
(b) two martial weapons
action on top of your regular action and a possible
• (a) a light crossbow and 20 bolts or (b) two handaxes
bonus action.
• (a) a dungeoneer’s pack or (b) an explorers pack
You must finish a short or long rest before using this
feature again. Starting at 17th level, you can use it
Fighting Style twice before a rest, but only once on the same turn
Choose one of the following. You cannot take a Fighting
Style option more than once. Ability Score Increase
At 4th, 6th, 8th, 12th, 14th, 16th, and 19th level, you
Archery
can increase one ability score by 2, or two ability scores
You gain +2 bonus to attack rolls with ranged weapons
by 1. You can’t bring an ability score above 20 using
Defense this feature.
While wearing armor, you gain +1 bonus to AC
Extra Attack
Dueling At 5th level, you can attack twice, instead of once,
When wielding a melee weapon in one hand and no whenever you take the Attack action on your turn. This
other weapons, gain +2 bonus to attack damage rolls increases to three attacks at 11th level, and four attacks
with that weapon at 20th level.

Prof. Indomitable
Level Bonus Features
At 9th level, you can reroll a saving throw that you fail.
1st +2 Fighting Style, Second Wind
If you do, you must use the new roll, and cannot use
2nd +2 Action Surge (one use) this feature again until you finish a long rest.
3rd +2 Martial Archetype You can use this feature twice between long rests at
4th +3 Ability Score Increase
13th level, and three times at 17th level.

5th +3 Extra Attack


6th +3 Ability Score Increase
Martial Archetypes
At 3rd level, you choose an archetype of combat. It
7th +3 Martial Archetype feature grants bonuses at 3rd, 7th, 10th, 15th, and 18th levels.
8th +3 Ability Score Increase
Battle Master
9th +4 Indomitable (one use)
Combat Superiority
10th +4 Martial Archetype Feature
At 3rd level, you gain maneuvers that are fueled by
11th +4 Extra Attack (2) superiority dice.
12th +4 Ability Score Increase Maneuvers: You learn three maneuvers of your
13th +5 Indomitable (two uses)
choice, from the list below. You can only use one
maneuver per attack.
14th +5 Ability Score Increase You learn two additional maneuvers of your choice
15th +5 Martial Archetype feature at 7th, 10th, and 15th level. Each time you learn new
16th +5 Ability Score Increase maneuvers, you may replace one you already know.
Superiority Dice: You have four superiority dice,
Action Surge (two uses),
17th +6 which are d8s. They are expended if you use them. You
Indomitable (three uses)
regain all superiority dice when you finish a short or
18th +6 Martial Archetype feature long rest. You gain another die at 7th and 15th level.
19th +6 Ability Score Increase Saving Throws: The saving throw DC is 8 +
20th +6 Extra Attack (3) Proficiency Bonus + Strength or Dexterity modifier
(your choice)

PAGE 16
Maneuvers or smaller, it must make a Strength saving throw. On a
Commander’s Strike: When you take the Attack failed save, you push the target up to 15 ft away.
action on your turn, you can forgo one of your Rally: On your turn, you can use a bonus action and
attacks and use a bonus action to direct one of your expend a superiority die to bolster the resolve of one
companions to strike. When you do so, choose a of your companions. When you do so, choose a friendly
friendly creature who can see or hear you and expend creature who can see or hear you. They gain temporary
a superiority die. That creature can immediately use hit points equal to the superiority die roll + your
its reaction to make one weapon attack, adding the Charisma modifier.
superiority die to the attack’s damage roll. Riposte: When a creature misses you with a melee
Disarming Attack: When you hit a creature with a attack, you can use your reaction and expend a
weapon attack, you can expend a superiority die to superiority die to make a melee weapon attack against
attempt to disarm it, forcing it to drop an item of your the creature. If you hit, you add the superiority die to
choice that it’s holding. You add the superiority die to the attack’s damage roll.
the attack’s damage roll, and the target must make a Sweeping Attack: When you hit a creature with a
Strength saving throw. On a failed save, it drops the melee weapon attack, you can expend a superiority
object you choose. The object lands at its feet. die to attempt to damage another creature with the
Distracting Strike: When you hit a creature with same attack. Choose another creature within 5 ft
a weapon attack, you can expend a superiority die to of the original target and within your reach. If the
distract the creature. You add the superiority die to the original attack roll would hit the second creature, it
attack’s damage roll. The next attack roll against the takes damage equal to the number you roll on your
target by another has advantage if the attack is made superiority die. The damage is of the same type dealt by
before the start of your next turn, the original attack,
Evasive Footwork: When you move, you can expend Trip Attack: When you hit a creature with a weapon
a superiority die, rolling the die and adding the number attack, you can expend a superiority die to attempt to
rolled to your AC until you stop moving, knock the target down. You add the superiority die to
Feinting Attack: You can expend a superiority die the attack’s damage roll, and if the target is Large or
and use a bonus action on your turn to feint, choosing smaller, it must make a Strength saving throw. On a
one creature within 5 ft of you as your target. You have failed save, you knock the target prone.
advantage on your next attack roll against that creature
during this turn. If that attack hits, add the superiority Student of War
die to the attack’s damage roll. At 3rd level, you gain proficiency with one type of
Goading Attack: When you hit a creature with a artisan’s tools of your choice
weapon attack, you can expend a superiority die to
Know Your Enemy
attempt to goad the target into attacking you. You add
At 7th level, if you spend at least 1 minute observing
the superiority die to the attack’s damage roll, and the
or interacting with another creature outside combat,
target makes a Wisdom saving throw. On a failed save,
you learn certain information about its capabilities
the target has disadvantage on all attack rolls against
compared to your own. The DM tells you if the creature
targets other than you until the end of your next turn.
is your equal, superior, or inferior in regard to two of
Lunging Attack: When you make a melee weapon
the following characteristics of your choice:
attack on your turn, you can expend a superiority die to
Strength score, Dexterity score, Constitution score,
increase your reach for that attack by 5 ft. If you hit, you
Armor Class, Current Hit points, total class levels (if
add the superiority die to the attack’s damage roll.
any), or Fighter class levels (if any).
Maneuvering Attack: When you hit a creature
with a weapon attack, you can expend a superiority
die to maneuver one of your comrades into a more Champion
advantageous position. Add the superiority die to the Improved Critical
attack’s damage roll, and you choose a friendly creature Your weapon attacks score a critical on a 19 or 20.
who can see or hear you. That creature can use its
reaction to move up to half its speed without provoking Remarkable Athlete
opportunity attacks from the target of your attack. At 7th level, you can add half your proficiency bonus
Menacing Attack: When you hit a creature with a (round up) to any Strength, Dexterity, or Constitution
weapon attack, you can expend a superiority die to check you make that you aren’t proficient in.
attempt to frighten the target. You add the superiority In addition, when you make a running long jump, the
die to the attack’s damage roll, and the target must distance you can cover increases by a number of feet
make a Wisdom saving throw. On a failed save, it is equal to your Strength modifier.
frightened of you until the end of your next turn.
Parry: When another creature damages you with a Additional Fighting Style
melee attack, you can use your reaction and expend a At 10th level, you can choose a second Fighting Style.
superiority die to reduce the damage by the number you
roll on your superiority die + your Dexterity modifier, Superior Critical
Precision Attack: When you make a weapon attack At 15th level, your weapon attacks score a critical on an
roll against a creature, you can expend a superiority die attack roll of 18-20.
to add it to the roll. You can use this maneuver before or
Survivor
after making the attack roll, but before any effects of the
At 18th level, at the start of each of your turns, you
attack are applied.
regain hit points equal to 5 + your Constitution modifier
Pushing Attack: When you hit a creature with a
if you have no more than half your hit points. You don’t
weapon attack, you can expend a superiority die to
gain this benefit if you have 0 hit points.
attempt to drive the target back. Add the superiority die
to the attack’s damage roll, and if the target is Large

PAGE 17
Eldritch Knight Weapon Bond
At 3rd level, your learn a ritual to create a bond between
Spellcasting you and a weapon. You perform this ritual over the
At 3rd level, you gain the ability to cast spells. course of 1 hour, which can be done during a short rest.
Cantrips: You learn two cantrips of your choice from The weapon must be within your reach throughout the
the wizard spell list. You learn an additional wizard ritual, at the conclusion of which you forge the bond.
cantrip of your choice at 10th level. Once you have bonded with a weapon, you can’t be
Spell Slots: The Eldritch Knight Spellcasting table disarmed of that weapon unless incapacitated. If it’s on
shows how many spell slots you have to cast your the same plane of existence, you can summon it to your
spells of 1st level and higher. To cast one of these spells, hand as a bonus action.
you expend a slot of the spell’s level or higher. You You can have up to two bonded weapons, but can only
regain all spell slots when you finish a long rest. summon one at a time with your bonus action. If you
Spells Known of 1st-Level and Higher: You know attempt to bond with a third weapon, you must break
three 1st level wizard spells of your choice, two of the bond with one of the other two.
which you must choose from the abjuration and
evocation spells on the wizard spell list. War Magic
The following table shows when you learn more spells At 7th level, when you use your action to cast a cantrip,
of 1st level or higher. Each of these spells must be an you can make one weapon attack as a bonus action.
abjuration or evocation spell of your choice, and must
be of a level for which you have spell slots. Eldritch Strike
The spells you learn at 8th, 14th, and 20th level can At 10th level, when you hit a creature with a weapon
come from any school of magic. attack, it has disadvantage on the next saving throw it
Whenever you gain a level in this class, you can makes against a spell you cast before the end of your
replace one of the spells you know with another spell next turn.
of your choice from the wizard spell list. The new spell
Arcane Charge
must be of a level for which you have spell slots, and it
At 15th level, you can the ability to teleport up to 30 ft
must be an abjuration or evocation spell, unless you’re
to an unoccupied space you can see when you use
replacing the spell you gained at 8th, 14th, or 20th level.
your Action Surge. You can teleport before or after the
Spellcasting Ability: Intelligence is your spellcasting
additional action.
ability for your wizard spells. You use your Intelligence
whenever a spell refers to your spellcasting ability. In Improved War Magic
addition, you use your Intelligence modifier when At 18th level, when you use your action to cast a spell,
setting the saving throw DC for a wizard spell you cast you can make one weapon attack as a bonus action.
and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Purple Dragon Knight (scag)
Intelligence modifier Restriction: Knighthood
Purple Dragon Knights are tied to a specific order of
Spell attack modifier = your proficiency bonus + your
Cormyrean knighthood.
Intelligence modifier
Banneret serves as the generic term for this archetype
Eldritch Knight Table if you use it in other campaign settings, or to model
warlords other than Purple Dragon Knights.
Fighter Spells
Level 0th Knwn 1st 2nd 3rd 4th Rallying Cry
At 3rd level, when you use your Second Wind feature,
3rd 2 3 2 — — —
you can choose up to three creature within 60 ft of you
4th 2 4 3 — — — that are allied with you. Each gains hit points equal to
5th 2 4 3 — — — your fighter level, providing they can see or hear you.
6th 2 4 3 — — — Royal Envoy
7th 2 5 4 2 — — At 7th level, you gain proficiency in Persuasion. If you
are already proficient in it, you gain proficiency in
8th 2 6 4 2 — —
one of the following of your choice: Animal Handling,
9th 2 6 4 2 — — Insight, Intimidation, or Performance.
10th 3 7 4 3 — — Your proficiency bonus is doubled for any checks you
11th 3 8 4 3 — —
make that uses Persuasion.

12th 3 8 4 3 — — Inspiring Surge


13th 3 9 4 3 3 — At 10th level, when you use your Action Surge, you can
choose one allied creature with 60 ft. That creature
14th 3 10 4 3 3 —
can make one melee or ranged weapon attack with its
15th 3 10 4 3 3 — reaction, provided that it can see or hear you. At 17th
16th 3 11 4 3 3 — level, you can choose two allies, rather than one.
17th 3 11 4 3 3 —
Bulwark
18th 3 11 4 3 3 — At 15th level, when you use Indomitable Will to reroll
19th 3 12 4 3 3 1 an Intelligence, Wisdom, or Charisma saving throw and
you aren’t incapacitated, you can choose one ally within
20th 3 13 4 3 3 1
60 ft of you that also failed its saving throw against the
same effect. If that creature can see or hear you, it can
reroll its saving throw and must use the new roll.

PAGE 18
Eldritch Knight Spells
bold and asterix denote abjuration or evocation

Cantrips (0 Level) Identify PHB.252 Melf ’s Acid Arrow* Remove Curse* PHB.271
Acid Splash PHB.211 Illusory Script PHB.252 PHB.259 Sending* PHB.274
Blade Ward* PHB.218 Jump PHB.254 Mirror Image PHB.260 Sleet Storm PHB.276
Booming Blade* Longstrider PHB.256 Misty Step PHB.260 Slow PHB.277
SCAG.142 Mage Armor* PHB.256 Nystul’s Magic Aura Stinking Cloud PHB.278
Chill Touch PHB.221 Magic Missile* PHB.257 PHB.263 Tidal Wave EE.22
Control Flames EE.16 Protection from Evil Phantasmal Force Tongues PHB.283
Create Bonfire EE.16 and Good* PHB.270 PHB.264 Vampiric Touch PHB.285
Dancing Lights* PHB.230 Ray of Sickness PHB.271 Pyrotechnics EE.21 Wall of Sand* EE.23
Fire Bolt* PHB.242 Shield* PHB.275 Ray of Enfeeblement Wall of Water* EE.23
Friends PHB.244 Silent Image PHB.276 PHB.271 Water Breathing PHB.287
Frostbite* EE.18 Sleep PHB.276 Rope Trick PHB.272
Green-Flame Blade* Tasha’s Hideous Scorching Ray* PHB.273 4th Level
SCAG.143 Laughter PHB.280 See Invisibility PHB.274 Arcane Eye PHB.214
Gust EE.19 Tenser’s Floating Disk Shatter* PHB.275 Banishment* PHB.217
Light* PHB.255 PHB.282 Skywrite EE.22 Blight PHB.219
Lightning Lure* Thunderwave* PHB.282 Snilloc’s Snowball Confusion PHB.224
SCAG.143 Unseen Servant PHB.284 Swarm* EE.22 Conjure Minor
Mage Hand PHB.256 Witch Bolt* PHB.289 Spider Climb PHB.277 Elementals PHB.226
Mending PHB.259 Suggestion PHB.279 Control Water PHB.227
Message PHB.259 2nd Level Web PHB.287 Dimension Door PHB.233
Minor PHB.260 Aganazzar’s Scorcher* Elemental Bane EE.17
Mold Earth EE.21 EE.15 3rd Level Evard’s Black Tentacles
Poison Spray PHB.266 Alter Self PHB.211 Animate Dead PHB.212 PHB.238
Prestidigitation PHB.267 Arcane Lock* PHB.215 Bestow Curse PHB.218 Fabricate PHB.239
Ray of Frost* PHB.271 Blindness/Deafness Blink PHB.219 Fire Shield* PHB.242
Shape Water EE.21 PHB.219 Clairvoyance PHB.222 Greater Invisibility
Shocking Grasp* Blur PHB.219 Counterspell* PHB.228 PHB.246
PHB.275 Cloud of Daggers PHB.222 Dispel Magic* PHB.234 Hallucinatory Terrain
Sword Burst SCAG.143 Continual Flame* Erupting Earth EE.17 PHB.249
Thunderclap* EE.22 PHB.227 Fear PHB.239 Ice Storm* PHB.252
True Strike PHB.284 Crown of Madness Feign Death PHB.240 Leomund’s Secret Chest
PHB.229 Fireball* PHB.241 PHB.254
1st Level Darkness* PHB.230 Flame Arrows EE.18 Locate Creature PHB.256
Absorb Elements* EE.15 Darkvision PHB.230 Fly PHB.243 Mordenkainen’s Faithful
Alarm* PHB.211 Detect Thoughts PHB.231 Gaseous Form PHB.244 Hound PHB.261
Burning Hands* PHB.220 Dust Devil EE.17 Glyph of Warding* Mordenkainen’s
Catapult EE.15 Earthbind EE.17 PHB.245 Private Sanctum*
Charm Person PHB.221 Enlarge/Reduce PHB.237 Haste PHB.250 PHB.262
Chromatic Orb* PHB.221 Flaming Sphere PHB.242 Hypnotic Pattern PHB.252 Otiluke’s Resilient
Color Spray PHB.222 Gentle Repose PHB.245 Leomund’s Tiny Hut* Sphere* PHB.264
Comprehend Languages Gust of Wind* PHB.248 PHB.255 Phantasmal Killer
PHB.224 Hold Person PHB.251 Lightning Bolt* PHB.255 PHB.265
Detect Magic PHB.231 Invisibility PHB.254 Magic Circle* PHB.256 Polymorph PHB.266
Disguise Self PHB.233 Knock PHB.254 Major Image PHB.258 Stone Shape PHB.278
Earth Tremor* EE.17 Levitate PHB.255 Melf ’s Minute Meteors* Stoneskin* PHB.278
Expeditious Retreat Locate Object PHB.256 EE.20 Storm Sphere* EE.22
PHB.238 Magic Mouth PHB.257 Nondetection* PHB.263 Vitriolic Sphere* EE.23
False Life PHB.239 Magic Weapon PHB.257 Phantom Steed PHB.265 Wall of Fire* PHB.285
Feather Fall PHB.239 Maximilian’s Earthen Protection from Watery Sphere EE.23
Find Familiar PHB.240 Grasp EE.20 Energy* PHB.270
Fog Cloud PHB.243
Grease PHB.246
Ice Knife EE.19

PAGE 19
Prof. Martial Ki Unarmored
Level Bonus Arts Points Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10ft Ki, Unarmored Movement
3rd +2 1d4 3 +10ft Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10ft Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10ft Extra Attack, Stunning Strike
6th +3 1d6 6 +15ft Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15ft Evasion, Stillness of Mind
8th +3 1d6 8 +15ft Ability Score Improvement
9th +4 1d6 9 +15ft Unarmored Movement Improvement
10th +4 1d6 10 +20ft Purity of Body
11th +4 1d8 11 +20ft Monastic Tradition feature
12th +4 1d8 12 +20ft Ability Score Improvement
13th +5 1d8 13 +20ft Tongue of the Sun and Moon
14th +5 1d8 14 +25ft Diamond Soul
15th +5 1d8 15 +25ft Timeless Body
16th +5 1d8 16 +25ft Ability Score Improvement
17th +6 1d10 17 +25ft Monastic Tradition feature
18th +6 1d10 18 +30ft Empty Body
19th +6 1d10 19 +30ft Ability Score Improvement
20th +6 1d10 20 +30ft Perfect Self

Monk Ki
At 2nd level, you gain access to Ki Points. You can
Hit points spend these to use various features. When you use a Ki
Hit Dice: 1d8 per monk level point, it is unavailable until you finish a short or long
Hit points at 1st Level: 8 + your Constitution modifier rest. You must spend at least 30 minutes of the rest
Hit Points at Higher Level: 1d8 (or 5) + your meditating to regain your ki points.
Constitution modifier per monk level after 1st
Ki Save DC = 8 + your proficiency bonus
Proficiencies + your Wisdom modifier
Armor: None
Weapons: Simple weapons, shortswords Flurry of Blows
Tools: Choose one type of artisan’s tools or Immediately after taking the attack action on your turn,
one musical instrument you can spend 1 ki point to make two unarmed strikes
Saving Throws: Strength, Dexterity as a bonus action.
Skills: Choose two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth Patient Defense
You can spend 1 ki point to take the Dodge action as a
Equipment bonus action on your turn.
You start with the following equipment:
• (a) a shortsword or (b) any simple weapon Step of the Wind
• (a) a dungeoneer’s pack or (b) an explorer’s pack You can spend 1 ki point to take the Disengage or Dash
• 10 darts action as a bonus action on your turn, and your jump
distance is doubled for the turn.
Unarmored Defense
Unarmored Movement
At 1st level, while wearing no armor and not wielding
a shield, your AC equals 10 + your Dexterity modifier + At 2nd level, your speed increases by 10 ft while not
your Wisdom modifier wearing armor or wielding a shield. This increases as
you gain monk levels.
Martial Arts At 9th level, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling
At 1st level, you gain the following benefits while you during the move.
are unarmed or wielding only monk weapons and you
aren’t wearing armor or wielding a shield, when making Deflect Missiles
an attack with unarmed strike or monk weapons:
You can use Dexterity instead of Strength for the At 3rd level, you can use your reaction to deflect or
attack and damaged rolls. You can roll a d4 in place of catch a missile when you are hit by a ranged weapon
the normal damage. This increases as you gain monk attack. When you do, the damage is reduced by 1d10 +
levels. When you use the attack action on your turn, you your Dexterity modifier + your monk level.
can make one unarmed strike as a bonus action.

PAGE 20
If you reduce the damage to 0, you can catch it if it is Empty Body
small enough for you to hold in one hand, and you have
a hand free. If you catch a missile in this way, you can At 18th level, you can use your action to spend 4 ki
spend 1 ki point to make a ranged weapon attack with points to become invisible for 1 minute. During that
the weapon or ammunition you caught, as part of the time, you also have resistance to all but force damage.
same reaction. You make this attack with proficiency, Additionally, you can spend 8 ki points to cast the Astral
and the missile counts as a monk weapon for the attack. Projection (PHB.215) spell, without needing material
The range of this attack is 20/60 ft. components, targeting only yourself.

Ability Score Increase Perfect Self


At 4th, 8th, 12th, 16th, and 19th level, you can increase At 20th level, when you roll initiative, and have no ki
one ability score by 2, or two ability scores by 1. You points remaining, you regain 4 ki points.
can’t bring an ability score above 20 using this feature.

Slow Fall Monastic Tradition


At 3rd level, you choose a monastic tradition. It grants
At 4th level, you can use your reaction to reduce any bonuses at 3rd, 6th, 11th, and 17th level.
falling damage you take by an amount equal to five
times your monk level. Way of the Open Hand
Open Hand Technique
Extra Attack At 3rd level, whenever you hit a creature with one of
At 5th level, you can attack twice, instead of once, the attacks granted by your Flurry of Blows, you can
whenever you take the Attack action on your turn. impose one of the following effects on that target:
• It must succeed on a Dexterity saving throw or be
Stunning Strike knocked prone.
• It must succeed on a Strength saving throw, or be
At 5th level, when you hit another creature with a pushed up to 15 ft away from you.
melee weapon attack, you can spend 1 ki point to • It can’t take reactions until the end of your next turn.
attempt a stunning strike. The target must succeed on a
Constitution saving throw or be stunned until the end of Wholeness of Body
your next turn. At 6th level, you can use an action to regain hit points
equal to three times your monk level. You must finish a
Ki-Empowered Strikes long rest before you can use this feature again.

At 6th level, your unarmed strikes count as magical. Tranquility


At 11th level, at the end of a long rest, you gain the
Evasion effect of a Sanctuary (PHB.272) spell that lasts until the
start of your next long rest (the spell can end early
At 7th level, when you are subjected to an effect that as normal). The saving throw DC is equal to 8 + your
allows you to make a Dexterity save to take only half Wisdom modifier + your proficiency bonus.
damage, you instead take no damage if you succeed,
and half if you fail. Quivering Palm
At 17th level, when you hit a creature with an unarmed
Stillness of Mind strike, you can spend 3 ki points to start imperceptible
vibrations, which last for a number of days equal to
At 7th level, you can use your action to end one effect your monk level. They are harmless unless you use
on yourself. your action to end them. To do so, you must be on the
same plane of existence. When you use this action, the
Purity of Body creature must make a Constitution saving throw. If it
At 10th level, you are immune to disease and poison. fails, it is reduced to 0 hit points. If it succeeds, it takes
10d10 necrotic damage.
You can only have one creature under the effect of this
Tongue of the Sun and Moon feature at a time. You can choose to end the vibrations
At 13th level, you understand all spoken languages. harmlessly without using an action.
Additionally, any creature who can understand a
language can understand you. Way of Shadow
Shadow Arts
Diamond Soul At 3rd level, you can spend 2 ki points to cast Darkness
At 14th level, you gain proficiency in all saving throws. (PHB.230), Darkvision (PHB.230), Pass Without Trace
Additionally, if you make a saving throw and fail, you (PHB.264), or Silence (PHB.275), without providing
can spend 1 ki point to reroll it and use the result. material components. Additionally, you know the Minor
Illusion (PHB.260) cantrip.
Timeless Body Shadow Step
At 6th level, when in dim light or darkness, as a bonus
At 15th level, you suffer none of the frailty of old age, action you can teleport up to 60 ft to an unoccupied
and you can’t be aged magically. You can still die of old space you can see that is also in dim light or darkness.
age. Additionally, you no longer need food or water. You then have advantage on the first melee attack you
make before the end of the turn.

PAGE 21
Cloak of Shadows Fist of Unbroken Air. As an action, you can spend
At 11th level, when you are in dim light or darkness, 2 ki points and choose a creature within 30 ft of you.
you can use your action to become invisible. You remain That creature must make a Strength saving throw. On
invisible until you make an attack, cast a spell, or are in a failed save, the creature takes 3d10 bludgeoning
an area of bright light. damage, plus an extra 1d10 bludgeoning damage for
each additional ki point you spend, and you can push
Opportunist the creature up to 20 ft away from you and knock it
At 17th level, whenever a creature within 5 ft of you is prone. On a successful save, the creature takes half as
hit by an attack made by a creature other than you, you much damage, and it isn’t knocked away or prone.
can use your reaction to make a melee attack against Flames of the Phoenix (11TH LEVEL REQUIRED). You
that creature. can spend 4 ki points to cast Fireball (PHB.241).
Gong of the Summit (6TH LEVEL REQUIRED). You can
Way of the Four Elements spend 3 ki points to cast Shatter (PHB.275).
Mist Stance (11TH LEVEL REQUIRED). You can spend 4
Discipline of the Elements
ki points to cast Gaseous Form (PHB.244) on yourself.
At 3rd level, you know the Elemental Attunement
Ride the Wind (11TH LEVEL REQUIRED). You can spend
discipline and one other elemental discipline of your
4 ki points to cast Fly (PHB.243) on yourself.
choice. You learn an additional elemental discipline of
River of Hungry Flame (17TH LEVEL REQUIRED). You
your choice at 6th, 11th, and 17th level.
can spend 5 ki points to cast Wall of Fire (PHB.285).
Whenever you learn a new elemental discipline, you
Rush of the Gale Spirits. You can spend 2 ki points
can also replace one that you already know.
to cast Gust of Wind (PHB.248).
Casting Elemental Spells. Some elemental
Shape the Flowing River. As an action, you can
disciplines allow you to cast spells. You don’t need to
spend 1 ki point to choose an area of ice or water no
provide material components for these spells.
larger than 30 ft on a side within 120 ft of you. You can
At 5th level, you can spend additional ki points to
change the water to ice and vise versa, and you can
increase the level of an elemental spell you cast. The
reshape ice in the area in any manner to you choose.
spell’s level is increase by 1 for each additional ki point
The extent of such changes can’t exceed half the area’s
you spend.
largest dimension. You can’t shape the ice to trap or
The maximum number of ki points you can spend to
injure a creature in the area.
cast a spell in this way (including the base ki point cost
Sweeping Cinder Strike. You can spend 2 ki points to
and any additional ki points spent to increase its level) is
cast Burning Hands (PHB.220).
determined by your monk level, as per the table below.
Water Whip. You can spend 2 ki points as an action
Monk level Maximum Ki Points for a Spell to create a whip of water. A creature that you can
5th - 8th 3 see within 30 ft of you must make a Dexterity saving
throw. On a failed save, it takes 3d10 bludgeoning
9th - 12th 4
damage, plus an extra 1d10 bludgeoning damage for
13th - 16th 5 each additional ki point you spend, and you can either
17th - 20th 6 knock it prone or pull it up to 25 ft closer to you. On a
successful save, it takes half as much damage, and isn’t
Elemental Disciplines pulled or knocked prone.
Breath of Winter (17TH LEVEL REQUIRED). You can Wave of Rolling Earth (17TH LEVEL REQUIRED). You can
spend 6 ki points to cast Cone of Cold (PHB.224). spend 6 ki points to cast Wall of Stone (PHB.287).
Clench of the North Wind (6TH LEVEL REQUIRED). You
can spend 3 ki points to cast Hold Person (PHB.251). Way of the Long Death (scag.130)
Elemental Attunement. You can use your action to
cause one of the following effects of your choice: Touch of Death
• Create a harmless, instantaneous sensory effect At 3rd level, when you reduce a creature within 5 ft of
related to air, earth, fire, or water. you to 0 hit points, you gain temporary hit points equal
• Instantaneously light or snuff out a candle, a torch, to your Wisdom modifier + your monk level (minimum
or a small campfire. of 1 temporary hit point).
• Chill or warm up to 1 pound of nonliving material
for up to 1 hour. Hour of Reaping
• Cause earth, fire, water, or mist that can fit inside At 6th level, you gain the ability to unsettle or terrify
a 1-foot cube to shape itself into a crude form you those around you. When you take this action, each
designate for 1 minute. creature within 30 ft of you that can see you must
Eternal Mountain Defence (17TH LEVEL REQUIRED). succeed on a Wisdom saving throw or be frightened of
You can spend 5 ki points to cast Stoneskin (PHB.278) you until the end of your next turn.
on yourself.
Mastery of Death
Fangs of the Fire Snake. When you use the attack
At 11th level, when reduced to 0 hit points, you can
action on your turn, you can spend 1 ki point to cause
expend 1 ki point (no action required) to have 1 hit
tendrils of flame to stretch out from your fists and
point instead.
feet. Your reach with unarmed strikes increases by
10 ft for that action, as well as the rest of the turn. A Touch of the Long Death
hit with such an attack deals fire damage instead of At 17th level, as an action, you touch one creature
bludgeoning damage, and if you spend 1 ki point when within 5 ft of you, and expend 1 to 10 ki points. The
the attack hits, it deals an extra 1d10 fire damage. target must make a Constitution saving throw. On a
Fist of Four Thunders. You can spend 2 ki points to failed save, it takes 2d10 necrotic damage, or half as
cast Thunderwave (PHB.282). much on a success.

PAGE 22
Way of the Sun Soul (scag.131) Searing Sunburst
At 11th level, as an action, you create an orb and hurl
it at a point you choose within 150 ft. Each creature in
Radiant Sun Bolt a 20 ft-radius sphere must succeed on a Constitution
At 3rd level, you gain a ranged spell attack that you can saving throw or take 2d6 radiant damage.
use with the Attack action. The attack has a range of A creature doesn’t need to make the save if the
30 ft. You can proficient with it, and add your Dexterity creature is behind total cover that is opaque. You can
modifier to its attack and damage rolls. Its damage is increase the sphere’s damage by spending ki points.
radiant, and its damage die is a d4. This changes as you Each point you spend, up to a maximum of 3, increases
gain monk levels, as per the Martial Arts column of the the damage by 2d6.
monk table.
Sun Shield
Searing Arc Strike At 17th Level, shed bright light in a 30 ft radius and
At 6th level, immediately after you take the Attack dim light for an additional 30 ft. You can extinguish or
action on your turn, you can spend 2 ki points to cast restore the light as a bonus action.
Burning Hands (PHB.220) as a bonus action. If a creature hits you with melee while this light
You can spend additional ki points to cast it at a higher shines, you can use your reaction to deal radiant
level. Each additional ki point you spend increases the damage to the creature. The damage equals 5 + your
spell’s level by 1. The maximum number of ki points (2 Wisdom modifier.
plus any additional points) that you can spend equals
half your monk level (round down)

PAGE 23
Prof.
Level Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands — — — — —

2nd +2 Fighting Style, Spellcasting, Divine Smite 2 — — — —

3rd +2 Divine Health, Sacred Oath 3 — — — —

4th +3 Ability Score Increase 3 — — — —

5th +3 Extra Attack 4 2 — — —

6th +3 Aura of Protection 4 2 — — —

7th +3 Sacred Oath Feature 4 3 — — —

8th +3 Ability Score Improvement 4 3 — — —

9th +4 — 4 3 2 — —

10th +4 Aura of Courage 4 3 2 — —

11th +4 Improved Divine Smite 4 3 3 — —

12th +4 Ability Score Improvement 4 3 3 — —

13th +5 — 4 3 3 1 —

14th +5 Cleansing Touch 4 3 3 1 —

15th +5 Sacred Oath Feature 4 3 3 2 —

16th +5 Ability Score Improvement 4 3 3 2 —

17th +6 — 4 3 3 3 1
18th +6 Aura Improvement 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath Feature 4 3 3 3 2

Paladin Defense
While wearing armor, you gain +1 bonus to AC.
Hit Points Dueling
Hit Dice: 1d10 per paladin level When wielding a melee weapon in one hand and no
Hit Points at 1st level: 10 + your Constitution modifier other weapons, gain +2 bonus to attack damage rolls
Hit Points at Higher levels: 1d10 (or 8) + your with that weapon.
Constitution modifier per paladin level after 1st
Great Weapon Fighting
Proficiencies When you roll a 1 or 2 on a damage die for attacks
Armor: All armor, shields made with two handed weapons, you can reroll that die,
Weapons: Simple weapons, martial weapons and must use the new roll.
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Protection
Medicine, Persuasion, and Religion When a creature you can see attacks a target other than
you who is within 5 ft of you, you can use your reaction
Equipment to impose disadvantage on the attack. You must be
You start with the following equipment: wielding a shield.
• (a) a martial weapon and a shield or
(b) two martial weapons Divine Sense
• (a) five javelins or (b) any simple melee weapon
• (a) a priest’s pack or (b) an explorer’s pack As an action, you can detect good and evil. Until the end
• Chain mail and a holy symbol of your next turn, you know the location of any celestial,
fiend, or undead within 60 ft of you that is not behind
total cover. You know the type of any these beings, but
Lay on Hands not its identity. You also detect the presence of any
You have a pool of healing power, with points equal to place or object that has been consecrated or desecrated.
5 times your paladin level. As an action, you can touch You can use this feature a number of times equal to 1
a creature and draw from the pool, healing them for up + your Charisma modifier. When you finish a long rest,
to the remaining points in the pool. Alternatively, you you regain all uses.
can spend 5 points from the pool to cure the target of
one disease or neutralize one poison affecting it. You Spellcasting
can cure multiple diseases and poisons in one use,
expending the points separately for each one. At 2nd level, you have learned to cast divine magic.
This feature has no effect on undead and constructs.
Preparing And Casting Spells
The Paladin table shows how many spell slots you have
Fighting Style of 1st level and higher. Casting spells expends a slot of
Choose one of the following. You cannot take a Fighting the spell’s level or higher. You regain all spell slots when
Style option more than once. you take a long rest.

PAGE 24
You prepare a list of paladin spells that are available You can use this feature a number of times equal to
for you to cast, choosing from all paladin spells. When your Charisma modifier (min 1). You regain uses when
you do, choose a number of paladin spells equal to your you finish a long rest.
Charisma modifier + half your paladin level, rounded
down (min 1). The spells must be of a level for which Aura Improvement
you have spell slots. Casting the spell doesn’t remove it
from your list of prepared spells. At 18th level, the range of all of your auras are
You can change your prepared spells when you finish increased to 30 ft.
a long rest. Changing spells requires time: at least 1
minute per spell level for each spell on your list. Sacred Oath
At 3rd level, you swear an oath that binds you as a
Spellcasting Ability
paladin forever. It grants bonuses at 3rd, 7th, 15th, and
Charisma is your spellcasting ability for paladin spells.
20th level.
Spell Save DC = 8 + proficiency bonus
Oath Spells
+ Charisma modifier
Each oath has a list of oath spells that you gain at the
Spell Attack Modifier = proficiency bonus noted level. Oath spells are always prepared, and don’t
+ Charisma modifier account against the number of spells you can prepare
each day. These spells count as paladin spells.
Spellcasting Focus
Your holy symbol is a spellcasting focus for paladin spells. Channel Divinity
Your oath allows you to channel divine energy. When
you use your Channel Divinity, you choose which option
Divine Smite to use. You must then finish a short or long rest to use
At 2nd level, when you hit a creature with a melee it again.
weapon attack, you can expend one spell slot to
deal radiant damage to the target, in addition to the Oath of Devotion
weapon’s damage. The extra damage is 2d8 for a 1st-
level spell slot, plus 1d8 for each spell level higher than Paladin
1st, to a maximum of 5d8. The damage increases by Level Spells
1d8 if the target is an undead or a fiend. 3rd Protection from Evil and Good (PHB.270),
Sanctuary (PHB.272)
Divine Health 5th Lesser Restoration (PHB.255),
Zone of Truth (PHB.289)
At 3rd level, you are immune to disease.
9th Beacon of Hope (PHB.217),
Dispel Magic (PHB.234)
Ability Score Increase
13th Freedom of Movement (PHB.244),
At 4th, 8th, 12th, 16th, and 19th level, you can increase Guardian of Faith (PHB.246)
one ability score by 2, or two ability scores by 1. You
17th Commune (PHB.223),
can’t bring an ability score above 20 using this feature. Flame Strike (PHB.242)

Extra Attack Channel Divinity


Sacred Weapon. As an action, you can imbue one
At 5th level, you can attack twice, instead of once, weapon you’re holding with Channel Divinity. For 1
whenever you take the Attack action on your turn. minute, you add your Charisma modifier to attack rolls
made with that weapon (min 1). It also emits bright
Aura of Protection light in a 20 ft radius and dim light 20 ft beyond that.
At 6th level, whenever you or a friendly creature within The weapon is considered magical for the duration.
10 ft of you makes a saving throw, the creature gains You can end this effect on your turn as a part of any
a bonus to the saving throw equal to you Charisma other action. It also ends if you drop the weapon, or fall
modifier (minimum of 1). You must be conscious to unconscious.
grant this bonus. Turn the Unholy. As an action, you turn fiends and
undead. Each fiend or undead that can see or hear you
within 30 ft of you must make a Wisdom saving throw.
Aura of Courage On a fail, it is turned for 1 minute or until it’s damaged.
At 10th level, you and friendly creatures within 10 ft of Turned creatures must spend its turns trying to move
you cant be frightened while you are conscious. away from you, and it can’t willingly move to a space
within 30 ft of you. It can’t take reactions. It can use
Improved Divine Smite only the Dash action or try to escape from an effect that
prevents it from moving. If there’s nowhere to move, the
At 11th level, whenever you hit a creature with a melee creature can use the Dodge action.
weapon, it takes an extra 1d8 radiant damage. You can
also use Divine Smite. Aura of Devotion
At 7th level, you and friendly creatures within 30 ft of
Cleansing Touch you can’t be charmed while you are conscious.

At 14th level, you can use your action to end one spell Purity of Spirit
on yourself or on one willing creature that you touch. At 15th level, you are always under the effects of a
Protection from Evil and Good (PHB.270) spell.

PAGE 25
Holy Nimbus Oath of Vengeance
At 20th level, as an action, you can emanate an aura of
sunlight. For 1 minute, bright light shines from you in a Paladin
30 ft radius, and dim light shines 30 ft beyond that. Level Spells
Whenever a creature starts its turn in the bright 3rd Bane (PHB.216),
light, it takes 10 radiant damage. In addition, you have Hunter’s Mark (PHB.251)
advantage on saving throws against spells cast by
5th Hold Person (PHB.251),
fiends or undead. Misty Step (PHB.260)
Once you use this feature, you can’t use it again until
you finish a long rest. 9th Haste (PHB.250),
Protection from Energy (PHB.270)
Oath of the Ancients 13th Banishment (PHB.217),
Dimension Door (PHB.233)
Paladin 17th Hold Monster (PHB.251),
Level Spells Scrying (PHB.273)
Ensnaring Strike (PHB.237),
3rd
Speak with Animals (PHB.277) Channel Divinity
Moonbeam (PHB.261), Abjure Enemy. As an action, choose one creature
5th within 60 ft that you can see. That creature must make
Misty Step (PHB.260)
Plant Growth (PHB.266),
a Wisdom saving throw, unless it is immune to being
9th frightened. Fiends and undead have disadvantage on
Protection from Energy (PHB.270)
this saving throw.
Ice Storm (PHB.252),
13th On a failed save, it is frightened for 1 minute or until it
Stoneskin (PHB.278)
takes any damage. While frightened, its speed is 0, and
Commune with Nature (PHB.224), can’t benefit from any bonus to its speed.
17th
Tree Stride (PHB.283) On a successful save, the creature’s speed is halved for
1 minute, or until it takes any damage.
Channel Divinity
Vow of Enmity. As a bonus action, you can target
Nature’s Wrath. As an action, you can cause spectral
a creature you can see within 10 ft of you. You gain
vines to spring up and reach for a creature within 10 ft
advantage on attack rolls against it for 1 minute, or
of you that you can see. It must succeed on a Strength
until it drops to 0 hit points or falls unconscious.
of Dexterity throw (its choice) or be restrained. While
restrained, it repeats the saving throw at the end of Relentless Avenger
each of its turns. On a success, the vines vanish. At 7th level, when you hit a creature with an opportunity
Turn the Faithless. As an action, you turn fey and attack, you can move up to half your speed immediately
fiends. Each fiend or fey that can see or hear you within after the attack as part of the same reaction. This
30 ft of you must make a Wisdom saving throw. On a movement doesn’t provoke opportunity attacks.
fail, it is turned for 1 minute or until it takes damage.
Turned creatures must spend its turns trying to move Soul of Vengeance
away from you, and it can’t willingly move to a space At 15th level, when the creature you targeted with Vow
within 30 ft of you. It can’t take reactions. It can use of Enmity makes an attack, you can use your reaction to
only the Dash action or try to escape from an effect that make a melee weapon attack against it .
prevents it from moving. If there’s nowhere to move, the
creature can use the Dodge action. Avenging Angel
If the creature’s true form is concealed by an illusion, At 20th level, using your action, you transform. For 1
shapeshifting, or other effect, that form is revealed hour, you gain the following benefits:
while it is turned. • Wings sprout from your back and grant a flying
speed of 60 ft.
Aura of Warding • You emanate an aura of menace in a 30 ft radius.
At 7th level, you and friendly creatures within 10 ft of The first time an enemy enters the aura or starts
you have resistance to damage from spells. its turn there during a battle, it must succeed on a
Undying Sentinel Wisdom saving throw or become frightened of you for
At 15th level, when you are reduced to 0 hit points and 1 minute or until it takes damage. Attack rolls against
aren’t killed outright, you can choose to drop to 1 hit the frightened creature have advantage.
point instead. Once you use this ability, you can’t use it Once you use this feature, you can’t use it again until
again until you finish a long rest. you finish a long rest
Additionally, you suffer no drawbacks from old age,
and can’t be aged magically.
Elder Champion
At 20th level, you can use an action to transform. For 1
minute, you gain the following benefits:
• At the start of your turns, you regain 10 hit points.
• Whenever you cast a paladin spell with a casting
time of 1 action, you can cast it as a bonus action.
• Enemy creatures within 10 ft of you have
disadvantage on saving throws against your paladin
spells and Channel Divinity options.
Once you use this feature, you can’t use it again until
you finish a long rest.

PAGE 26
Oath of the Crown (scag.132) Oathbreaker (dmg.97)
Paladin Restriction: 3rd level and Evil
Level Spells An Oathbreaker is a paladin who broke their sacred
oath to pursue their dark ambitions. This replaces the
3rd Command (PHB.223),
Compelled Duel (PHB.224) features specific to their Sacred Oath.

5th Warding Bond (PHB.287), Oathbreaker Spells


Zone of Truth (PHB.289) An Oathbreaker loses previously gained oath spells and
9th Aura of Vitality (PHB.216), gains the following spells instead.
Spirit Guardians (PHB.278)
Paladin
13th Banishment (PHB.217),
level Spells
Guardian of Faith (PHB.246)
3rd Hellish Rebuke (PHB.250),
17th Circle of Power (PHB.221),
Inflict Wounds (PHB.253)
Geas (PHB.244)
5th Crown of Madness (PHB.229),
Channel Divinity Darkness (PHB.230)
Champion Challenge. You issue a challenge to each 9th Animate Dead (PHB.212),
creature of your choice that you can see within 30 ft Bestow Curse (PHB.218)
of you must make a Wisdom saving throw. On a failed
13th Blight (PHB.219),
save, it can’t willingly move more than 30 ft away from Confusion (PHB.224)
you. This effect ends if you are incapacitated or die or if
it moved more than 30 ft away from you. 17th Contagion (PHB.227),
Dominate Person (PHB.235)
Turn the Tide. As a bonus action, each creature of
your choice that can hear you within 30 ft regains hit Channel Divinity
points equal to 1d6 + your Charisma modifier (min 1) if Control Undead. As an action, target one undead
it has no more than half of its hit points. creature you can see within 30 ft. The target must make
Divine Allegiance a Wisdom saving throw, or must obey your command
At 7th level, when a creature within 5 ft of you takes for the next 24 hours, or until the paladin uses this
damage, you can use your reaction to take the damage feature again. An undead whose CR is equal to or
instead of them. This damage cannot be reduced or greater than the your level is immune to this effect.
prevented in any way. Dreadful Aspect. As an action, each creature of
the your choice within 30 ft must make a Wisdom
Unyielding Spirit
saving throw if it can see the paladin. On a failed save,
At 15th level, you have advantage on saving throws to
the target is frightened for 1 minute. If a creature
avoid becoming paralysed or stunned.
frightened this way ends its turn more than 30 ft away
Exalted Champion from the paladin, it can attempt another Wisdom saving
At 20th level, you can use your action to gain the throw to end the effect.
following benefits for 1 hour:
Aura of hate
• You have resistance to bludgeoning, piercing, and
At 7th level, you and any fiends or undead within 10 ft
slashing damage from nonmagical weapons.
of you gain a bonus to melee weapon damage equal to
• Your allies have advantage on death saving throws
your Charisma modifier (min 1). A creature can benefit
while within 30 ft of you.
from this feature from only one paladin at a time.
• You have advantage on Wisdom saving throws, as do
your allies within 30 ft of you. Supernatural Resistance
• This effect ends early if you are incapacitated or die. At 15th level, you gain resistance to bludgeoning, piercing,
Once you use this feature you can’t use it again until in and slashing damage from nonmagical weapons.
you finish a long rest.
Dread Lord
At 20th level, as an action surround yourself with an
aura of gloom for 1 minute. Any bright light within a 30
ft radius is reduced to dim light. Whenever an enemy
that is frightened of you starts its turn in the aura, it
takes 4d10 psychic damage. Additionally, creatures that
rely on sight have disadvantage on attack rolls against
you and creatures you choose within the aura.
While this aura lasts, you can use a bonus action to
make the shadows attack a creature. Make a melee
spell attack against the target. If it hits, the target takes
3d10 + Charisma modifier in necrotic damage.
After activating the aura, you can’t do so again until
you finish a long rest.

PAGE 27
Paladin Spells
1st Level 2nd Level 4th Level
Bless PHB.219 Aid PHB.211 Aura of Life PHB.216
Command PHB.223 Branding Smite PHB.219 Aura of Purity PHB.216
Compelled Duel PHB.224 Find Steed PHB.240 Banishment PHB.217
Cure Wounds PHB.230 Lesser Restoration Death Ward PHB.230
Detect Evil and Good PHB.255 Locate Creature PHB.256
PHB.231 Locate Object PHB.256 Staggering Smite
Detect Magic PHB.231 Magic Weapon PHB.257 PHB.278
Detect Poison and Protection from Poison
Disease PHB.231 PHB.270 5th Level
Divine Favor PHB.234 Zone of Truth PHB.289 Banishing Smite PHB.216
Heroism PHB.250 Circle of Power PHB.221
Protection from Evil and 3rd Level Destructive Wave PHB.231
Good PHB.270 Aura of Vitality PHB.216 Dispel Evil and Good
Purify Food and Drink Blinding Smite PHB.219 PHB.233
PHB.270 Create Food and Water Geas PHB.244
Searing Smite PHB.274 PHB.229 Raise Dead PHB.270
Shield of Faith PHB.275 Crusader’s Mantle
Thunderous Smite PHB.230
PHB.282 Daylight PHB.230
Wrathful Smite PHB.289 Dispel Magic PHB.234
Elemental Weapon
PHB.237
Magic Circle PHB.256
Remove Curse PHB.271
Revivify PHB.272

PAGE 28
Prof. Spells
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer — — — — — —

2nd +2 Fighting Style, Spellcasting 2 2 — — — —

3rd +2 Ranger Archetype, Primeval Awareness 3 3 — — — —

4th +3 Ability Score Improvement 3 3 — — — —

5th +3 Extra Attack 4 4 2 — — —

Favored Enemy and


6th +3 4 4 2 — — —
Natural Explorer improvements
7th +3 Ranger Archetype feature 5 4 3 — — —

8th +3 Ability Score Improvement, Land’s Stride 5 4 3 — — —

9th +4 — 6 4 3 2 — —

Natural Explorer improvement,


10th +4 6 4 3 2 — —
Hide in Plain Sight
11th +4 Ranger Archetype feature 7 4 3 3 — —

12th +4 Ability Score Improvement 7 4 3 3 — —

13th +5 — 8 4 3 3 1 —

14th +5 Favored Enemy improvement, Vanish 8 4 3 3 1 —

15th +5 Ranger Archetype feature 9 4 3 3 2 —

16th +5 Ability Score Improvement 9 4 3 3 2 —

17th +6 — 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

Ranger Natural Explorer


At 1st level, choose a type of favored terrain: Arctic,
Hit Points
coast, desert, forest, grassland, mountain, swamp, or
Hit Dice: 1d10 per Ranger Level
the Underdark.
Hit Points at 1st Level: 10 + your Constitution modifier
When making Intelligence or Wisdom checks related
Hit Points at Higher Levels: 1d10 (or 6) + your
to your favored terrain, your proficiency bonus is
Constitution modifier per Ranger level after 1st
doubled if you are using a skill you’re proficient in.
Proficiencies While traveling for an hour or more in your favored
Armor: Light armor, Medium armor, Shields terrain, you gain the following benefits:
Weapons: Simple Weapons, Martial Weapons • Difficult terrain doesn’t slow your group’s travel.
Saving Throws: Strength, Dexterity • Your group can’t become lost except by magical means.
Skills: Three from Animal Handling, Athletics, Insight, • Even when engaged in other activities while
Investigation, Nature, Perception, Stealth, traveling, you remain alert to danger.
and Survival • When traveling alone, you can move stealthily at
normal pace.
Equipment • You find twice as much food as normal when foraging.
You start with the following equipment: • While tracking other creatures, you also learn their
• (a) Scale Mail or (b) Leather Armor exact number, sizes, and how long ago they passed.
• (a) two Shortswords or At 6th and 10th level, you can choose one additional
(b) two Simple Melee Weapons favored terrain.
• (a) a Dungeoneer’s Pack or (b) an Explorer’s Pack
• A Long Bow and a Quiver of 20 arrows Fighting Style
At 2nd level, choose one of the following options. You
Favored Enemy can’t take a Fighting Style option more than once.
At 1st level, choose a type of favored enemy: Archery
Aberrations, beasts, celestials, constructs, dragons, You gain +2 bonus to attack rolls with ranged weapons.
elementals, fey, fiends, giants, monstrosities, oozes,
plants, or undead. Alternatively, you can select two Defense
races of humanoid (such as gnolls and orcs). While wearing armor, gain +1 bonus to AC.
You have advantage on Wisdom (Survival) checks to Dueling
track your favored enemies, as well as on Intelligence When wielding a melee weapon in one hand and no
checks to recall information about them. other weapons, gain +2 bonus to attack damage rolls
When you gain this feature, you also learn one with that weapon
language of your choice that is spoken by your favored
enemies, if they speak one at all. Two-Weapon Fighting
At 6th and 14th level, choose one additional favored While dual-wielding weapons, you can add your ability
enemy, as well as an associated language. modifier to the damage of the second attack

PAGE 29
Spellcasting Vanish
At 2nd level, you learn how to cast spells. At 14th level, you can use the Hide action as a bonus
action on your turn. You also cannot be tracked by
Spell Slots nonmagical means, unless you choose to leave a trail.
The Ranger Table shows how many spell slots you
have of each level. To cast one of these spells, you must Feral Senses
expend a spell slot of the spells level or higher. You
regain all spell slots when you finish a long rest. At 18th level, when you attack a creature you can’t see,
you don’t have disadvantage on attack rolls against it.
Spells Known of 1st Level and Higher You are also aware of the location of any invisible
The Ranger Table shows how many spells you know. creatures within 30 ft of you, provided they aren’t
Each of these spells must be of a level for which you hidden from you and you aren’t blinded or deafened.
have a slot. Additionally, when you gain a level in this
class, you may replace a spell you know with another Foe Slayer
from the Ranger spell list. At 20th level, once on each of your turns, you can add
Spellcasting Ability your Wisdom modifier to the attack or damage roll of
Wisdom is your spellcasting ability for Ranger spells. an attack made against one of your favored enemies.
You can choose to use this feature before or after the
Spell save DC = 8 + your Proficiency bonus + your roll, but before any effects are applied.
Wisdom modifier
Ranger Archetype
Spell attack modifier = your Proficiency bonus + your At 3rd level, choose an archetype to emulate: Hunter, or
Wisdom modifier Beast Master. Your choice grants features at 3rd, 7th,
11th, and 15th level.
Primeval Awareness
At 3rd level you can use your action and expend one Hunter
Ranger spell slot to focus on the region around you. For Hunter’s Prey
1 minute per level of the spell slot expended, you can At 3rd level, gain one of the following of your choice
sense whether the following creature types are present Colossus Slayer. When you hit a creature with a
within 1 mile of you (or within up to 6 miles if you are weapon attack, it takes an extra 1d8 damage if its below
in your favored terrain): Aberrations, celestials, dragons, its hit point maximum. You can deal this extra damage
elementals, fey, fiends, or undead. This feature doesn’t once per turn.
reveal their location or number. Giant Killer. When a large or larger creature within
5 ft of you attacks you, you can use your reaction to
Ability Score Increase attack that creature, provided you can see it.
Horde Breaker. Once on each of your turns when you
At 4th, 8th, 12th, 16th, and 19th level, you can increase
make a weapon attack, you can make another weapon
one ability score by 2, or two ability scores by 1. You
attack with the same weapon against a different
can’t bring an ability score above 20 using this feature.
creature that is within 5 ft of your original target and
within range of your weapon.
Extra Attack
Defensive Tactics
At 5th level, you can attack twice, instead of once, At 7th level, gain one of the following of your choice
whenever you take the Attack action on your turn. Escape the Horde. Opportunity attacks against you
have disadvantage.
Land’s Stride Multiattack Defense. When a creature hits you
with an attack, you gain +4 bonus to AC against all
At 8th level, moving through nonmagical difficult terrain
subsequent attacks made by that creature for the rest of
costs no extra movement. You can also pass through
the turn.
nonmagical plants without being slowed by them and
Steel Will. You have advantage on saving throws
without taking damage from them if they have thorns or
against being frightened.
similar hazard.
In addition, you have advantage on saving throws Multiattack
against plants that are magically created or At 11th level, gain one of the following of your choice
manipulated to impede movement, such as those Volley. You can use your action to make a ranged
created by the Entangle (PHB.238) spell. attack against any number of creatures within 10 ft of a
point you can see within your weapons range. You must
Hide in Plain Sight have ammunition for each target, as normal, and you
make a separate attack roll for each target.
At 10th level, you can spend 1 minute creating
Whirlwind Attack. You can use your action to make
camouflage for yourself. You must have access to fresh
a melee attack against any number of creatures within
mud, dirt, plants, soot, and other naturally occurring
5 ft of you, with a separate attack roll for each target.
materials with which to create your disguise.
Once camouflaged in this way, you can try to hide by
pressing yourself up against a solid surface. You gain
+10 bonus to Dexterity (Stealth) checks as long as you
remain there without moving or taking actions. Once
you move or take action, you must camouflage yourself
again to gain this benefit.

PAGE 30
Superior Hunter’s Defense While traveling through favored terrain with only the
At 15th level, gain one of the following of your choice beast, you can move stealthily at normal pace.
Evasion. When subjected to an effect that allows If the beast dies, you can obtain another one by
you to make a Dexterity saving throw to take only half spending 8 hours magically bonding with another beast
damage, you instead take no damage if you succeed, that isn’t hostile to you.
and only half if you fail.
Stand Against the Tide. When a hostile creature Exceptional Training
misses you with a melee attack, you can use your At 7th level, on any of your turns when your beast
reaction to force that creature to repeat the same attack companion doesn’t attack, you can use a bonus action
against another creature of your choice. to command the beast to take the Dash, Disengage,
Uncanny Dodge. When an attacker you can see hits Dodge, or Help actions on its turn.
you with an attack, you can use your reaction to halve
Bestial Fury
the attack’s damage against you.
At 11th level, your beast companion can make two
attacks when you command it to use the Attack action.
Beast Master
Ranger’s Companion Share Spells
At 3rd level, you gain a beast companion. Choose a At 15th level, when you cast a spell targeting yourself,
beast that is no larger than Medium and that has a you can also affect your beast companion if its within
challenge rating of 1/4 or lower. Add your proficiency 30 ft of you.
bonus to its AC, attack and damage rolls, and to any
saving throws and skills it’s proficient in. Its hit point
maximum is equal to its normal maximum, or four
times your Ranger level, whichever is higher.
The beast obeys your commands as best as it can. It
takes its turn on its initiative, though it doesn’t take an
action unless you command it to. On your turn you can
verbally command it to move (no action required by
you). You can use your action to verbally command it to
take the Attack, Dash, Disengage, Dodge, or help action.
Once you have the Extra Attack feature, you can make
one weapon attack yourself when you command the
beast to take the Attack action.

PAGE 31
Ranger Spells
1st Level 2nd Level 3rd Level 4th Level
Absorb Elements EE.15 Animal Messenger Conjure Animals PHB.225 Conjure Woodland
Alarm PHB.211 PHB.212 Conjure Barrage PHB.225 Beings PHB.226
Animal Friendship Barkskin PHB.217 Daylight PHB.230 Freedom of Movement
PHB.212 Beast Sense PHB.217 Flame Arrows EE.18 PHB.244
Beast Bond EE.15 Cordon of Arrows Lightning Arrow PHB.255 Grasping Vine PHB.246
Cure Wounds PHB.230 PHB.228 Nondetection PHB.263 Locate Creature PHB.256
Detect Magic PHB.231 Darkvision PHB.230 Plant Growth PHB.266 Stoneskin PHB.278
Detect Poison and Find Traps PHB.241 Protection from Energy
Disease PHB.231 Lesser Restoration PHB.270 5th Level
Ensnaring Strike PHB.237 PHB.255 Speak with Plants Commune with Nature
Fog Cloud PHB.243 Locate Animals or PHB.277 PHB.224
Goodberry PHB.246 Plants PHB.256 Water Breathing PHB.287 Conjure Volley PHB.226
Hail of Thorns PHB.249 Locate Object PHB.256 Water Walk PHB.287 Swift Quiver PHB.279
Hunter’s Mark PHB.251 Pass without Trace Wind Wall PHB.288 Tree Stride PHB.283
Jump PHB.254 PHB.264
Longstrider PHB.256 Protection from Poison
Speak with Animals PHB.270
PHB.277 Silence PHB.275
Spike Growth PHB.277

PAGE 32
Rogue Sneak Attack
At 1st level, once per turn you can deal an extra 1d6
Hit Points damage to one creature you hit with an attack if you
Hit Dice: 1d8 per Rogue Level have advantage on the attack roll. The attack must use
Hit Points at 1st Level: 8 + your Constitution modifier a finesse or ranged weapon.
Hit Points at Higher Levels: 1d8 (or 5) + your You don’t need advantage on the roll if another enemy
Constitution modifier per Rogue level after 1st of the target is threatening your target, and you don’t
have disadvantage on the roll.
Proficiencies
The amount of extra damage increases as you gain
Armor: Light Armor
levels in this class, as shown on the Rogue table.
Weapons: Simple Weapons, Hand Crossbows,
Longwords, Rapiers, Shortswords
Tools: Thieves’ Tools Thieves’ Cant
Saving Throws: Dexterity, Intelligence You know how to speak in Thieves’ Cant, a secret mix
Skills: Four from Acrobatics, Athletics, Deception, of dialect, jargon, and code that allows you to hide
Insight, Intimidation, Investigation, Perception, messages in seemingly normal conversation. Only
Performance, Persuasion, Sleight of Hand, another creature that knows thieves’ cant understands
and Stealth such messages. It takes four times longer to convey a
message than it does normally.
Equipment
In addition, you understand a set of secret signs and
You start with the following equipment:
symbols used to convey short, simple messages.
• (a) a Rapier or (b) a Shortsword
• (a) a Shortbow and Quiver of 20 arrows or
(b) a Shortsword Cunning Action
• (a) a Burglar’s Pack, (b) a Dungeoneer’s Pack, At 2nd level, you can take a bonus action on each of you
or (c) an Explorer’s Pack turns in combat. This action can be used only to take
• Leather Armor, two Daggers, and Thieves’ Tools the Dash, Disengage, or Hide action.

Expertise Ability Score Increase


At 1st level, choose two of your skill proficiencies, or At 4th, 8th, 10th, 12th, 16th, and 19th level, you can
one skill proficiency and your proficiency with thieves increase one ability score by 2, or two ability scores by 1.
tools. Your proficiency bonus is doubled for any check You can’t bring an ability score above 20 using this feature.
you make that uses either of the chosen proficiencies.
At 6th level, choose two more of your proficiencies to
gain this benefit.
Uncanny Dodge
At 5th level, when an attacker you can see hits you
with an attack, you can use your reaction to halve the
Prof. Sneak attack’s damage against you.
Level Bonus Attack Features
Expertise, Sneak Attack, Evasion
1st +2 1d6
Thieves’ Cant
At 7th level, when you are subjected to an effect that
2nd +2 1d6 Cunning Action allows you to make a Dexterity saving throw to only
3rd +2 2d6 Roguish Archetype take half damage, you instead take no damage if you
succeed, and only half if you fail.
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
Reliable Talent
6th +3 3d6 Expertise
At 11th level, whenever you make an ability check that
7th +3 4d6 Evasion
lets you add your proficiency bonus, you can treat a d20
8th +3 4d6 Ability Score Improvement roll of 9 or lower as a 10.
9th +4 5d6 Roguish Archtype feature
10th +4 5d6 Ability Score Improvement Blindsense
11th +4 6d6 Reliable Talent At 14th level, if you are able to hear, you are aware of
12th +4 6d6 Ability Score Improvement the location of any hidden or invisible creature within
10 ft of you.
13th +5 7d6 Roguish Archtype feature
14th +5 7d6 Blindsense Slippery Mind
15th +5 8d6 Slippery Mind
At 15th level, you have proficiency in Wisdom saving throws.
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archtype feature Elusive
18th +6 9d6 Elusive
At 18th level, no attack roll has advantage against you
19th +6 10d6 Ability Score Improvement while you aren’t incapacitated.
20th +6 10d6 Stroke of Luck

PAGE 33
Stroke of Luck Death Strike
At 17th level, when you attack and hit a creature that is
At 20th level, if your attack misses a target within range, surprised, it makes a Constitution saving throw (DC 8 +
you can turn the miss into a hit. Alternatively, if you fail your Dexterity Modifier + your proficiency bonus). On a
an ability check, you can treat the d20 roll as a 20 failed saved, double the damage of that attack.
Once you use this feature, you can’t use it again until
you finish a rest. Arcane Trickster
Spellcasting
Roguish Archetypes At 3rd level, you gain the ability to cast spells.
At 3rd level, choose an archetype to emulate: Thief, Cantrips. You learn three cantrips: Mage Hand
Assassin, Arcane Trickster, Mastermind (SCAG), or (PHB.256), and two others from the Wizard spell list. You
Swashbuckler (SCAG). Your choice grants you features at learn another Wizard cantrip of your choice at 10th level.
3rd, 9th, 13th, and 17th level. Spell Slots. The Arcane Trickster Spellcasting table
shows how many spell slots you have of each level. To
Thief cast one of these spells, you must expend a spell slot of
the spells level or higher. You regain all spell slots when
Fast Hands
you finish a long rest.
At 3rd level, you can use the bonus action from Cunning
Spells Known of 1st-Level and Higher. You know
Action to make a Dexterity (Sleight of Hand) check, use
three 1st-level Wizard spells of your choice, two of
your thieves’ tools to disarm a trap or open a lock, or
which must be from the Enchantment and Illusion
take the Use an Object action.
spells on the Wizard spell list.
Second-Story Work The Arcane Trickster Spellcasting table show when
At 3rd level, climbing no longer costs you extra you learn more spells of 1st level or higher. Each of
movement. In addition, when you make a running jump, these spells must be an Enchantment or Illusion spell,
the distance you cover increases by a number of feet and must of a level for which you have a spell slot.
equal to your Dexterity modifier. The spells you learn at 8th, 14th, and 20th level can
come from any school of magic.
Supreme Sneak Whenever you gain a level in this class, you can
At 9th level, you have advantage on a Dexterity (Stealth) replace one of the spells you know with another from
check if you move no more than half your speed on the the Wizard spell list. The new spell must be of a
same turn. level for which you have spell slots, and it must be an
Enchantment or Illusion spell, unless you’re replacing
Use Magic Device the spell you gained at 8th, 14th, or 20th level.
At 13th level, you ignore all class, race, and level
requirements on the use of magic items. Spellcasting Ability
Intelligence is your spellcasting ability for Wizard spells.
Thief’s Reflexes
At 17th level, you can take two turns during the first Spell Save DC = 8 + your Proficiency bonus + your
round of any combat. You take your first turn at your Intelligence modifier
normal initiative, and your second at your initiative
minus 10. You can’t use this feature if you’re surprised. Spell Attack Modifier = your Proficiency bonus + your
Intelligence modifier
Assassin Arcane Trickster Table
Bonus Proficiencies
At 3rd level, you gain proficiency with the Disguise Kit Rogue Spells
and the Poisoner’s Kit. Level 0th Knwn 1st 2nd 3rd 4th
3rd 3 3 2 — — —
Assassinate
4th 3 4 3 — — —
At 3rd level, you have advantage against any creature
that hasn’t yet taken a turn in combat yet. In addition, 5th 3 4 3 — — —
any hit you score against a creature that is surprised is 6th 3 4 3 — — —
a critical hit.
7th 3 5 4 2 — —

Infiltration Expertise. 8th 3 6 4 2 — —


At 9th level, you can spend 7 days and 25 gp to 9th 3 6 4 2 — —
establish the history, profession, and affiliations for an
10th 4 7 4 3 — —
identity. You can’t steal someone elses identity.
Afterwards, if you adopt the new identity as a disguise, 11th 4 8 4 3 — —
other creature believe you to be that person until given 12th 4 8 4 3 — —
an obvious reason not to.
13th 4 9 4 3 2 —

Imposter 14th 4 10 4 3 2 —
At 13th level, you gain the ability to mimic another 15th 4 10 4 3 2 —
person’s speech, writing, and behavior. You must spend
16th 4 11 4 3 3 —
at least 3 hours studying these components of the person.
Your ruse is indiscernible to the casual observer. If a 17th 4 11 4 3 3 —
creature suspects something, you have advantage on any 18th 4 11 4 3 3 —
Charisma (Deception) checks made to avoid detection.
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

PAGE 34
Mage Hand Legerdemain Misdirection
At 3rd level, when you cast Mage Hand (PHB.256), you At 13th level, when you are targeted by an attack while
can make the spectral hand invisible, and you can a creature within 5ft is granting you cover against that
perform the following tasks with it: attack, you can use your reaction to have the attack
• You can stow one object the hand is holding in a target that creature instead of you.
container worn or carried by another creature.
• You can retrieve an object in a container worn or Soul of Deceit
carried by another creature. At 17th level, your thoughts can’t be read by telepathy
• You can use thieves’ tools to pick locks and disarm or other means, unless you allow it. You can present
traps at range. false thoughts by making a Charisma (Deception) check
• You can perform one of these tasks without being contested by the mind readers Wisdom (Insight) check.
noticed by a creature if you succeed on a Dexterity Additionally, if you choose, magic that determines
(Sleight of Hand) check contested by the creature’s truth fullness will indicate you are speaking the truth,
Wisdom (Perception) check. and you can’t be compelled to tell the truth by magic.
In addition, you can use the bonus action granted by
Cunning Action to control the hand. Swashbuckler
Magical Ambush Fancy Footwork
At 9th level, if you are hidden from a creature when At 3rd level, during your turn, if you make a melee
you cast a spell on it, it has disadvantage on any saving attack against a creature, that creature can’t make
throws it makes against the spell this turn. opportunity attacks against you for the rest of your turn.

Versatile Trickster Rakish Audacity


At 13th level, you gain the ability to distract targets with At 3rd level, you can add your Charisma modifier to
your Mage Hand (PHB.256). As a bonus action you can your Initiative rolls.
designate a creature within 5 ft of the spectral hand. In addition, you don’t need advantage on your attack
Doing so gives you advantage on your attack rolls made roll to use your Sneak Attack if no creature other than
against that creature until the end of the turn. your target is within 5 ft of you. All the other rules for
the Sneak Attack feature still apply to you.
Spell Thief
At 17th level, immediately after a creature casts a spell Panache
that targets you or includes you in its area of effect, you At 9th level, as an action, you can make a Charisma
can use your reaction to force the creature to make a (Persuasion) check contested by a creatures Wisdom
saving throw with its spellcasting ability modifier. The (Insight) check. The creature must be able to hear you,
DC equals your spell save DC. On a failed save, you and you must share a language.
negate the spell’s effects against you, and steal the If you succeed on the check and the creature is hostile
knowledge of the spell if it is at least a 1st level spell and towards you, it has disadvantage on attack rolls against
of a level you can cast. For the next 8 hours, you know the targets other than you and can’t make opportunity
spell and can cast it using your spell slots. The creature attacks against targets other than you. This effect lasts
can’t cast that spell until the 8 hours have passed. for 1 minute, until one of your companions attacks
Once you use this feature, you can’t use it again until the target or affects it with a spell, or until you and the
you finish a long rest. target are more than 60 ft apart.
If you succeed on the check and the creature isn’t
Mastermind (scag.135) hostile towards you, it is charmed for 1 minute. While
charmed, it regards you as a friendly acquaintance.
Master of Intrigue This effect ends immediately if you are your
At 3rd level, you gain proficiency with the disguise kit, companions do anything harmful to it.
the forgery kit, and one gaming set of your choice. You
also learn to languages of your choice. Elegant Maneuver
Additionally, you can mimic the speech patterns and At 13th level, you can use a bonus action on your turn
accent of a creature that you hear speak for at least 1 to gain advantage on the next Dexterity (Acrobatics) or
minute, allowing you to pass as a native speaker of a Strength (Athletics) check you make during that turn.
particular land, provided you know the language.
Master Duelist
Master of Tactic At 17th level, if you miss with an attack roll, you can roll
At 3rd level, you can use the Help action as a bonus it again with advantage. Once you use this feature, you
action. Additionally, when you use the Help action to can’t use it again until you finish a rest.
aid an ally in attacking a creature, the target of that
attack can be within 30ft of you, if the target can see or
hear you.
Insightful Manipulator
At 9th level, if you spend at least 1 minute observing
or interacting with another creature outside combat,
you can learn about its capabilities compared to your
own. The DM tells you if the creature if your equal,
superior, or inferior in regard to two of the following
characteristics: Intelligence score, Wisdom score,
Charisma score, Class levels (if any)
At the DMs option, you might also realize you know a
piece of the creatures history or personality traits.

PAGE 35
Arcane Trickster Spells
bold and asterix denote enchantment or illusion

Cantrips (0 Level) Identify PHB.252 Melf’s Acid Arrow Remove Curse PHB.271
Acid Splash PHB.211 Illusory Script* PHB.252 PHB.259 Sending PHB.274
Blade Ward PHB.218 Jump PHB.254 Mirror Image* PHB.260 Sleet Storm PHB.276
Booming Blade SCAG.142 Longstrider PHB.256 Misty Step PHB.260 Slow PHB.277
Chill Touch PHB.221 Mage Armor PHB.256 Nystul’s Magic Aura* Stinking Cloud PHB.278
Control Flames EE.16 Magic Missile PHB.257 PHB.263 Tidal Wave EE.22
Create Bonfire EE.16 Protection from Evil and Phantasmal Force* Tongues PHB.283
Dancing Lights PHB.230 Good PHB.270 PHB.264 Vampiric Touch PHB.285
Fire Bolt PHB.242 Ray of Sickness PHB.271 Pyrotechnics EE.21 Wall of Sand EE.23
Friends* PHB.244 Shield PHB.275 Ray of Enfeeblement Wall of Water EE.23
Frostbite EE.18 Silent Image* PHB.276 PHB.271 Water Breathing PHB.287
Green-Flame Blade Sleep* PHB.276 Rope Trick PHB.272
SCAG.143 Tasha’s Hideous Scorching Ray PHB.273 4th Level
Gust EE.19 Laughter* PHB.280 See Invisibility PHB.274 Arcane Eye PHB.214
Light PHB.255 Tenser’s Floating Disk Shatter PHB.275 Banishment PHB.217
Lightning Lure SCAG.143 PHB.282 Skywrite EE.22 Blight PHB.219
Mage Hand PHB.256 Thunderwave PHB.282 Snilloc’s Snowball Confusion* PHB.224
Mending PHB.259 Unseen Servant PHB.284 Swarm EE.22 Conjure Minor
Message PHB.259 Witch Bolt PHB.289 Spider Climb PHB.277 Elementals PHB.226
Minor** PHB.260 Suggestion* PHB.279 Control Water PHB.227
Mold Earth EE.21 2nd Level Web PHB.287 Dimension Door PHB.233
Poison Spray PHB.266 Aganazzar’s Scorcher Elemental Bane EE.17
Prestidigitation PHB.267 EE.15 3rd Level Evard’s Black Tentacles
Ray of Frost PHB.271 Alter Self PHB.211 Animate Dead PHB.212 PHB.238
Shape Water EE.21 Arcane Lock PHB.215 Bestow Curse PHB.218 Fabricate PHB.239
Shocking Grasp PHB.275 Blindness/Deafness Blink PHB.219 Fire Shield PHB.242
Sword Burst SCAG.143 PHB.219 Clairvoyance PHB.222 Greater Invisibility*
Thunderclap EE.22 Blur* PHB.219 Counterspell PHB.228 PHB.246
True Strike PHB.284 Cloud of Daggers PHB.222 Dispel Magic PHB.234 Hallucinatory Terrain*
Continual Flame PHB.227 Erupting Earth EE.17 PHB.249
1st Level Crown of Madness* Fear* PHB.239 Ice Storm PHB.252
Absorb Elements EE.15 PHB.229 Feign Death PHB.240 Leomund’s Secret Chest
Alarm PHB.211 Darkness PHB.230 Fireball PHB.241 PHB.254
Burning Hands PHB.220 Darkvision PHB.230 Flame Arrows EE.18 Locate Creature PHB.256
Catapult EE.15 Detect Thoughts PHB.231 Fly PHB.243 Mordenkainen’s Faithful
Charm Person* PHB.221 Dust Devil EE.17 Gaseous Form PHB.244 Hound PHB.261
Chromatic Orb PHB.221 Earthbind EE.17 Glyph of Warding Mordenkainen’s Private
Color Spray* PHB.222 Enlarge/Reduce PHB.237 PHB.245 Sanctum PHB.262
Comprehend Languages Flaming Sphere PHB.242 Haste PHB.250 Otiluke’s Resilient
PHB.224 Gentle Repose PHB.245 Hypnotic Pattern* Sphere PHB.264
Detect Magic PHB.231 Gust of Wind PHB.248 PHB.252 Phantasmal Killer*
Disguise Self * PHB.233 Hold Person* PHB.251 Leomund’s Tiny Hut PHB.265
Earth Tremor EE.17 Invisibility* PHB.254 PHB.255 Polymorph PHB.266
Expeditious Retreat Knock PHB.254 Lightning Bolt PHB.255 Stone Shape PHB.278
PHB.238 Levitate PHB.255 Magic Circle PHB.256 Stoneskin PHB.278
False Life PHB.239 Locate Object PHB.256 Major Image* PHB.258 Storm Sphere EE.22
Feather Fall PHB.239 Magic Mouth* PHB.257 Melf’s Minute Meteors Vitriolic Sphere EE.23
Find Familiar PHB.240 Magic Weapon PHB.257 EE.20 Wall of Fire PHB.285
Fog Cloud PHB.243 Maximilian’s Earthen Nondetection PHB.263 Watery Sphere EE.23
Grease PHB.246 Grasp EE.20 Phantom Steed* PHB.265
Ice Knife EE.19 Protection from Energy
PHB.270

PAGE 36
Prof. Sorc. Spells
Level Bonus Points Features 0th Knwn 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Spellcasting,
1st +2 — 4 2 2 — — — — — — — —
Sorcerous Origin
2nd +2 2 Font of Magic 4 3 3 — — — — — — — —

3rd +2 3 Metamagic 4 4 4 2 — — — — — — —

4th +2 4 Ability Score Increase 5 5 4 3 — — — — — — —

5th +3 5 — 5 6 4 3 2 — — — — — —

6th +3 6 Sorcerous Origin feature 5 7 4 3 3 — — — — — —

7th +3 7 — 5 8 4 3 3 1 — — — — —

8th +3 8 Ability Score Increase 5 9 4 3 3 2 — — — — —

9th +4 9 — 5 10 4 3 3 3 1 — — — —

10th +4 10 Metamagic 6 11 4 3 3 3 2 — — — —

11th +4 11 — 6 12 4 3 3 3 2 1 — — —

12th +4 12 Ability Score Increase 6 12 4 3 3 3 2 1 — — —

13th +5 13 — 6 13 4 3 3 3 2 1 1 — —

14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 — —

15th +5 15 — 6 14 4 3 3 3 2 1 1 1 —

16th +5 16 Ability Score Increase 6 14 4 3 3 3 2 1 1 1 —

17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Increase 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Sorcerer Spells Known of 1st Level and Higher


The Sorcerer Table shows how many spells you know.
Each of these spells must be of a level for which you
Hit Points
have a slot. Additionally, when you gain a level in this
Hit Dice: 1d6 per Sorcerer Level
class, you may replace a spell you know with another
Hit Points at 1st Level: 6 + your Constitution modifier
from the Sorcerer spell list.
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per Sorcerer level after 1st Spellcasting Ability
Charisma is your spellcasting ability for Sorcerer spells.
Proficiencies
Armor: None Spell save DC = 8 + your Proficiency bonus + your
Weapons: Daggers, Darts, Slings, Quarterstaffs, Charisma modifier
Light Crossbows
Saving Throws: Constitution, Charisma Spell attack modifier = your Proficiency bonus + your
Skills: Two from Arcana, Deception, Insight, Charisma modifier
Intimidation, Persuasion, and Religion
Spellcasting Focus
Equipment You use an arcane focus as a spellcasting focus for your
You start with the following equipment: Sorcerer spells.
• (a) a Light Crossbow and 20 bolts or
(b) any Simple Weapon Font of Magic
• (a) a Component Pouch or (b) an Arcane Focus
• (a) a Dungeoneer’s Pack, or (b) an Explorer’s Pack At 2nd level, you gain the ability to use sorcery points to
• Two Daggers create a variety of effects.

Sorcery Points
Spellcasting You have 2 sorcery points, and gain more as you reach
Cantrips higher Sorcerer levels, as per the Sorcerer table. You
At 1st level, you know four cantrips from the Sorcerer can never have more sorcery points than shown on
spell list. You learn additional cantrips as you level up, the table for your level. You regain all points when you
as per the Sorcerer table. finish a long rest.

Spell Slots Flexible Casting


The Sorcerer Table shows how many spell slots you You can use your sorcery points to gain additional spell
have of each level. To cast one of these spells, you must slots, or sacrifice spell slots for more sorcery points.
expend a spell slot of the spells level or higher. You Creating Sorcery Points. As a bonus action on your
regain all spell slots when you finish a long rest. turn, you can expend one spell slot and gain a number
of sorcery points equal to the slot’s level.

PAGE 37
Creating Spell Slots. As a bonus action on your turn, Sorcerous Restoration
you can expend sorcery points to create a spell slot.
The table below shows the cost of creating a spell slot At 20th level, you regain 4 expended sorcery points
of a given level. You cannot create a spell slot above 5th. when you finish a short rest.
These slots vanish when you finish a long rest

Slot Level Point Cost Sorcerous Origin


1st 2 Choose an origin, which describes the source of your
innate magical power: Draconic Bloodline, Wild Magic,
2nd 3 or Storm (SCAG). Your choice grants you features at 1st,
3rd 5 6th, 14th, and 18th level.
4th 6
5th 7 Draconic Bloodline
Dragon Ancestor
At 1st level, choose one type of dragon as your ancestor.
Metamagic The damage type associated with each dragon is used
At 3rd level, you gain two of the following Metamagic by features you gain later.
options of your choice. You gain another one at 10th
and 17th level. You can only use one Metamagic option Dragon Damage Type
on a spell when you cast it, unless otherwise noted. Black Acid
Careful Spell Blue Lightning
When casting a spell that forces other creatures to make
Brass Fire
a saving throw, you can protect some of those creatures.
Spend 1 sorcery point and choose a number of creatures Bronze Lightning
up to your Charisma modifier (min 1). A chosen creature Copper Acid
automatically succeeds on its saving throw. Gold Fire
Distant Spell Green Poison
When casting a spell with a range of 5 ft or greater, you Red Fire
can spend 1 sorcery point to double the range.
When casting a spell that has a range of touch, you Silver Cold
can spend 1 sorcery point the make the range 30 ft. White Cold

Empowered Spell You can speak, read, and write Draconic. Additionally,
When rolling damage for a spell, you can spend 1 sorcery when making Charisma checks to interact with
point to reroll a number of damage dice up to your Dragons, your proficiency bonus is doubled if it would
Charisma modifier (min 1). You must use the new rolls. apply to the check.
You can use this even if you have already used another
Metamagic on this spell. Draconic Resilience
At 1st level, your hit point maximum increases by 1, and
Extended Spell
again by 1 every time you gain a level in this class.
When casting a spell with a duration of 1 minute or
Additionally, parts of you skin are covered by scales.
longer, you can spend 1 sorcery point to double its
When not wearing armor, your AC is 13 + your
duration, to a maximum of 24 hrs.
Dexterity modifier.
Heightened Spell
When casting a spell that forces a creature to make a Elemental Affinity
saving throw to resist its effect, you can spend 3 sorcery At 6th level, when casting a spell that deals damage
points to impose disadvantage on its first saving throw of the type associated with your ancestry, add your
against the spell. Charisma modifier to that damage. At the same time,
you can spend 1 sorcery point to gain resistance that
Quickened Spell that damage type for 1 hour.
When casting a spell with a casting time of 1 action, you
can spend 2 sorcery points to change its casting time to Dragon Wings
1 bonus action. At 14th level, as a bonus action on your turn, you can
sprout a pair of dragon wings from your back, gaining
Subtle Spell
a fly speed equal to your current speed. These last until
When casting a spell, you can spend 1 sorcery point to
you dismiss them as a bonus action.
cast it without any somatic or verbal components.
You can’t manifest your wings while wearing armor
Twinned Spell unless it was made to accommodate them. Clothing
When casting a spell that can only target one creature may be destroyed in the process.
and doesn’t have a range of self, you can spend a
number of sorcery points equal to the spell’s level to Draconic Presence
target a second creature in range with the same spell At 18th level, as an action you can spend 5 sorcery
(1 Sorcery point if its a cantrip). points to draw on the dread presence of your draconic
ancestor, exuding an aura of awe or fear (your choice)
Ability Score Increase to a distance of 60 ft. For 1 minute or until you lose
concentration, each hostile creature that starts its turn
At 4th, 8th, 12th, 16th, and 19th level, you can increase in this aura must succeed on a Wisdom saving throw or
one ability score by 2, or two ability scores by 1. You be charmed or frightened. A creature that succeeds on
can’t bring an ability score above 20 using this feature. this throw is immune to your aura for 24 hours.

PAGE 38
Wild Magic Storm (scag.137)
Wild Magic Surge Wind Speaker
At 1st level, immediately after casting a Sorcerer spell You can speak, read, and write Primordial.
of 1st level or higher, the DM can have you roll a d20. If
you roll a 1, roll on the Wild Magic Surge table. Tempestuous Magic
At 1st level, you can use a bonus action on your turn,
Tides of Chaos immediately before or after you cast a spell of 1st
At 1st level, you can gain advantage on one attack roll, level or higher, to fly up to 10 ft without provoking
ability check, or saving throw. Once you do so, you must opportunity attacks.
finish a long rest before using this feature again.
Any time before regaining the use of this feature, the Heart of the Storm
DM can have you roll on the Wild Magic Surge table At 6th level, you gain resistance to lightning and
immediately after casting a Sorcerer spell of 1st level or thunder damage.
higher. You then regain the use of this feature. In addition, when you start casting a spell of 1st
level or higher that deals lightning or thunder damage,
Bend Luck creatures of your choice within 10 ft of you take
At 6th level, when another creature you can see makes lightning or thunder damage (your choice) equal to half
an attack roll, ability check, or saving throw, you can your Sorcerer level.
use your reaction and spend 2 sorcery points to roll 1d4
and apply the number as a bonus or a penalty to the Storm Guide
creatures roll. You can so do after the roll is made but At 6th level, you can subtly control the weather.
before any effects occur. If its raining, you can use an action to cause the rain
the stop falling in a 20 ft radius around you. You can
Controlled Chaos end this as a bonus action.
At 14th level, when you roll on the Wild Magic Surge If its windy, you can use a bonus action each round
table, you can roll twice and use either number. to choose the direction that the wind blows in a 100 ft
radius around you. The wind blows in that direction
Spell Bombardment until the end of your next turn. This doesn’t alter the
At 18th level, when you roll damage for a spell and roll speed of the wind.
the highest number possible on any number of dice,
choose one of those dice, roll it again and add that roll to Storm’s Fury
the damage. You can use the feature only once per turn. At 14th level, when hit by a melee attack, you can
use your reaction to deal lightning damage equal to
your Sorcerer level. The attacker must succeed on a
Strength saving throw or be pushed in a straight line up
to 20 ft away from you.

Wind Soul
At 18th level, you gain immunity to lightning and
thunder damage.
You also gain a flight speed of 60 ft. As an action,
you can reduce your flying speed to 30 ft for 1 hr, and
choose a number of creatures within 30 ft equal to 3 +
your Charisma modifier. These creatures gain a flying
speed of 30 ft for 1 hr. Once you reduce your flying
speed in this way, you can’t do so again until after a rest.

PAGE 39
Sorcerer Spells
Cantrips (0 Level) 2nd Level Gaseous Form PHB.244 6th Level
Acid Splash PHB.211 Aganazzar’s Scorcher Haste PHB.250 Arcane Gate PHB.214
Blade Ward PHB.218 EE.15 Hypnotic Pattern PHB.252 Chain Lightning PHB.221
Booming Blade SCAG.142 Alter Self PHB.211 Lightning Bolt PHB.255 Circle of Death PHB.221
Chill Touch PHB.221 Blindness/Deafness Major Image PHB.258 Disintegrate PHB.233
Control Flames EE.16 PHB.219 Melf’s Minute Meteors Eyebite PHB.238
Create Bonfire EE.16 Blur PHB.219 EE.20 Globe of Invulnerability
Dancing Lights PHB.230 Cloud of Daggers PHB.222 Protection from Energy PHB.245
Fire Bolt PHB.242 Crown of Madness PHB.270 Investiture of Flame
Friends PHB.244 PHB.229 Sleet Storm PHB.276 EE.19
Frostbite EE.18 Darkness PHB.230 Slow PHB.277 Investiture of Ice EE.19
Gust EE.19 Darkvision PHB.230 Stinking Cloud PHB.278 Investiture of Stone
Green-Flame Blade Detect Thoughts PHB.231 Tongues PHB.283 EE.19
SCAG.143 Dust Devil EE.17 Wall of Water EE.23 Investiture of Wind EE.20
Light PHB.255 Earthbind EE.17 Water Breathing PHB.287 Mass Suggestion PHB.258
Lightning Lure SCAG.143 Enhance Ability PHB.237 Water Walk PHB.287 Move Earth PHB.263
Mage Hand PHB.256 Enlarge/Reduce PHB.237 Sunbeam PHB.279
Mending PHB.259 Gust of Wind PHB.248 4th Level True Seeing PHB.284
Message PHB.259 Hold Person PHB.251 Banishment PHB.217
Minor Illusion PHB.260 Invisibility PHB.254 Blight PHB.219 7th Level
Mold Earth EE.21 Knock PHB.254 Confusion PHB.224 Delayed Blast Fireball
Poison Spray PHB.266 Levitate PHB.255 Dimension Door PHB.233 PHB.230
Prestidigitation PHB.267 Maximilian’s Earthen Dominate Beast PHB.234 Etherealness PHB.238
Ray of Frost PHB.271 Grasp EE.20 Greater Invisibility Finger of Death PHB.241
Shape Water EE.21 Mirror Image PHB.260 PHB.246 Fire Storm PHB.242
Shocking Grasp PHB.275 Misty Step PHB.260 Ice Storm PHB.252 Plane Shift PHB.266
Sword Burst SCAG.143 Phantasmal Force Polymorph PHB.266 Prismatic Spray PHB.267
Thunderclap EE.22 PHB.264 Stoneskin PHB.278 Reverse Gravity PHB.272
True Strike PHB.284 Pyrotechnics EE.21 Storm Sphere EE.22 Teleport PHB.281
Scorching Ray PHB.273 Vitriolic Sphere EE.23
1st Level Wall of Fire PHB.285 8th level
See Invisibility PHB.274
Burning Hands PHB.220 Watery Sphere EE.23 Abi-Dalzim’s Horrid
Shatter PHB.275
Catapult EE.15 Wilting EE.15
Snilloc’s Snowball
Charm Person PHB.221 5th Level Dominate Monster
Swarm EE.22
Chromatic Orb PHB.221 Animate Objects PHB.213 PHB.235
Spider Climb PHB.277
Color Spray PHB.222 Cloudkill PHB.222 Earthquake PHB.236
Suggestion PHB.279
Comprehend Languages Cone of Cold PHB.224 Incendiary Cloud PHB.253
Warding Wind EE.23
PHB.224 Control Winds EE.16 Power Word Stun
Web PHB.287
Detect Magic PHB.231 Creation PHB.229 PHB.267
Disguise Self PHB.233 3rd Level Dominate Person Sunburst PHB.279
Earth Tremor EE.17 Blink PHB.219 PHB.235
Hold Monster PHB.251 9th level
Expeditious Retreat Clairvoyance PHB.222
Immolation EE.19 Gate PHB.244
PHB.238 Counterspell PHB.228
Insect Plague PHB.254 Meteor Swarm PHB.259
False Life PHB.239 Daylight PHB.230
Seeming PHB.274 Power Word Kill PHB.266
Feather Fall PHB.239 Dispel Magic PHB.234
Telekinesis PHB.280 Time Stop PHB.283
Fog Cloud PHB.243 Erupting Earth EE.17
Teleportation Circle Wish PHB.288
Ice Knife EE.19 Fear PHB.239
Jump PHB.254 Fireball PHB.241 PHB.282
Mage Armor PHB.256 Flame Arrows EE.18 Wall of Stone PHB.287
Magic Missile PHB.257 Fly PHB.243
Ray of Sickness PHB.271
Shield PHB.275
Silent Image PHB.276
Sleep PHB.276
Thunderwave PHB.282
Witch Bolt PHB.289

PAGE 40
Wild Magic Table
d100 Effect d100 Effect
01—02 Roll on this table at the start of each of your 47-48 A unicorn controlled by the DM appears in
turns for the next minute, ignoring this result on a space within 5 ft of you, then disappears 1
subsequent rolls. minute later.
03-04 For 1 minute, you can see any invisible creature if 49-50 You can’t speak for 1 minute. Whenever you try,
you have line of sight to it. pink bubbles float out of your mouth.
05-06 A modron chosen and controlled by the DM 51-52 A spectral shield hovers near you for 1 minute,
appears in an unoccupied space within 5 ft of you, granting you a +2 bonus to AC and immunity to
then disappears 1 minute later. Magic Missile (PHB.257).
07-08 You cast Fireball (PHB.241) as a 3rd-level spell 53-54 You are immune to being intoxicated by alcohol
centered on yourself. for the next 5d6 days.
09-10 You cast Magic Missile (PHB.257) as a 55-56 All of your hair falls out, but grows back within
5th-level spell. 24 hours.
11-12 Roll a d10. Your height changes by a number of 57-58 For 1 minute, any flammable object you touch
inches equal to the roll. If the roll is odd, you that isn’t being worn or carried by another
shrink. If the roll is even, you grow. creature bursts into flame.
13-14 You cast Confusion (PHB.224) centered on yourself. 59-60 You regain your lowest-level expended spell slot.
15-16 For 1 minute, you regain 5 hit points at the start 61-62 For 1 minute, you must shout when you speak.
of each of your turns. 63-64 You cast Fog Cloud (PHB.243) centered on yourself.
17-18 You grow a long beard made of feathers that 65-66 Up to three creatures you choose within 30 ft of
remains until you sneeze, at which point the you take 4d10 lightning damage.
feathers explode out from your face.
67-68 You are frightened by the nearest creature until
19-20 You cast Grease (PHB.246) centered on yourself. the end of your next turn.
21-22 Creatures have disadvantage on saving throws 69-70 Each creature within 30 ft of you becomes
against the next spell you cast in the next minute invisible 1 next minute. The invisibility ends on a
that involves a saving throw. creature when it attacks or casts a spell.
23-24 Your skin turns a vibrant shade of blue. A Remove 71-72 You gain resistance to all damage for 1 minute.
Curse (PHB.271) spell can end this effect.
73-74 A random creature within 60 ft of you becomes
25-26 An eye appears on your forehead for the next poisoned for 1d4 hours.
minute. During that time, you have advantage on
Wisdom (Perception) checks that rely on sight. 75-76 You glow with bright light in a 30-ft radius for 1
minute. Any creature that ends its turn within 5
27-28 For 1 minute, all your spells with a casting time of 1 feet of you is blinded until the end of its next turn.
action have a casting time of 1 bonus action.
77-78 You cast Polymorph (PHB.266) on yourself. If you
29-30 You teleport up to 60 ft to an unoccupied space of fail the saving throw, you turn into a sheep for the
your choice that you can see. spell’s duration.
31-32 You are transported to the Astral Plane until the 79-80 Illusory butterflies and flower petals flutter in the
end ofyour next turn, after which time you return air within 10 ft of you 1 next minute.
to the space you previously occupied or the nearest
unoccupied space if that space is occupied. 81-82 You can take one additional action immediately.
33-34 Maximize the damage of the next damaging spell 83-84 Each creature within 30 ft of you takes 1d10
you cast within the next minute. necrotic damage. You regain hit points equal to
the sum of the necrotic damage dealt.
35-36 Roll a d10. Your age changes by a number of
years equal to the roll. If the roll is odd, you get 85-86 You cast Mirror Image (PHB.260).
younger (minimum 1 year old). If the roll is even, 87-88 You cast Fly (PHB.243) on a random creature
you get older. within 60 ft of you.
37-38 1d6 flumphs controlled by the DM appear in 89-90 You become invisible for 1 minute. During
unoccupied spaces within 60 ft of you and are that time, other creatures can’t hear you. The
frightened of you. They vanish after 1 minute. invisibility ends if you attack or cast a spell.
39-40 You regain 2d10 hit points. 91-92 If you die within 1 minute, immediately come back
41-42 You turn into a potted plant until the start of your to life as if by the Reincarnate (PHB.271) spell.
next turn. While a plant, you are incapacitated and 93-94 Your size increases by one category for 1 minute.
have vulnerability to all damage. If you drop to 0
hit points, your pot breaks, and your form reverts. 95-96 You and all creatures within 30 ft of you gain
vulnerability to piercing damage for 1 minute.
43-44 For 1 minute, you can teleport up to 20 ft as a
bonus action on each of your turns. 97-98 You are hear by faint, ethereal music for 1 minute.

45-46 You cast Levitate (PHB.255) on yourself. 99-00 You regain all expended sorcery points.

PAGE 41
Prof. Spells Spell Slot Invocations
Level Bonus Features 0th Knwn Slots Level Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st —

2nd +2 Eldritch Invocations 2 3 2 1st 2


3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 — 3 6 2 3rd 3
6th +3 Otherworldly Patron feature 3 7 2 3rd 3
7th +3 — 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 — 3 10 2 5th 5
10th +4 Otherworldly Patron feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Otherworldly Patron feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 — 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8

Warlock Spells Known of 1st Level and Higher


The Warlock Table shows how many spells you know.
Each of these spells must be of a level no higher than
Hit Points
your current spell slots. Additionally, when you gain
Hit Dice: 1d8 per Warlock Level
a level in this class, you may replace a spell you know
Hit Points at 1st Level: 8 + your Constitution modifier
with another from the Warlock spell list.
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per Warlock level after 1st Spellcasting Ability
Charisma is your spellcasting ability for Warlock spells.
Proficiencies
Armor: Light Armor Spell save DC = 8 + your Proficiency bonus + your
Weapons: Simple Weapons Charisma modifier
Saving Throws: Wisdom, Charisma
Skills: Two from Arcana, Deception, History, Spell attack modifier = your Proficiency bonus + your
Intimidation, Investigation, Nature, and Religion Charisma modifier

Equipment Spellcasting Focus


You start with the following equipment: You use an arcane focus as a spellcasting focus for your
• (a) a Light Crossbow and 20 bolts or Warlock spells.
(b) any Simple Weapon
• (a) a Component Pouch or (b) an Arcane Focus Eldritch Invocations
• (a) a Scholar’s Pack or (b) a Dungeoneer’s Pack
• Leather Armor, any Simple Weapon, At 2nd level, you gain two eldritch invocations of
and two Daggers your choice. When you gain certain levels, you gain
additional invocations, as shown in the Warlock table.
Pact Magic Additionally, when you gain a level in this class, you can
replace an invocation you know.
Cantrips If an invocation has prerequisities, you must meet
At 1st level, you know two cantrips from the Warlock them to learn them. You can learn the invocation at
spell list. You learn additional cantrips as you level up, the same time that you meet its prerequisities. Level
as per the Warlock table. prerequisities refer to Warlock level, not character level.

Spell Slots Agonizing Blast


The Warlock Table shows how many spell slots you Prerequisite: Eldritch Blast (PHB.237) cantrip
have, and what level they all are. To cast one of these When you cast Eldritch Blast (PHB.237), add your
spells, you must expend a spell slot. You regain all spell Charisma modifier to the damage it deals on a hit.
slots when you finish a short or long rest.
Armor of Shadows
You can cast Mage Armor (PHB.256) on yourself at will,
without expending a spell slot or material components.

PAGE 42
Ascendant Step Lifedrinker
Prerequisite: 9th Level Prerequisite: 12th level, Pact of the Blade feature
You can cast Levitate (PHB.255) on yourself at will, When you hit a creature with your pact weapon, they
without expending a spell slot or material components. take extra necrotic damage equal to your Charisma
modifier (Min 1).
Beast Speech
You can cast Speak with Animals (PHB.277) at will, Mask of Many Faces
without expending a spell slot. You can cast Disguise Self (PHB.233) at will, without
expending a spell slot.
Beguiling Influence
You gain proficiency in Deception and Persuasion. Master of Myriad of Forms
Prerequisite: 15th level
Bewitching Whispers You can cast Alter Self (PHB.211) at will, without
Prerequisite: 7th Level expending a spell slot.
You can cast Compulsion (PHB.224) once using a Warlock
spell slot. You can’t do so again until you take a long rest. Minions of Chaos
Prerequisite: 9th level
Book of Ancient Secrets You can cast Conjure Elemental (PHB.225) once using a
Prerequisite: Pact of the Tome feature Warlock spell slot. You can’t do so again until you finish
Choose two 1st level spells with the ritual tag from any a long rest.
class’s spell list. They are now inscribed inside your
Book of Shadows, and don’t count against the number Mire the Mind
of spells you know. You can cast the chosen spells as Prerequisite: 5th Level
rituals. You can’t cast them otherwise, unless you learn You can cast Slow (PHB.277) once using a Warlock spell
them by other means. You may also cast other Warlock slot. You can’t do so again until you finish a long rest.
spells you know as a ritual if it has the ritual tag.
If you find other ritual spells in your adventures, you Misty Visions
can add it to the book if the spell’s level is equal to or You can cast Silent Image (PHB.276) at will, without
less than half your Warlock level (rounded up). For each expending a spell slot or material components.
level of the spell, it takes 2 hours and 50gp in rare ink
One with Shadows
to transcribe into the book.
Prerequisite: 5th level
Chains of Carceri When in dim light or darker, you can use your action to become
Prerequisite: 15th level, Pact of the Chain feature invisible until you move or take an action or reaction.
You can cast Hold Monster (PHB.251) at will - targeting a
Otherworldly Leap
celestial, fiend, or elemental - without expending a spell
Prerequisite: 9th Level
slot or material components. You must finish a long rest
You can cast Jump (PHB.254) on yourself at will, without
before you can use this invocation on that creature again.
expending a spell slot or material components.
Devil’s Sight
Repelling Blast
You can see normally in darkness, both magical or
Prerequisite: Eldritch Blast (PHB.237) cantrip
otherwise, to a distance of 120 ft.
When you hit a creature with Eldritch Blast (PHB.237),
Dreadful Word you can push them up to 10 ft away from you in a
Prerequisite: 7th level straight line.
You can cast Confusion (PHB.224) once using a Warlock
Sculptor of Flesh
spell slot. You can’t do so again until you finish a long rest.
Prerequisite: 7th Level
Eldritch Sight You can cast Polymorph (PHB.266) once using a Warlock
You can cast Detect Magic (PHB.231) at will, without spell slot. You can’t do so again until you take a long rest.
expending a spell slot.
Sign of Ill Omen
Eldritch Spear Prerequisite: 5th Level
Prerequisite: Eldritch Blast (PHB.237) cantrip You can cast Bestow Curse (PHB.218) once using a
When you cast Eldritch Blast (PHB.237), its range is 300 ft. Warlock spell slot. You can’t do so again until you finish
a long rest.
Eyes of the Rune Keeper
You can read all writing Thief of Five Fates
You can cast Bane (PHB.216) once using a Warlock spell
Fiendish Vigor slot. You can’t do so again until you finish a long rest.
You can cast False Life (PHB.239) on yourself as a 1st-
level spell, without expending a spell slot or material Thirsting Blade
components. Prerequisite: 5th Level, Pact of the Blade feature
You can attack twice with your pact weapon, instead of
Gaze of Two Minds once, when you take the Attack action on your turn.
You can use your action to touch a willing humanoid
and perceive through its eyes until the end of your next Visions of Distant Realms
turn. As long as you are on the same plane, you can Prerequisite: 15th level
use your action on each subsequent turn to maintain You can cast Arcane Eye (PHB.214) at will, without
this connection. While perceiving through the other expending a spell slot.
creatures senses, you are blinded and deafened to your
own surroundings.

PAGE 43
Voice of the Chain Master Ability Score Increase
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar At 4th, 8th, 12th, 16th, and 19th level, you can increase
and perceive through its senses as long as you are on one ability score by 2, or two ability scores by 1. You
the same plane. Additionally, while perceiving through can’t bring an ability score above 20 using this feature.
its senses, you can speak through it with your own
voice, even if its normally incapable of speech. Mystic Arcanum
Whispers of the Grave At 11th level, you can choose one 6th level spell from
Prerequisite: 9th level the Warlock spell list. You can cast this spell once
You can cast Speak with Dead (PHB.277) at will, without without expending a spell slot. You must finish a long
expending a spell slot. rest before you cast it again.
At higher levels, you gain more Warlock spells that can
Witch Sight be cast this way. One 7th level spell at 13th level, one
Prerequisite: 15th level 8th level spell at 15th level, and one 9th level at 17th
You can see the true form of any shapechanger or level. You regain all uses of Mystic Arcanum when you
creature concealed by illusion or transmutation magic finish a long rest.
while its within 30 ft of you and within line of sight.
Eldritch Master
Pact Boon At 20th level, you can spend 1 minute and regain all
At 3rd level, your patron bestows a gift of your choice of your expended spell slots. Once you use this feature, it
the following. can’t be used again until you finish a long rest.

Pact of the Chain


You learn the Find Familiar (PHB.240) and can cast it as a Otherworldly Patron
ritual. This doesn’t count against your spells known. At 1st level, you struck a bargain with an otherworldly
When you cast this spell, you can choose one of being of your choice: The Archfey, the Fiend, the Great
the normal forms for a familiar, or as a sprite, imp, Old One, The Undying (SCAG). This choice grants you
pseudodragon, or quasit. features at 1st, 6th, 10th, and 14th level.
Additionally, when you take the Attack action, you can
forgo one of your own attacks to allow your familiar to The Archfey
make an attack of its own.
Expanded Spell List
Pact of the Blade Your patron adds the following spells to the Warlock
You can use your action to create a pact weapon in spell list for you.
your empty hand. You can choose the form that this
melee weapon takes each time you create it. You are Spell
proficient with it while you wield it. This weapon counts Level Spells
as magical. 1st Faerie Fire (PHB.239),
Your pact weapon disappears if it is more than 5 ft Sleep (PHB.276)
away from you for 1 minute or more. It also disappears
2nd Calm Emotions (PHB.221),
if you use this feature again, dismiss the weapon, or if
Phantasmal Force (PHB.264)
you die.
You can transform one magic weapon into your pact 3rd Blink (PHB.219),
weapon by performing a special ritual while you hold Plant Growth (PHB.266)
the weapon. You perform it over an hour, which can 4th Dominate Beast (PHB.234),
be done during a short rest. You can then dismiss the Greater Invisibility (PHB.246)
weapon, shunting it into an extradimensional space, 5th Dominate Person (PHB.235),
and appears whenever you create your pact weapon Seeming (PHB.274)
thereafter. You can’t affect an artifact or sentient
weapon in this way. The weapon ceases to be your pact Fey Presence
weapon if you die, if you perform the ritual on another At 1st level, as an action, you can cause each creature
weapon, or if you use another ritual to break the bond. in a 10 ft cube around you to make a Wisdom saving
It appears at your feet if its in the extradimensional throw against your spell save DC. Those that fail are
space when the bond breaks. charmed or frightened (your choice) until the end of
your next turn.
Pact of the Tome Once you use this feature, you can’t use it again until
Your patron gives you a book called a Book of Shadows. you finish a short or long rest.
When you gain this feature, choose three cantrips from
any class’s spell list. While the book is on your person, Misty Escape
you can cast those cantrips at will. They don’t count At 6th level, when you take damage, you can use your
against the number of cantrips you know. reaction to turn invisible and teleport up to 60 ft to an
If you lose your Book of Shadows, you can perform unoccupied space you can see. You remain invisible
a 1 hr ceremony to receive a replacement from your until the start of your next turn or until you attack or
patron. It can be performed during a short or long rest, cast a spell.
and destroys the previous book. The book turns to ash Once you use this feature, you can’t use it again until
if you die. you finish a short or long rest.

PAGE 44
Beguiling Defenses The Great Old One
At 10th level, you become immune to being charmed,
and when another creature attempts to charm you, you Expanded Spell List
can use your reaction to reverse the charm back on Your patron adds the following spells to the Warlock
them. They must succeed on a Wisdom saving throw spell list for you.
versus your spell save DC or be charmed by you for
1 minute or until the creature takes damage. Spell
Level Spells
Dark Delirium 1st Dissonant Whispers (PHB.234),
At 14th level, as an action, choose a creature you can Tasha’s Hideous Laughter (PHB.280)
see within 60 ft. It must make a Wisdom saving throw
2nd Detect Thoughts (PHB.231),
against your spell save DC. On a failed save, it is Phantasmal Force (PHB.264)
charmed or frightened by you (your choice) for 1 minute
or until your concentration is broken. This effect ends 3rd Clairvoyance (PHB.222),
Sending (PHB.274)
early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in 4th Dominate Beast (PHB.234),
a misty realm, the appearance is as you choose. It can Evard’s Black Tentacles (PHB.238)
see and hear only itself, you, and the illusion. 5th Dominate Person (PHB.235),
You must finish a short or long rest before using this Telekinesis (PHB.280)
feature again.
Awakened Mind
At 1st level, you can communicate telepathically with
The Fiend any creature you can see within 30 ft. You don’t need to
Expanded Spell List share a language, but it must be able to understand at
Your patron adds the following spells to the Warlock least one language.
spell list for you.
Entropic Ward
Spell At 6th level, when a creature makes an attack roll
Level Spells against you, you can use your reaction to impose
disadvantage. If the attack misses, your next attack
1st Burning Hands (PHB.220),
roll against that creature has advantage if you make it
Command (PHB.223)
before the end of your next turn.
2nd Blindness/Deafness (PHB.219), Once you use this feature, you can’t use it again until
Scorching Ray (PHB.273)
you finish a short or long rest.
3rd Fireball (PHB.241),
Stinking Cloud (PHB.278) Thought Shield
4th Fire Shield (PHB.242), At 10th level, your thoughts can’t be read by telepath
Wall of Fire (PHB.285) or other means unless you allow it. You also have
resistance to psychic damage, and whenever a creature
5th Flame Strike (PHB.242),
Hallow (PHB.249)
deals psychic damage to you, it takes the same amount
of damage.
Dark One’s Blessing
At 1st level, when you reduce a hostile creature to 0 hit Create Thrall
points, you gain temporary hit points equal to your At 14th level, you can use your action to touch an
Charisma modifier + your Warlock level (min 1). incapacitated humanoid. They are then charmed by you
until a Remove Curse (PHB.271) spell is cast on it, if the
Dark One’s Own Luck charmed condition is removed, or you use this feature
At 6th level, when you make an ability check or saving again. You can communicate telepathically with the
throw, you can use this feature to add a d10 to your roll. charmed creature as long as you on the same plane.
You can do so after seeing the initial roll but before any
of the effects occur.
Once you use this feature, you can’t use it again until
you finish a short or long rest.

Fiendish Resilience
At 10th level, you can choose one damage type when
you finish a short or long rest. You gain resistance to
that damage type until you choose a different one with
this feature. Damage from magical or silver weapons
ignore this resistance.

Hurl Through Hell


At 14th level, when you hit a creature with an attack,
you can use this feature to instantly transport the target
through the lower planes. They disappear and hurtle
through a nightmare landscape.
At the end of your next turn, it returns to the space it
previously occupied, or the nearest unoccupied space. If
the target is not a fiend, it takes 10d10 psychic damage.
Once you use this feature, you can’t use it again until
you finish a long rest.

PAGE 45
The Undying (scag) Defy Death
At 6th level, you regain hit points equal to 1d8 + your
Expanded Spell List Constitution modifier (min 1) when you succeed on a
Your patron adds the following spells to the Warlock death saving throw or when you use Spare the Dying
spell list for you. (PHB.277) on another creature.
Once you use this feature, you can’t use it again until
Spell you finish a long rest.
Level Spells
1st False Life (PHB.239), Undying Nature
Ray of Sickness (PHB.271) At 10th level, you can hold your breath indefinitely, and
don’t require food, water, or sleep. You still require rest
2nd Blindness/Deafness (PHB.219),
Silence (PHB.275) to reduce exhaustion and still benefit from finishing
short and long rests.
3rd Feign Death (PHB.240), In addition, you age at 1/10th the normal rate, and are
Speak with Dead (PHB.277)
immune to being magically aged.
4th Aura of Life (PHB.216),
Death Ward (PHB.230) Indestructible Life
5th Contagion (PHB.227), At 14th level, you can use your bonus action to
Legend Lore (PHB.254) regain hit points equal to 1d8 + your Warlock level.
Additionally, you can reattach severed limbs at this time.
Among the Dead Once you use this feature, you can’t use it again until
At 1st level, you learn the Spare the Dying (PHB.277) you finish a short or long rest.
cantrip, which doesn’t count against the number of
Warlock cantrips you know. You also have advantage on
any saving throws against disease.
Additionally, if an undead targets you directed with an
attack or harmful spell, it must make a Wisdom saving
throw against your spell save DC (unless the spell is an
area of effect spell). On a failed save, they must choose
a new target, or forfeit the spell. On a successful save,
they are immune to this effect for 24 hrs. They are also
immune to this effect for 24 hrs if you target it with an
attack or harmful spell.

PAGE 46
Warlock Spells
Cantrips (0 Level) 2nd Level 4th Level 7th level
Blade Ward PHB.218 Cloud of Daggers PHB.222 Banishment PHB.217 Etherealness PHB.238
Booming Blade SCAG.142 Crown of Madness Blight PHB.219 Finger of Death PHB.241
Chill Touch PHB.221 PHB.229 Dimension Door PHB.233 Forcecage PHB.243
Create Bonfire EE.16 Darkness PHB.230 Elemental Bane EE.17 Plane Shift PHB.266
Eldritch Blast PHB.237 Earthbind EE.17 Hallucinatory Terrain
Friends PHB.244 Enthrall PHB.238 PHB.249 8th level
Frostbite EE.18 Hold Person PHB.251 Demiplane PHB.231
Green-Flame Blade Invisibility PHB.254 5th Level Dominate Monster
SCAG.143 Mirror Image PHB.260 Contact Other Plane PHB.235
Lightning Lure SCAG.143 Misty Step PHB.260 PHB.226 Feeblemind PHB.239
Mage Hand PHB.256 Ray of Enfeeblement Dream PHB.236 Glibness PHB.245
Magic Stone EE.20 PHB.271 Hold Monster PHB.251 Power Word Stun
Minor Illusion PHB.260 Shatter PHB.275 Scrying PHB.273 PHB.267
Poison Spray PHB.266 Spider Climb PHB.277
6th Level 9th Level
Prestidigitation PHB.267 Suggestion PHB.279
Arcane Gate PHB.214 Astral Projection PHB.215
Sword Burst SCAG.143
3rd Level Circle of Death PHB.221 Foresight PHB.244
Thunderclap EE.22
Counterspell PHB.228 Conjure Fey PHB.226 Imprisonment PHB.252
True Strike PHB.284
Dispel Magic PHB.234 Create Undead PHB.229 Power Word Kill PHB.266
1st Level Fear PHB.239 Eyebite PHB.238 True Polymorph PHB.283
Armor of Agathys PHB.215 Fly PHB.243 Flesh to Stone PHB.243
Arms of Hadar PHB.215 Gaseous Form PHB.244 Investiture of Flame
Charm Person PHB.221 Hunger of Hadar PHB.251 EE.19
Comprehend Languages Hypnotic Pattern PHB.252 Investiture of Ice EE.19
PHB.224 Magic Circle PHB.256 Investiture of Stone
Expeditious Retreat Major Image PHB.258 EE.19
PHB.238 Remove Curse PHB.271 Investiture of Wind EE.20
Hellish Rebuke PHB.250 Tongues PHB.283 Mass Suggestion PHB.258
Hex PHB.251 Vampiric Touch PHB.285 True Seeing PHB.284
Illusory Script PHB.252
Protection from Evil and
Good PHB.270
Unseen Servant PHB.284
Witch Bolt PHB.289

PAGE 47
Prof.
Level Bonus Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 Spellcasting, Arcane Recovery 3 2 — — — — — — — —

2nd 2 Arcane Tradition 3 3 — — — — — — — —

3rd 2 — 3 4 2 — — — — — — —

4th 2 Ability Score Improvement 4 4 3 — — — — — — —

5th 3 — 4 4 3 2 — — — — — —

6th 3 Arcane Tradition feature 4 4 3 3 — — — — — —

7th 3 — 4 4 3 3 1 — — — — —

8th 3 Ability Score Improvement 4 4 3 3 2 — — — — —

9th 4 — 4 4 3 3 3 1 — — — —

10th 4 Arcane Tradition feature 5 4 3 3 3 2 — — — —

11th 4 — 5 4 3 3 3 2 1 — — —

12th 4 Ability Score Improvement 5 4 3 3 3 2 1 — — —

13th 5 — 5 4 3 3 3 2 1 1 — —

14th 5 Arcane Tradition feature 5 4 3 3 3 2 1 1 — —

15th 5 — 5 4 3 3 3 2 1 1 1 —

16th 5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —

17th 6 — 5 4 3 3 3 2 1 1 1 1
18th 6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th 6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th 6 Signature Spell 5 4 3 3 3 3 2 2 1 1

Wizard Preparing and Casting Spells


The Wizard Table shows how many spell slots you
Hit Points have of each level. To cast one of these spells, you
Hit Dice: 1d6 per Wizard Level must expend a spell slot of the spells level or higher.
Hit Points at 1st Level: 6 + your Constitution modifier You regain all spell slots when you finish a long rest.
Hit Points at Higher Levels: 1d6 (or 4) + your Casting the spell doesn’t remove it from your list of
Constitution modifier per Wizard level after 1st prepared spells.
You prepare a list of Wizard spells that are available
Proficiencies for you to cast. Choose a number of spells from your
Armor: None spellbook equal to your Intelligence modifier + your
Weapons: Daggers, Darts, Slings, Quarterstaffs, Wizard level (min 1). They must be of a level for which
Light Crossbows you have slots.
Saving Throws: Intelligence, Wisdom You can change this list of prepared spells when you
Skills: Two from Arcana, History, Insight, Investigation, finish a long rest. Doing so takes time: 1 minute per
Medicine, and Religion spell level for each spell on your list.

Equipment Spellcasting Ability


You start with the following equipment: Intelligence is your spellcasting ability for Wizard spells.
• (a) a Quarterstaff or (b) a Dagger
• (a) a Component Pouch or (b) an Arcane Focus Spell save DC = 8 + your Proficiency bonus + your
• (a) a Scholar’s Pack or (b) an Explorer’s Pack Intelligence modifier
• A Spell Book Spell attack modifier = your Proficiency bonus + your
Intelligence modifier
Spellcasting Ritual Casting
Cantrips You can cast Wizard spells as a ritual if that spell has
At 1st level, you know three cantrips from the Wizard the ritual tag and you have it in your spellbook. It
spell list. You learn additional cantrips as you level up, doesn’t need to be prepared.
as per the Wizard table. Spellcasting Focus
Spellbook You can use an arcane focus as a spellcasting focus for
At 1st level, you have a spellbook containing six 1st your Wizard spells.
level Wizard spells of your choice. Learning Spells of 1st Level and Higher
If you wish to copy a spell from your spellbook into Each time you gain a Wizard level, you can add two
another book (such as a backup spellbook) you can Wizard spells of your choice to your spellbook. Each
spend 1 hour and 10 gp per spell level of the copied must be of a level for which you have spell slots.
spell to do so. If you lose your spellbook, you can do the If you find other Wizard spells of 1st level or high in
same process to copy down your prepared spells to a your travels, you can add it to your spellbook if it is of a
new spellbook. level for which you have spell slots. This takes 2 hours
and 50 gp in ink for each level of the spell.

PAGE 48
Arcane Recovery Improved Abjuration
At 10th level, when you cast an abjuration spell that
Once per day, when you finish a short rest, you can requires you to make an ability check as part of the
recover spell slots. These slots can have a combined casting, add your proficiency bonus to that ability check.
level equal to or less than half your Wizard level
(rounded up), and none can be 6th level or higher. Spell Resistance
At 14th level, you have advantage on saving throws
Ability Score Increase against spells. You also have resistance to spell damage.

At 4th, 8th, 12th, 16th, and 19th level, you can increase
one ability score by 2, or two ability scores by 1. You
School of Conjuration
can’t bring an ability score above 20 using this feature. Conjuration Savant
At 2nd level, the gold and time you spend copying a
Spell Mastery Conjuration spell into your spellbook is halved.

At 18th level, you can choose a 1st-level and 2nd-level Minor Conjuration
Wizard spell in your spellbook. You can cast those At 2nd level, you can use your action to conjure an
spells at their lowest levels without expending a inanimate object in your hand or on the ground in an
spellslot when they are prepared. If you want to cast unoccupied space you can see within 10 ft. This object
them at a higher level, you must expend a slot as usual. can be no larger than 3 ft on a side and weigh no more
You can change one or both spells for new ones by than 10 lbs, and its form must be that of a nonmagical
spending 8 hours in study. object that you have seen. It is visibly magical, radiating
dim light out 5 ft.
Signature Spells It disappears after 1 hr, when you use this feature
again, or if it takes any damage.
At 20th level, you can choose two 3rd level Wizard
spells in your spellbook as your signature spells. You Benign Transposition
always have them prepared, they don’t count against At 6th level, you can use your action to teleport up
the spells you can have prepared, and you can cast each to 30 ft to an unoccupied space that you can see.
of them once at 3rd level without expending a spell slot. Alternatively, choose a space that is within range that
When you do so, you can’t do so again until you finish a is occupied by a Small or Medium creature. If that
short or long rest. creature is willing, you swap places.
If you want to cast either spell at a higher level, you Once you use this feature, you can’t use it again until
must expend a slot as normal. you finish a long rest or cast a conjuration spell of 1st
level or higher.

Arcane Traditions Focused Conjuration


At 2nd level, you choose an arcane tradition to follow: At 10th level, while concentrating on a conjuration spell,
Abjuration, Conjuration, Divination, Enchantment, your concentration can’t be broken due to damage.
Evocation, Illusion, Necromancy, Transmutation, or
Bladesinging (SCAG). Your choice grants you features at Durable Summons
2nd, 6th, 10th, and 14th level. At 14th level, any creature you summon or create with a
conjuration spell has 30 temporary hit points.
School of Abjuration
School of Divination
Abjuration Savant
At 2nd level, the gold and time you spend copying a Divination Savant
Abjuration spell into your spellbook is halved. At 2nd level, the gold and time you spend copying a
Divination spell into your spellbook is halved.
Arcane Ward
At 2nd level, when you cast an abjuration spell of 1st Portent
level or higher, you can create a magical ward around At 2nd level, when you finish a long rest, roll two d20s
yourself that lasts until you finish a long rest. The ward and record the numbers rolled. You can replace any
has hit points equal to twice your Wizard level + your attack roll, saving throw, or ability check made by you
Intelligence modifier. Whenever you take damage, it or a creature that you can see with one of these rolls.
takes the damage instead. If this reduces the ward to 0 You must choose to do so before the roll, and you can
hit points, you take any remaining damage. replace a roll in this way only once per turn.
While the ward has 0 hit points, it can’t absorb Each roll can only be used once. When you finish a
damage, but remains. Whenever you cast an abjuration long rest, you lose any unused rolls.
spell of 1st level or higher, it regains hit points equal to
Expert Divination
twice the level of the spell.
At 6th level, when you cast a divination spell of 2nd
Once you create the ward, you can’t create it again
level or higher using a spell slot, you regain one
until you finish a long rest.
expended spell slot. The slot you regain must be of a
Projected Ward level lower than the spell you cast and can’t be higher
At 6th level, whenever a creature you can see within than 5th level.
30 ft of you takes damage, you can use your reaction
to have your Arcane Ward absorb the damage. If this
damage reduces the ward to 0 hit points, the warded
creature takes any remaining damage.

PAGE 49
The Third Eye School of Evocation
At 10th level, you can use your action to gain one
of the following benefits, which lasts until you are Evocation Savant
incapacitated or you take a short or long rest. You can’t At 2nd level, the gold and time you spend copying a
use the feature again until you finish a rest. Evocation spell into your spellbook is halved.
Darkvision. You gain darkvision at 60 ft.
Ethereal Sight. You can see into the Ethereal Plane Sculpt Spells
within 60 ft. At 2nd level, when you cast an evocation spell that affects
Greater Comprehension. You can read any language. other creatures you can see, you can choose a number of
See Invisibility. You can see invisible creatures and them equal to 1 + the spell’s level. They automatically
objects within 10 ft of you that are in line of sight. succeed on their saving throws against the spell, and
take no damage if they would normally take half.
Greater Portent
At 14th level, you can roll three dice for your Portent Potent Cantrip
feature, instead of two. At 6th level, when a creature succeeds on a saving
throw against your cantrip, it takes half the damage, but
suffers no additional effect from the cantrip.
School of Enchantment
Enchantment Savant Empowered Evocation
At 2nd level, the gold and time you spend copying a At 10th level, you can add your Intelligence modifier to
Enchantment spell into your spellbook is halved. the damage of any Wizard evocation spell you cast.

Hypnotic Gaze Overchannel


At 2nd level, as an action, choose one creature that you At 14th level, when you cast a Wizard spell of 5th level
can see within 5 ft of you. If they can see or hear you, of lower, not including cantrips, that deals damage, you
they must succeed on a Wisdom saving throw against can deal the maximum damage with that spell.
you Wizard spell save DC or be charmed by you until The first time you do so, you suffer no ill effects. If you
the end of your next turn. They’re speed drops to 0, and use it again before finishing a long rest, you take 2d12
is incapacitated and visibly dazed. necrotic damage for each level of the spell, immediately
On subsequent turns, you can use your action to after you cast it. Each time you use this feature again
maintain this effect. However, this ends if you move before taking a long rest, the necrotic damage per
more than 5 ft away from them, if they can neither see spell level increases by 1d12. This damage ignores
nor hear you, or if they take damage. resistance and immunity.
Once it ends, or if the creature succeeds on its initial
saving throw, you can’t use this feature on that creature School of Illusion
again until you finish a long rest. Illusion Savant
Instinctive Charm At 2nd level, the gold and time you spend copying a
At 6th level, when a creature you can see within 30 ft of Illusion spell into your spellbook is halved.
you makes an attack roll against you, you can use your Improved Minor Illusion
reaction to divert the attack, provided there is another At 2nd level, you learn the Minor Illusion (PHB.260)
creature in range of the attack. The attacker must make cantrip. If you already know this cantrip, you learn a
a Wisdom saving throw against your Wizard spell save different Wizard cantrip of your choice. This doesn’t
DC. On a failed save, it must target the creature that count against the number of cantrips you know.
is closest to it, not including you or itself. If multiple When you cast Minor Illusion (PHB.260), you can create
creatures are closest, it chooses which to target. On both a sound and an image with a single casting.
a successful save, you can’t use this feature on that
attacker again until you finish a long rest. Malleable Illusions
You must use this feature before knowing if the attack At 6th level, when you cast an illusion spell that has a
hits or misses. Creatures immune to being charmed are duration of 1 min or longer, you can use your action
immune to this effect. to change the nature of that illusion (using the spells
normal parameters), provided its within sight.
Split Enchantment
At 10th level, when you cast an enchantment spell of 1st Illusory Self
level or higher that targets only one creature, you may At 10th level, when a creature makes an attack roll
have it target a second creature. against you, you can use your reaction to interpose an
illusory duplicate between the attacker and yourself. The
Alter Memories attack automatically misses, and the illusion disappears.
At 14th level, when you cast an enchantment spell Once you use this feature, you can’t use it again until
to charm one or more creatures, you can alter one you finish a short or long rest.
creatures understanding so that it remains unaware of
being charmed. Illusory Reality
Additionally, once before the spell expires, you can use At 14th level, when you cast an illusion spell of 1st level
your reaction to try to make the chosen creature forget or higher, you can choose one inanimate, nonmagical
some of the time spent charmed. They must succeed on object that is part of the illusion and make that object
an Intelligence saving throw against your Wizard spell real. You can do this on your turn as a bonus action while
save DC or lose a number of hours equal to 1 + your the spell is ongoing. The object remains real for 1 min.
Charisma modifier (min 1). You can make the creature The object can’t deal damage or otherwise directly
forget less tiem, and the time can’t exceed the duration harm anyone.
of the enchantment spell.

PAGE 50
School of Necromancy Shapechanger
At 10th level, you add the Polymorph (PHB.266) spell to
Necromancy Savant you spellbook, if it’s not there already. You can cast it
At 2nd level, the gold and time you spend copying a without expending a spell slot. When you do so, you can
Necromancy spell into your spellbook is halved. target only yourself and transform into a beast whose
challenge rating is 1 or lower.
Grim Harvest Once you do so, you can’t cast it again this way until
At 2nd level, once per turn when you kill one or more you finish a short or long rest.
creatures with a spell of 1st level or higher, you regain
hit points equal to twice the spell’s level, or three times Master Transmuter
its level if its a necromancy spell. You don’t gain this At 14th level, you can use your action to consume your
benefit for killing constructs or undead. transmutation stone. When you do so, choose one of
the following effects. Your stone is destroyed, and can’t
Undead Thralls be remade until you finish a long rest
At 6th level, you add the Animate Dead (PHB.212) spell to Major Transformation. You can transmute one
your spellbook if it is not there already. When you cast nonmagical object - no larger than a 5 ft cube - into
Animate Dead (PHB.212), you can target one additional another nonmagical object of similar size and mass
corpse or pile of bones. and of equal or lesser value. You must spend 10 min
Whenever you create an undead using a necromancy transforming it.
spell, it has additional benefits: Panacea. You remove all curses, diseases, and
• It’s hit point maximum is increased by an amount poisons affecting a creature that you touch with the
equal to your Wizard level. stone. It also regains all its hit points.
• It adds your proficiency bonus to its weapon damage Restore Life. You cast the Raise Dead (PHB.270) spell on
Inured to Undeath a creature you touch with the stone, without expending a
At 10th level, you have resistance to necrotic damage, spell slot or needing to have it in your spellbook.
and your hit point maximum can’t be reduced. Restore Youth. You touch a willing creature with your
stone, and its apparent age is reduced by 3d10 years, to
Command Undead a minimum of 13 years. This doesn’t extend its lifespan.
At 14th level, as an action you can choose one undead
that you can see within 60 ft of you. It must make a Bladesinging (scag)
Charisma saving throw against your Wizard spell save
DC. If it succeeds, you can’t use this feature on it again. Restriction: Elves Only
If it fails, it becomes friendly to you and obeys your Training in War and Song
commands until you use this feature again. At 2nd level, you gain proficiency in Light Armor, and
If the target has an Intelligence of 8 or higher, it has one type of one-handed melee weapon of your choice.
advantage on the saving throw. If it fails the save and You also gain proficiency in the Performance skill if
has an Intelligence of 12 or higher, it can repeat the you don’t already have it.
saving throw at the end of every hour until it succeeds Bladesong
and breaks free. At 2nd level, provided you aren’t wearing medium or
heavy armor or using a shield, you can use a bonus
School of Transmutation action to start a Bladesong, which lasts for 1 minute. It
Transmutation Savant ends early if you’re incapacitated, if you don medium
At 2nd level, the gold and time you spend copying a or heavy armor or a shield, or take two hands to make
Transmutation spell into your spellbook is halved. an attack with a weapon. You can also dismiss it at any
time, no action required.
Minor Alchemy While it is active, you gain the following benefits:
At 2nd level, you can transform one object composed • You gain AC equal to your Intelligence modifier (min 1)
entirely of wood, stone (not gemstone), iron, copper, or • Your walking speed increases by 10 ft
silver into a different one of those materials. For each • You have advantage on Dexterity (Acrobatics) checks
10 min you spend performing the procedure, you can • You gain a bonus to any Constitution saving throws
transform up to 1 cubic foot of material. After 1 hour, or to maintain your concentration on a spell. The bonus
until you lose your concentration, the material reverts is equal to your Intelligence modifier (min 1)
to its original substance. You can use this feature twice. You regain all expended
uses when you finish a short or long rest.
Transmutater’s Stone
At 6th level, you can spend 8 hours creating a Extra Attack
transmuter’s stone that stores transmutation magic. At 6th level, you can attack twice, instead of once, when
You can benefit from the stone yourself, or give it to you take the Attack action on your turn.
another creature. They gain a benefit of your choice
as long as its in their possession. When you create the Song of Defense
stone, choose the benefit from the following options: At 10th level, when you take damage, you can use your
• Darkvision at 60 ft reaction to expend one spell slot and reduce the damage
• A speed increase of 10 ft while unencumbered by an amount equal to five times the spell slots level.
• Proficiency in Constitution saving throws Song of Victory
• Resistance to acid, cold, fire, lightning, or thunder At 14th level, you add your Intelligence modifier (min 1)
damage (your choice) to the damage of your melee weapon attacks while your
Each time you cast a transmutation spell of 1st level or Bladesong is active.
higher, you can change the effect of your stone if its on
your person. If you create a new stone, the previous one
ceases to function.

PAGE 51
Wizard Spells
Cantrips (0th level) False Life (Necro.) Hold Person (Ench.) Haste (Trans.) PHB.250
Acid Splash (Conj.) PHB.239 PHB.251 Hypnotic Pattern (Ill.)
PHB.211 Feather Fall (Trans.) Invisibility (Ill.) PHB.254 PHB.252
Blade Ward (Abj.) PHB.239 Knock (Trans.) PHB.254 Leomund’s Tiny Hut
PHB.218 Find Familiar (Conj.) Levitate (Trans.) PHB.255 (Evoc.) PHB.255
Booming Blade (Abj.) PHB.240 Locate Object (Div.) Lightning Bolt (Evoc.)
SCAG.142 Fog Cloud (Conj.) PHB.243 PHB.256 PHB.255
Chill Touch (Necro.) Grease (Conj.) PHB.246 Magic Mouth (Ill.) Magic Circle (Abj.)
PHB.221 Ice Knife (Conj.) EE.19 PHB.257 PHB.256
Control Flames (Trans.) Identify (Div.) PHB.252 Magic Weapon (Trans.) Major Image (Ill.) PHB.258
EE.16 Illusory Script (Ill.) PHB.257 Melf’s Minute Meteors
Create Bonfire (Conj.) PHB.252 Maximilian’s Earthen (Evoc.) EE.20
EE.16 Jump (Trans.) PHB.254 Grasp (Trans.) EE.20 Nondetection (Abj.)
Dancing Lights (Evoc.) Longstrider (Trans.) Melf’s Acid Arrow PHB.263
PHB.230 PHB.256 (Evoc.) PHB.259 Phantom Steed (Ill.)
Fire Bolt (Evoc.) PHB.242 Mage Armor (Abj.) Mirror Image (Ill.) PHB.265
Friends (Ench.) PHB.244 PHB.256 PHB.260 Protection from Energy
Frostbite (Evoc.) EE.18 Magic Missile (Evoc.) Misty Step (Conj.) (Abj.) PHB.270
Gust (Trans.) EE.19 PHB.257 PHB.260 Remove Curse (Abj.)
Green-Flame Blade Protection from Evil and Nystul’s Magic Aura (Ill.) PHB.271
(Abj.) SCAG.143 Good (Abj.) PHB.270 PHB.263 Sending (Evoc.) PHB.274
Light (Evoc.) PHB.255 Ray of Sickness (Necro.) Phantasmal Force (Ill.) Sleet Storm (Conj.)
Lightning Lure (Abj.) PHB.271 PHB.264 PHB.276
SCAG.143 Shield (Abj.) PHB.275 Pyrotechnics (Trans.) Slow (Trans.) PHB.277
Mage Hand (Conj.) Silent Image (Ill.) PHB.276 EE.21 Stinking Cloud (Conj.)
PHB.256 Sleep (Ench.) PHB.276 Ray of Enfeeblement PHB.278
Mending (Trans.) PHB.259 Tasha’s Hideous (Necro.) PHB.271 Tidal Wave (Conj.) EE.22
Message (Trans.) PHB.259 Laughter (Ench.) Rope Trick (Trans.) Tongues (Div.) PHB.283
Minor Ill. (Ill.) PHB.260 PHB.280 PHB.272 Vampiric Touch (Necro.)
Mold Earth (Trans.) EE.21 Tenser’s Floating Disk Scorching Ray (Evoc.) PHB.285
Poison Spray (Conj.) (Conj.) PHB.282 PHB.273 Wall of Sand (Evoc.)
PHB.266 Thunderwave (Evoc.) See Invisibility (Div.) EE.23
Prestidigitation (Trans.) PHB.282 PHB.274 Wall of Water (Evoc.)
PHB.267 Unseen Servant (Conj.) Shatter (Evoc.) PHB.275 EE.23
Ray of Frost (Evoc.) PHB.284 Skywrite (Trans.) EE.22 Water Breathing (Trans.)
PHB.271 Witch Bolt (Evoc.) Snilloc’s Snowball PHB.287
Shape Water (Trans.) PHB.289 Swarm (Evoc.) EE.22 4th Level
EE.21 2nd Level Spider Climb (Trans.) Arcane Eye (Div.) PHB.214
Shocking Grasp (Evoc.) Aganazzar’s Scorcher PHB.277 Banishment (Abj.)
PHB.275 (Evoc.) EE.15 Suggestion (Ench.) PHB.217
Sword Burst (Conj.) Alter Self (Trans.) PHB.211 PHB.279 Blight (Necro.) PHB.219
SCAG.143 Arcane Lock (Abj.) Web (Conj.) PHB.287 Confusion (Ench.)
Thunderclap (Evoc.) PHB.215 3rd Level PHB.224
EE.22 Blindness/Deafness Animate Dead (Necro.) Conjure Minor
True Strike (Div.) PHB.284 (Necro.) PHB.219 PHB.212 Elementals (Conj.)
1st Level Blur (Ill.) PHB.219 Bestow Curse (Necro.) PHB.226
Absorb Elements (Abj.) Cloud of Daggers (Conj.) PHB.218 Control Water (Trans.)
EE.15 PHB.222 Blink (Trans.) PHB.219 PHB.227
Alarm (Abj.) PHB.211 Continual Flame (Evoc.) Clairvoyance (Div.) Dimension Door (Conj.)
Burning Hands (Evoc.) PHB.227 PHB.222 PHB.233
PHB.220 Crown of Madness Counterspell (Abj.) Elemental Bane (Trans.)
Catapult (Trans.) EE.15 (Ench.) PHB.229 PHB.228 EE.17
Charm Person (Ench.) Darkness (Evoc.) PHB.230 Dispel Magic (Abj.) Evard’s Black Tentacles
PHB.221 Darkvision (Trans.) PHB.234 (Conj.) PHB.238
Chromatic Orb (Evoc.) PHB.230 Erupting Earth (Trans.) Fabricate (Trans.)
PHB.221 Detect Thoughts (Div.) EE.17 PHB.239
Color Spray (Ill.) PHB.222 PHB.231 Fear (Ill.) PHB.239 Fire Shield (Evoc.)
Comprehend Languages Dust Devil (Conj.) EE.17 Feign Death (Necro.) PHB.242
(Div.) PHB.224 Earthbind (Trans.) EE.17 PHB.240 Greater Invisibility (Ill.)
Detect Magic (Div.) Enlarge/Reduce (Trans.) Fireball (Evoc.) PHB.241 PHB.246
PHB.231 PHB.237 Flame Arrows (Trans.) Hallucinatory Terrain
Disguise Self (Ill.) Flaming Sphere (Conj.) EE.18 (Ill.) PHB.249
PHB.233 PHB.242 Fly (Trans.) PHB.243 Ice Storm (Evoc.) PHB.252
Earth Tremor (Evoc.) Gentle Repose (Necro.) Gaseous Form (Trans.) Leomund’s Secret Chest
EE.17 PHB.245 PHB.244 (Conj.) PHB.254
Expeditious Retreat Gust of Wind (Evoc.) Glyph of Warding (Abj.) Locate Creature (Div.)
(Trans.) PHB.238 PHB.248 PHB.245 PHB.256

PAGE 52
Mordenkainen’s Faithful Rary’s Telepathic Bond Mass Suggestion (Ench.) 8th Level
Hound (Conj.) PHB.261 (Div.) PHB.270 PHB.258 Abi-Dalzim’s Horrid
Mordenkainen’s Private Scrying (Div.) PHB.273 Move Earth (Trans.) Wilting (Necro.) EE.15
Sanctum (Abj.) PHB.262 Seeming (Ill.) PHB.274 PHB.263 Antimagic Field (Abj.)
Otiluke’s Resilient Telekinesis (Trans.) Otiluke’s Freezing PHB.213
Sphere (Evoc.) PHB.264 PHB.280 Sphere (Evoc.) PHB.263 Antipathy/Sympathy
Phantasmal Killer (Ill.) Teleportation Circle Otto’s Irresistible Dance (Ench.) PHB.214
PHB.265 (Conj.) PHB.282 (Ench.) PHB.264 Clone (Necro.) PHB.222
Polymorph (Trans.) Transmute Rock (Trans.) Programmed Ill. (Ill.) Control Weather (Trans.)
PHB.266 EE.22 PHB.269 PHB.228
Stone Shape (Trans.) Wall of Force (Evoc.) Sunbeam (Evoc.) PHB.279 Demiplane (Conj.)
PHB.278 PHB.285 True Seeing (Div.) PHB.231
Stoneskin (Abj.) PHB.278 Wall of Stone (Evoc.) PHB.284 Dominate Monster
Storm Sphere (Evoc.) PHB.287 Wall of Ice (Evoc.) (Ench.) PHB.235
EE.22 PHB.285 Feeblemind (Ench.)
Vitriolic Sphere (Evoc.) 6th Level PHB.239
EE.23 Arcane Gate (Conj.) 7th Level Incendiary Cloud (Conj.)
Wall of Fire (Evoc.) PHB.214 Delayed Blast Fireball PHB.253
PHB.285 Chain Lightning (Evoc.) (Evoc.) PHB.230 Maze (Conj.) PHB.258
Watery Sphere (Conj.) PHB.221 Etherealness (Trans.) Mind Blank (Abj.) PHB.259
EE.23 Circle of Death (Necro.) PHB.238 Power Word Stun
PHB.221 Finger of Death (Necro.) (Ench.) PHB.267
5th Level Contingency (Evoc.) PHB.241 Sunburst (Evoc.) PHB.279
Animate Objects (Trans.) PHB.227 Forcecage (Evoc.) Telepathy (Evoc.) PHB.281
PHB.213 Create Undead (Necro.) PHB.243
Bigby’s Hand (Evoc.) PHB.229 Mirage Arcane (Ill.) 9th Level
PHB.218 Disintegrate (Trans.) PHB.260 Astral Projection
Cloudkill (Conj.) PHB.222 PHB.233 Mordenkainen’s (Necro.) PHB.215
Cone of Cold (Evoc.) Drawmij’s Instant Magnificent Mansion Foresight (Div.) PHB.244
PHB.224 Summons (Conj.) (Conj.) PHB.261 Gate (Con.) PHB.244
Conjure Elemental PHB.235 Mordenkainen’s Sword Imprisonment (Abj.)
(Conj.) PHB.225 Eyebite (Necro.) PHB.238 (Evoc.) PHB.262 PHB.252
Contact Other Plane Flesh to Stone (Trans.) Plane Shift (Conj.) Meteor Swarm (Evoc.)
(Div.) PHB.226 PHB.243 PHB.266 PHB.259
Control Winds (Trans.) Globe of Invulnerability Prismatic Spray (Evoc.) Power Word Kill (Ench)
EE.16 (Abj.) PHB.245 PHB.267 PHB.266
Creation (Ill.) PHB.229 Guards and Wards (Abj.) Project Image (Ill.) Prismatic Wall (Abj.)
Dominate Person PHB.248 PHB.270 PHB.267
(Ench.) PHB.235 Investiture of Flame Reverse Gravity (Trans.) Shapechange (Trans.)
Dream (Ill.) PHB.236 (Trans.) EE.19 PHB.272 PHB.274
Geas (Ench.) PHB.244 Investiture of Ice (Trans.) Sequester (Trans.) Time Stop (Trans.)
Hold Monster (Ench.) EE.19 PHB.274 PHB.283
PHB.251 Investiture of Stone Simulacrum (Ill.) PHB.276 True Polymorph (Trans.)
Immolation (Evoc.) EE.19 (Trans.) EE.19 Symbol (Abj.) PHB.280 PHB.283
Legend Lore (Div.) Investiture of Wind Teleport (Conj.) PHB.281 Weird (Ill.) PHB.288
PHB.254 (Trans.) EE.20 Whirlwind (Evoc.) EE.24 Wish (Conj.) PHB.288
Mislead (Ill.) PHB.260 Magic Jar (Necro.)
Modify Memory (Ench.) PHB.257
PHB.261
Passwall (Trans.) PHB.264
Planar Binding (Abj.)
PHB.265

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