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An Acrobatics check may be used if you need delicate finesse of motion -- or if you really, really want to show off.
Description
  • Artificer
    An 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.
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  • Cleric
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  • Fighter
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  • Rogue
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  • Artificer
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  • Rogue
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  • Artificer
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  • Ranger
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  • Wizard
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  • Fighter
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  • Fighter
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    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.

  • Druid
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  • Druid
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  • Druid
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    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.

  • Druid
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  • Druid
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  • Bard
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  • Bard
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    Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

    The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

    The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

    Bonus Proficiencies

    When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

    Cutting Words

    Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

    Additional Magical Secrets

    At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.

    Peerless Skill

    Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

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