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Alchemist Eberron: Rising from the Last WarArtificerAn Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.+Sorry, you do not have permission to view this content. Please log in or register.
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Arcana Domain Sword Coast Adventurer's GuideCleric+Sorry, you do not have permission to view this content. Please log in or register.
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Arcane Archer Xanathar's Guide to EverythingFighter+Sorry, you do not have permission to view this content. Please log in or register.
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Arcane Trickster Player's HandbookRogue+Sorry, you do not have permission to view this content. Please log in or register.
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Artillerist Eberron: Rising from the Last WarArtificer+Sorry, you do not have permission to view this content. Please log in or register.
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Assassin Player's HandbookRogue+Sorry, you do not have permission to view this content. Please log in or register.
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Battle Master Player's HandbookFighter+Sorry, you do not have permission to view this content. Please log in or register.
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Battle Smith Eberron: Rising from the Last WarArtificer+Sorry, you do not have permission to view this content. Please log in or register.
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Beast Master Player's HandbookRanger+Sorry, you do not have permission to view this content. Please log in or register.
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Bladesinging Sword Coast Adventurer's GuideWizard+Sorry, you do not have permission to view this content. Please log in or register.
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Brute Unearthed ArcanaFighter+
Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.
Brute Force
Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.
Brute Bonus Damage
Fighter Level Damage Increase 3rd 1d4 10th 1d6 16th 1d8 20th 1d10 Brutish Durability
Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.
Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Devastating Critical
Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
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Cavalier Xanathar's Guide to EverythingFighter+Sorry, you do not have permission to view this content. Please log in or register.
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Champion Player's HandbookFighter+
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
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Chronurgy Magic Explorer's Guide to WildemountWizard+Sorry, you do not have permission to view this content. Please log in or register.
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Circle of Dreams Xanathar's Guide to EverythingDruid+Sorry, you do not have permission to view this content. Please log in or register.
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Circle of Spores Guildmaster's Guide to RavnicaDruid+Sorry, you do not have permission to view this content. Please log in or register.
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Circle of the Land Player's HandbookDruid+
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Arctic
Druid Level Spells 3rd hold person, spike growth 5th sleet storm, slow 7th freedom of movement, ice storm 9th commune with nature, cone of cold Coast
Druid Level Spells 3rd mirror image, misty step 5th water breathing, water walk 7th control water, freedom of movement 9th conjure elemental, scrying Desert
Druid Level Spells 3rd blur, silence 5th create food and water, protection from energy 7th blight, hallucinatory terrain 9th insect plague, wall of stone Forest
Druid Level Spells 3rd barkskin, spider climb 5th call lightning, plant growth 7th divination, freedom of movement 9th commune with nature, tree stride Grassland
Druid Level Spells 3rd invisibility, pass without trace 5th daylight, haste 7th divination, freedom of movement 9th dream, insect plague Mountain
Druid Level Spells 3rd spider climb, spike growth 5th lightning bolt, meld into stone 7th stone shape, stoneskin 9th passwall, wall of stone Swamp
Druid Level Spells 3rd darkness, acid arrow 5th water walk, stinking cloud 7th freedom of movement, locate creature 9th insect plague, scrying Underdark
Druid Level Spells 3rd spider climb, web 5th gaseous form, stinking cloud 7th greater invisibility, stone shape 9th cloudkill, insect plague Land’s Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Nature’s Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature’s Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
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Circle of the Moon Player's HandbookDruid+Sorry, you do not have permission to view this content. Please log in or register.
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Circle of the Shepherd Xanathar's Guide to EverythingDruid+Sorry, you do not have permission to view this content. Please log in or register.
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College of Eloquence Mythic Odysseys of TherosBard+Sorry, you do not have permission to view this content. Please log in or register.