DRAGON ADVENTURES
D20 RPG BETA
This work includes material taken from the System Reference
Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.
The
SRD 5.1 is licensed under the Creative Commons Attribution
THE QUEST FOR THE GOLDEN ARROWS
Classes
Barbarian
Class Features
As a barbarian, you gain the following class features.
Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution
modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per barbarian level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics,
Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• (a) a greataxe or (b) any martial melee weapon
• (a) two handaxes or (b) any simple weapon
• An explorer’s pack and four javelins
The Barbarian
Level
Proficiency
Bonus Features Rages
Rage
Damage
1st +2 Rage,
Unarmored
Defense
2 +2
2nd +2 Reckless
Attack,
Danger Sense
2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score
Improvement
3 +2
5th +3 Extra Attack,
Fast
Movement
3 +2
6th +3 Path feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score
Improvement
4 +2
9th +4 Brutal Critical
(1 die)
4 +3
10th +4 Path feature 4 +3
11th +4 Relentless 4 +3
Rage
12th +4 Ability Score
Improvement
5 +3
13th +5 Brutal Critical
(2 dice)
5 +3
14th +5 Path feature 5 +3
15th +5 Persistent
Rage
5 +3
16th +5 Ability Score
Improvement
5 +4
17th +6 Brutal Critical
(3 dice)
6 +4
18th +6 Indomitable
Might
6 +4
19th +6 Ability Score
Improvement
6 +4
20th +6 Primal
Champion
Unlimited +4
Rage
In battle, you fight with primal ferocity. On your turn,
you can enter a rage as a bonus action.
While raging, you gain the following benefits if you
aren’t wearing heavy armor:
• You have advantage on Strength checks and
Strength saving throws.
• When you make a melee weapon attack using
Strength, you gain a bonus to the damage roll that
increases as you gain levels as a barbarian, as
shown in the Rage Damage column of the
Barbarian table.
• You have resistance to bludgeoning, piercing, and
slashing damage.
If you are able to cast spells, you can’t cast them or
concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you
are knocked unconscious or if your turn ends and
you haven’t attacked a hostile creature since your
last turn or taken damage since then. You can also
end your rage on your turn as a bonus action.
Once you have raged the number of times shown
for your barbarian level in the Rages column of the
Barbarian table, you must finish a long rest before
you can rage again.
Unarmored Defense
While you are not wearing any armor, your Armor
Class equals 10 + your Dexterity modifier + your
Constitution modifier. You can use a shield and still
gain this benefit.
System Reference Document 5.1 9
Reckless Attack
Starting at 2nd level, you can throw aside all concern
for defense to attack with fierce desperation. When
you make your first attack on your turn, you can
decide to attack recklessly. Doing so gives you
advantage on melee weapon attack rolls using
Strength during this turn, but attack rolls against
you have advantage until your next turn.
Danger Sense
At 2nd level, you gain an uncanny sense of when
things nearby aren’t as they should be, giving you an
edge when you dodge away from danger.
You have advantage on Dexterity saving throws
against effects that you can see, such as traps and
spells. To gain this benefit, you can’t be blinded,
deafened, or incapacitated.
Primal Path
At 3rd level, you choose a path that shapes the
nature of your rage. Choose the Path of the
Berserker or the Path of the Totem Warrior, both
detailed at the end of the class description. Your
choice grants you features at 3rd level and again at
6th, 10th, and 14th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your
turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet
while you aren’t wearing heavy armor.
Feral Instinct
By 7th level, your instincts are so honed that you
have advantage on initiative rolls.
Additionally, if you are surprised at the beginning
of combat and aren’t incapacitated, you can act
normally on your first turn, but only if you enter
your rage before doing anything else on that turn.
Brutal Critical
Beginning at 9th level, you can roll one additional
weapon damage die when determining the extra
damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level
and three additional dice at 17th level.
Relentless Rage
Starting at 11th level, your rage can keep you
fighting despite grievous wounds. If you drop to 0 hit
points while you’re raging and don’t die outright,
you can make a DC 10 Constitution saving throw. If
you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the
DC increases by 5. When you finish a short or long
rest, the DC resets to 10.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it
ends early only if you fall unconscious or if you
choose to end it.
Indomitable Might
Beginning at 18th level, if your total for a Strength
check is less than your Strength score, you can use
that score in place of the total.
Primal Champion
At 20th level, you embody the power of the wilds.
Your Strength and Constitution scores increase by 4.
Your maximum for those scores is now 24.
Path of the Berserker
For some barbarians, rage is a means to an end—
that end being violence. The Path of the Berserker is
a path of untrammeled fury, slick with blood. As you
enter the berserker’s rage, you thrill in the chaos of
battle, heedless of your own health or well-‐‑being.
Frenzy
Starting when you choose this path at 3rd level, you
can go into a frenzy when you rage. If you do so, for
the duration of your rage you can make a single
melee weapon attack as a bonus action on each of
your turns after this one. When your rage ends, you
suffer one level of exhaustion (as described in
appendix PH-‐‑A).
System Reference Document 5.1 10
Mindless Rage
Beginning at 6th level, you can’t be charmed or
frightened while raging. If you are charmed or
frightened when you enter your rage, the effect is
suspended for the duration of the rage.
Intimidating Presence
Beginning at 10th level, you can use your action to
frighten someone with your menacing presence.
When you do so, choose one creature that you can
see within 30 feet of you. If the creature can see or
hear you, it must succeed on a Wisdom saving throw
(DC equal to 8 + your proficiency bonus + your
Charisma modifier) or be frightened of you until the
end of your next turn. On subsequent turns, you can
use your action to extend the duration of this effect
on the frightened creature until the end of your next
turn. This effect ends if the creature ends its turn out
of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you
can’t use this feature on that creature again for 24
hours.
Retaliation
Starting at 14th level, when you take damage from a
creature that is within 5 feet of you, you can use your
reaction to make a melee weapon attack against that
creature.
System Reference Document 5.1 11
Bard
Class Features
As a bard, you gain the following class features.
Hit Points
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per bard level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• (a) a rapier, (b) a longsword, or (c) any simple
weapon
• (a) a diplomat’s pack or (b) an entertainer’s pack
• (a) a lute or (b) any other musical instrument
• Leather armor and a dagger
The Bard
Proficiency Cantrips Spells —Spell Slots per Spell Level—
Level Bonus Features Known Known 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 ̶ ̶ ̶ ̶ ̶ ̶ ̶
5th +3 Bardic Inspiration (d8), Font of
Inspiration
3 8 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶
6th +3 Countercharm, Bard College
feature
3 9 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶
7th +3 ̶ 3 10 4 3 3 1 ̶ ̶ ̶ ̶ ̶
8th +3 Ability Score Improvement 3 11 4 3 3 2 ̶ ̶ ̶ ̶ ̶
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 ̶ ̶ ̶ ̶
10th +4 Bardic Inspiration (d10),
Expertise, Magical Secrets
4 14 4 3 3 3 2 ̶ ̶ ̶ ̶
11th +4 ̶ 4 15 4 3 3 3 2 1 ̶ ̶ ̶
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 ̶ ̶ ̶
13th +5 Song of Rest (d10) 4 16 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 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 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
Spellcasting
You have learned to untangle and reshape the fabric
of reality in harmony with your wishes and music.
Your spells are part of your vast repertoire, magic
that you can tune to different situations.
System Reference Document 5.1 12
Cantrips
You know two cantrips of your choice from the bard
spell list. You learn additional bard cantrips of your
choice at higher levels, as shown in the Cantrips
Known column of the Bard table.
Spell Slots
The Bard table shows how many spell slots you have
to cast your spells of 1st level and higher. To cast
one of these spells, you must expend a slot of the
spell’s level or higher. You regain all expended spell
slots when you finish a long rest.
For example, if you know the 1st-‐‑level spell cure
wounds and have a 1st-‐‑level and a 2nd-‐‑level spell
slot available, you can cast cure wounds using either
slot.
Spells Known of 1st Level and Higher
You know four 1st-‐‑level spells of your choice from
the bard spell list.
The Spells Known column of the Bard table shows
when you learn more bard spells of your choice.
Each of these spells must be of a level for which you
have spell slots, as shown on the table. For instance,
when you reach 3rd level in this class, you can learn
one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class,
you can choose one of the bard spells you know and
replace it with another spell from the bard spell list,
which also must be of a level for which you have
spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard
spells. Your magic comes from the heart and soul
you pour into the performance of your music or
oration. You use your Charisma whenever a spell
refers to your spellcasting ability. In addition, you
use your Charisma modifier when setting the saving
throw DC for a bard spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if
that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument (see “Equipment”)
as a spellcasting focus for your bard spells.
Bardic Inspiration
You can inspire others through stirring words or
music. To do so, you use a bonus action on your turn
to choose one creature other than yourself within 60
feet of you who can hear you. That creature gains
one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can
roll the die and add the number rolled to one ability
check, attack roll, or saving throw it makes. The
creature can wait until after it rolls the d20 before
deciding to use the Bardic Inspiration die, but must
decide before the GM says whether the roll succeeds
or fails. Once the Bardic Inspiration die is rolled, it is
lost. A creature can have only one Bardic Inspiration
die at a time.
You can use this feature a number of times equal
to your Charisma modifier (a minimum of once). You
regain any expended uses when you finish a long
rest.
Your Bardic Inspiration die changes when you
reach certain levels in this class. The die becomes a
d8 at 5th level, a d10 at 10th level, and a d12 at 15th
level.
Jack of All Trades
Starting at 2nd level, you can add half your
proficiency bonus, rounded down, to any ability
check you make that doesn’t already include your
proficiency bonus.
Song of Rest
Beginning at 2nd level, you can use soothing music
or oration to help revitalize your wounded allies
during a short rest. If you or any friendly creatures
who can hear your performance regain hit points at
the end of the short rest by spending one or more
Hit Dice, each of those creatures regains an extra
1d6 hit points.
The extra hit points increase when you reach
certain levels in this class: to 1d8 at 9th level, to
1d10 at 13th level, and to 1d12 at 17th level.
Bard College
At 3rd level, you delve into the advanced techniques
of a bard college of your choice, such as the College
of Lore. Your choice grants you features at 3rd level
and again at 6th and 14th level.
System Reference Document 5.1 13
Expertise
At 3rd level, choose two of your skill proficiencies.
Your proficiency bonus is doubled for any ability
check you make that uses either of the chosen
proficiencies.
At 10th level, you can choose another two skill
proficiencies to gain this benefit.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.
Font of Inspiration
Beginning when you reach 5th level, you regain all of
your expended uses of Bardic Inspiration when you
finish a short or long rest.
Countercharm
At 6th level, you gain the ability to use musical notes
or words of power to disrupt mind-‐‑influencing
effects. As an action, you can start a performance
that lasts until the end of your next turn. During that
time, you and any friendly creatures within 30 feet
of you have advantage on saving throws against
being frightened or charmed. A creature must be
able to hear you to gain this benefit. The
performance ends early if you are incapacitated or
silenced or if you voluntarily end it (no action
required).
Magical Secrets
By 10th level, you have plundered magical
knowledge from a wide spectrum of disciplines.
Choose two spells from any class, including this one.
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 and
are included in the number in the Spells Known
column of the Bard table.
You learn two additional spells from any class at
14th level and again at 18th level.
Superior Inspiration
At 20th level, when you roll initiative and have no
uses of Bardic Inspiration left, you regain one use.
College of Lore
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 GM
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.
System Reference Document 5.1 14
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 GM tells you whether you succeed or fail.
System Reference Document 5.1 15
Cleric
Class Features
As a cleric, you gain the following class features.
Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per cleric level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine,
Persuasion, and Religion
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• (a) a mace or (b) a warhammer (if proficient)
• (a) scale mail, (b) leather armor, or (c) chain mail
(if proficient)
• (a) a light crossbow and 20 bolts or (b) any simple
weapon
• (a) a priest’s pack or (b) an explorer’s pack
• A shield and a holy symbol
The Cleric
Proficiency Cantrips ̶ Spell Slots per Spell Level ̶
Level Bonus Features Known 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 Improvement 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 ̶ ̶ ̶ ̶ ̶
8th +3 Ability Score Improvement, Destroy Undead
(CR 1), Divine Domain feature
4 4 3 3 2 ̶ ̶ ̶ ̶ ̶
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 Improvement 5 4 3 3 3 2 1 ̶ ̶ ̶
13th +5 ̶ 5 4 3 3 3 2 1 1 ̶ ̶
14th +5 Destroy Undead (CR 3) 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 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 Improvement 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
Spellcasting
As a conduit for divine power, you can cast cleric
spells.
Cantrips
At 1st level, you know three cantrips of your choice
from the cleric spell list. You learn additional cleric
cantrips of your choice at higher levels, as shown in
the Cantrips Known column of the Cleric table.
System Reference Document 5.1 16
Preparing and Casting Spells
The Cleric table shows how many spell slots you
have to cast your spells of 1st level and higher. To
cast one of these spells, you must expend a slot of
the spell’s level or higher. You regain all expended
spell slots when you finish a long rest.
You prepare the list of cleric spells that are
available for you to cast, choosing from the cleric
spell list. When you do so, choose a number of cleric
spells equal to your Wisdom modifier + your cleric
level (minimum of one spell). The spells must be of a
level for which you have spell slots.
For example, if you are a 3rd-‐‑level cleric, you have
four 1st-‐‑level and two 2nd-‐‑level spell slots. With a
Wisdom of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any
combination. If you prepare the 1st-‐‑level spell cure
wounds, you can cast it using a 1st-‐‑level or 2nd-‐‑level
slot. Casting the spell doesn’t remove it from your
list of prepared spells.
You can change your list of prepared spells when
you finish a long rest. Preparing a new list of cleric
spells requires time spent in prayer and meditation:
at least 1 minute per spell level for each spell on
your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric
spells. The power of your spells comes from your
devotion to your deity. You use your Wisdom
whenever a cleric spell refers to your spellcasting
ability. In addition, you use your Wisdom modifier
when setting the saving throw DC for a cleric spell
you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has
the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (see “Equipment”) as a
spellcasting focus for your cleric spells.
Divine Domain
Choose one domain related to your deity, such as
Life. Each domain is detailed at the end of the class
description, and each one provides examples of gods
associated with it. Your choice grants you domain
spells and other features when you choose it at 1st
level. It also grants you additional ways to use
Channel Divinity when you gain that feature at 2nd
level, and additional benefits at 6th, 8th, and 17th
levels.
Domain Spells
Each domain has a list of spells—its domain spells—
that you gain at the cleric levels noted in the domain
description. Once you gain a domain spell, you
always have it prepared, and it doesn’t count against
the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on
the cleric spell list, the spell is nonetheless a cleric
spell for you.
Channel Divinity
At 2nd level, you gain the ability to channel divine
energy directly from your deity, using that energy to
fuel magical effects. You start with two such effects:
Turn Undead and an effect determined by your
domain. Some domains grant you additional effects
as you advance in levels, as noted in the domain
description.
When you use your Channel Divinity, you choose
which effect to create. You must then finish a short
or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving
throws. When you use such an effect from this class,
the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel
Divinity twice between rests, and beginning at 18th
level, you can use it three times between rests. When
you finish a short or long rest, you regain your
expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and
speak a prayer censuring the undead. Each undead
that can see or hear you within 30 feet of you must
make a Wisdom saving throw. If the creature fails its
saving throw, it is turned for 1 minute or until it
takes any damage.
A turned creature must spend its turns trying to
move as far away from you as it can, and it can’t
willingly move to a space within 30 feet of you. It
also can’t take reactions. For its action, it can use
only the Dash action or try to escape from an effect
that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action.
System Reference Document 5.1 17
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.
Destroy Undead
Starting at 5th level, when an undead fails its saving
throw against your Turn Undead feature, the
creature is instantly destroyed if its challenge rating
is at or below a certain threshold, as shown in the
Destroy Undead table.
Destroy Undead
Cleric Level Destroys Undead of CR . . .
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
Divine Intervention
Beginning at 10th level, you can call on your deity to
intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use
your action. Describe the assistance you seek, and
roll percentile dice. If you roll a number equal to or
lower than your cleric level, your deity intervenes.
The GM chooses the nature of the intervention; the
effect of any cleric spell or cleric domain spell would
be appropriate.
If your deity intervenes, you can’t use this feature
again for 7 days. Otherwise, you can use it again
after you finish a long rest.
At 20th level, your call for intervention succeeds
automatically, no roll required.
Life Domain
The Life domain focuses on the vibrant positive
energy—one of the fundamental forces of the
universe—that sustains all life. The gods of life
promote vitality and health through healing the sick
and wounded, caring for those in need, and driving
away the forces of death and undeath. Almost any
non-‐‑evil deity can claim influence over this domain,
particularly agricultural deities (such as Chauntea,
Arawai, and Demeter), sun gods (such as Lathander,
Pelor, and Re-‐‑Horakhty), gods of healing or
endurance (such as Ilmater, Mishakal, Apollo, and
Diancecht), and gods of home and community (such
as Hestia, Hathor, and Boldrei).
Life Domain Spells
Cleric Level Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead
Bonus Proficiency
When you choose this domain at 1st level, you gain
proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are
more effective. Whenever you use a spell of 1st level
or higher to restore hit points to a creature, the
creature regains additional hit points equal to 2 +
the spell’s level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel
Divinity to heal the badly injured.
As an action, you present your holy symbol and
evoke healing energy that can restore a number of
hit points equal to five times your cleric level.
Choose any creatures within 30 feet of you, and
divide those hit points among them. This feature can
restore a creature to no more than half of its hit
point maximum. You can’t use this feature on an
undead or a construct.
Blessed Healer
Beginning at 6th level, the healing spells you cast on
others heal you as well. When you cast a spell of 1st
level or higher that restores hit points to a creature
other than you, you regain hit points equal to 2 + the
spell’s level.
Divine Strike
At 8th level, you gain the ability to infuse your
weapon strikes with divine energy. Once on each of
your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8
radiant damage to the target. When you reach 14th
level, the extra damage increases to 2d8.
Supreme Healing
Starting at 17th level, when you would normally roll
one or more dice to restore hit points with a spell,
you instead use the highest number possible for
System Reference Document 5.1 18
each die. For example, instead of restoring 2d6 hit
points to a creature, you restore 12.
System Reference Document 5.1 19
Druid
Class Features
As a druid, you gain the following class features.
Hit Points
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per druid level after 1st
Proficiencies
Armor: Light armor, medium armor, shields (druids
will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces,
quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling,
Insight, Medicine, Nature, Perception, Religion,
and Survival
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• (a) a wooden shield or (b) any simple weapon
• (a) a scimitar or (b) any simple melee weapon
• Leather armor, an explorer’s pack, and a druidic
focus
The Druid
Proficiency Cantrips ̶ Spell Slots per Spell Level ̶
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th
9th
1st +2 Druidic, Spellcasting 2 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
2nd +2 Wild Shape, Druid Circle 2 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
3rd +2 ̶ 2 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶
4th +2 Wild Shape improvement, Ability Score
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 Wild Shape improvement, Ability Score
Improvement
3 4 3 3 2 ̶ ̶ ̶ ̶ ̶
9th +4 ̶ 3 4 3 3 3 1 ̶ ̶ ̶ ̶
10th +4 Druid Circle feature 4 4 3 3 3 2 ̶ ̶ ̶ ̶
11th +4 ̶ 4 4 3 3 3 2 1 ̶ ̶ ̶
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 ̶ ̶ ̶
13th +5 ̶ 4 4 3 3 3 2 1 1 ̶ ̶
14th +5 Druid Circle feature 4 4 3 3 3 2 1 1 ̶ ̶
15th +5 ̶ 4 4 3 3 3 2 1 1 1 ̶
16th +5 Ability Score Improvement 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 Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1
Druidic
You know Druidic, the secret language of druids. You
can speak the language and use it to leave hidden
messages. You and others who know this language
automatically spot such a message. Others spot the
message’s presence with a successful DC 15 Wisdom
(Perception) check but can’t decipher it without
magic.
Spellcasting
Drawing on the divine essence of nature itself, you
can cast spells to shape that essence to your will.
System Reference Document 5.1 20
Cantrips
At 1st level, you know two cantrips of your choice
from the druid spell list. You learn additional druid
cantrips of your choice at higher levels, as shown in
the Cantrips Known column of the Druid table.
Preparing and Casting Spells
The Druid table shows how many spell slots you
have to cast your spells of 1st level and higher. To
cast one of these druid spells, you must expend a slot
of the spell’s level or higher. You regain all expended
spell slots when you finish a long rest.
You prepare the list of druid spells that are
available for you to cast, choosing from the druid
spell list. When you do so, choose a number of druid
spells equal to your Wisdom modifier + your druid
level (minimum of one spell). The spells must be of a
level for which you have spell slots.
For example, if you are a 3rd-‐‑level druid, you have
four 1st-‐‑level and two 2nd-‐‑level spell slots. With a
Wisdom of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any
combination. If you prepare the 1st-‐‑level spell cure
wounds, you can cast it using a 1st-‐‑level or 2nd-‐‑level
slot. Casting the spell doesn’t remove it from your
list of prepared spells.
You can also change your list of prepared spells
when you finish a long rest. Preparing a new list of
druid spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each
spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid
spells, since your magic draws upon your devotion
and attunement to nature. You use your Wisdom
whenever a spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier when
setting the saving throw DC for a druid spell you cast
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Ritual Casting
You can cast a druid spell as a ritual if that spell has
the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus (see “Equipment”) as a
spellcasting focus for your druid spells.
Wild Shape
Starting at 2nd level, you can use your action to
magically assume the shape of a beast that you have
seen before. You can use this feature twice. You
regain expended uses when you finish a short or
long rest.
Your druid level determines the beasts you can
transform into, as shown in the Beast Shapes table.
At 2nd level, for example, you can transform into any
beast that has a challenge rating of 1/4 or lower that
doesn’t have a flying or swimming speed.
Beast Shapes
Level
Max.
CR Limitations Example
2nd 1/4 No flying or swimming
speed
Wolf
4th 1/2 No flying speed Crocodile
8th 1 — Giant
eagle
You can stay in a beast shape for a number of
hours equal to half your druid level (rounded down).
You then revert to your normal form unless you
expend another use of this feature. You can revert to
your normal form earlier by using a bonus action on
your turn. You automatically revert if you fall
unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules
apply:
• Your game statistics are replaced by the statistics
of the beast, but you retain your alignment,
personality, and Intelligence, Wisdom, and
Charisma scores. You also retain all of your skill
and saving throw proficiencies, in addition to
gaining those of the creature. If the creature has
the same proficiency as you and the bonus in its
stat block is higher than yours, use the creature’s
bonus instead of yours. If the creature has any
legendary or lair actions, you can’t use them.
• When you transform, you assume the beast’s hit
points and Hit Dice. When you revert to your
normal form, you return to the number of hit
points you had before you transformed. However,
if you revert as a result of dropping to 0 hit points,
any excess damage carries over to your normal
form. For example, if you take 10 damage in
animal form and have only 1 hit point left, you
System Reference Document 5.1 21
revert and take 9 damage. As long as the excess
damage doesn’t reduce your normal form to 0 hit
points, you aren’t knocked unconscious.
• You can’t cast spells, and your ability to speak or
take any action that requires hands is limited to
the capabilities of your beast form. Transforming
doesn’t break your concentration on a spell you’ve
already cast, however, or prevent you from taking
actions that are part of a spell, such as call
lightning, that you’ve already cast.
• You retain the benefit of any features from your
class, race, or other source and can use them if the
new form is physically capable of doing so.
However, you can’t use any of your special senses,
such as darkvision, unless your new form also has
that sense.
• You choose whether your equipment falls to the
ground in your space, merges into your new form,
or is worn by it. Worn equipment functions as
normal, but the GM decides whether it is practical
for the new form to wear a piece of equipment,
based on the creature’s shape and size. Your
equipment doesn’t change size or shape to match
the new form, and any equipment that the new
form can’t wear must either fall to the ground or
merge with it. Equipment that merges with the
form has no effect until you leave the form.
Druid Circle
At 2nd level, you choose to identify with a circle of
druids, such as the Circle of the Land. Your choice
grants you features at 2nd level and again at 6th,
10th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.
Timeless Body
Starting at 18th level, the primal magic that you
wield causes you to age more slowly. For every 10
years that pass, your body ages only 1 year.
Beast Spells
Beginning at 18th level, you can cast many of your
druid spells in any shape you assume using Wild
Shape. You can perform the somatic and verbal
components of a druid spell while in a beast shape,
but you aren’t able to provide material components.
Archdruid
At 20th level, you can use your Wild Shape an
unlimited number of times.
Additionally, you can ignore the verbal and
somatic components of your druid spells, as well as
any material components that lack a cost and aren’t
consumed by a spell. You gain this benefit in both
your normal shape and your beast shape from Wild
Shape.
Circle of the Land
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, or swamp—and consult the
associated list of spells.
System Reference Document 5.1 22
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 Circle 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 Circle Spells
3rd mirror image, misty step
5th water breathing, water walk
7th control water, freedom of movement
9th conjure elemental, scrying
Desert
Druid Level Circle 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 Circle Spells
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride
Grassland
Druid Level Circle Spells
3rd invisibility, pass without trace
5th daylight, haste
7th divination, freedom of movement
9th dream, insect plague
Mountain
Druid Level Circle Spells
3rd spider climb, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th passwall, wall of stone
Swamp
Druid Level Circle Spells
3rd acid arrow, darkness
5th water walk, stinking cloud
7th freedom of movement, locate creature
9th insect plague, scrying
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.
Sacred Plants and Wood
A druid holds certain plants to be sacred, particularly alder,
ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan,
willow, and yew. Druids often use such plants as part of a
spellcasting focus, incorporating lengths of oak or yew or
sprigs of mistletoe.
Similarly, a druid uses such woods to make other objects,
such as weapons and shields. Yew is associated with death
and rebirth, so weapon handles for scimitars or sickles might
be fashioned from it. Ash is associated with life and oak with
strength. These woods make excellent hafts or whole
weapons, such as clubs or quarterstaffs, as well as shields.
Alder is associated with air, and it might be used for thrown
weapons, such as darts or javelins.
Druids from regions that lack the plants described here
have chosen other plants to take on similar uses. For
instance, a druid of a desert region might value the yucca
tree and cactus plants.
System Reference Document 5.1 23
Druids and the Gods
Some druids venerate the forces of nature themselves, but
most druids are devoted to one of the many nature deities
worshiped in the multiverse (the lists of gods in appendix PH-‐
B include many such deities). The worship of these deities is
often considered a more ancient tradition than the faiths of
clerics and urbanized peoples.
System Reference Document 5.1 24
Fighter
Class Features
As a fighter, you gain the following class features.
Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution
modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per fighter level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal
Handling, Athletics, History, Insight, Intimidation,
Perception, and Survival
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• (a) chain mail or (b) leather armor, longbow, and
20 arrows
• (a) a martial weapon and a shield or (b) two
martial weapons
• (a) a light crossbow and 20 bolts or (b) two
handaxes
• (a) a dungeoneer’s pack or (b) an explorer’s pack
The Fighter
Level
Proficiency
Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses),
Indomitable (three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)
Fighting Style
You adopt a particular style of fighting as your
specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once,
even if you later get to choose again.
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.
Second Wind
You have a limited well of stamina that you can draw
on to protect yourself from harm. On your turn, you
can use a bonus action to regain hit points equal to
1d10 + your fighter level. Once you use this feature,
you must finish a short or long rest before you can
use it again.
System Reference Document 5.1 25
Action Surge
Starting at 2nd level, you can push yourself beyond
your normal limits for a moment. On your turn, you
can take one additional action on top of your regular
action and a possible bonus action.
Once you use this feature, you must finish a short
or long rest before you can use it again. Starting at
17th level, you can use it twice before a rest, but only
once on the same turn.
Martial Archetype
At 3rd level, you choose an archetype that you strive
to emulate in your combat styles and techniques,
such as Champion. The archetype you choose grants
you features at 3rd level and again at 7th, 10th, 15th,
and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th,
14th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20 using
this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your
turn.
The number of attacks increases to three when
you reach 11th level in this class and to four when
you reach 20th level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw
that you fail. If you do so, you must use the new roll,
and you can’t use this feature again until you finish a
long rest.
You can use this feature twice between long rests
starting at 13th level and three times between long
rests starting at 17th level.
Martial Archetypes
Different fighters choose different approaches to
perfecting their fighting prowess. The martial
archetype you choose to emulate reflects your
approach.
Champion
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.
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.
System Reference Document 5.1 26
Monk
Class Features
As a monk, you gain the following class features.
Hit Points
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per monk level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one
musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics,
History, Insight, Religion, and Stealth
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• (a) a shortsword or (b) any simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• 10 darts
The Monk
Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement
Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-‐Empowered Strikes, Monastic Tradition
feature
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Purity of Body
11th +4 1d8 11 +20 ft. Monastic Tradition feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self
Unarmored Defense
Beginning at 1st level, while you are wearing no
armor and not wielding a shield, your AC equals 10 +
your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you
mastery of combat styles that use unarmed strikes
and monk weapons, which are shortswords and any
simple melee weapons that don’t have the two-‐‑
handed or heavy property.
You gain the following benefits while you are
unarmed or wielding only monk weapons and you
aren’t wearing armor or wielding a shield:
• You can use Dexterity instead of Strength for the
attack and damage rolls of your unarmed strikes
and monk weapons.
• You can roll a d4 in place of the normal damage of
your unarmed strike or monk weapon. This die
changes as you gain monk levels, as shown in the
Martial Arts column of the Monk table.
• When you use the Attack action with an unarmed
strike or a monk weapon on your turn, you can
System Reference Document 5.1 27
make one unarmed strike as a bonus action. For
example, if you take the Attack action and attack
with a quarterstaff, you can also make an unarmed
strike as a bonus action, assuming you haven’t
already taken a bonus action this turn.
Certain monasteries use specialized forms of the
monk weapons. For example, you might use a club
that is two lengths of wood connected by a short
chain (called a nunchaku) or a sickle with a shorter,
straighter blade (called a kama). Whatever name you
use for a monk weapon, you can use the game
statistics provided for the weapon.
Ki
Starting at 2nd level, your training allows you to
harness the mystic energy of ki. Your access to this
energy is represented by a number of ki points. Your
monk level determines the number of points you
have, as shown in the Ki Points column of the Monk
table.
You can spend these points to fuel various ki
features. You start knowing three such features:
Flurry of Blows, Patient Defense, and Step of the
Wind. You learn more ki features as you gain levels
in this class.
When you spend a ki point, it is unavailable until
you finish a short or long rest, at the end of which
you draw all of your expended ki back into yourself.
You must spend at least 30 minutes of the rest
meditating to regain your ki points.
Some of your ki features require your target to
make a saving throw to resist the feature’s effects.
The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus +
your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your
turn, you can spend 1 ki point to make two unarmed
strikes as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as
a bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or
Dash action as a bonus action on your turn, and your
jump distance is doubled for the turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet
while you are not wearing armor or wielding a
shield. This bonus increases when you reach certain
monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along
vertical surfaces and across liquids on your turn
without falling during the move.
Monastic Tradition
When you reach 3rd level, you commit yourself to a
monastic tradition, such as the Way of the Open
Hand. Your tradition grants you features at 3rd level
and again at 6th, 11th, and 17th level.
Deflect Missiles
Starting at 3rd level, you can use your reaction to
deflect or catch the missile when you are hit by a
ranged weapon attack. When you do so, the damage
you take from the attack is reduced by 1d10 + your
Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the
missile if it is small enough for you to hold in one
hand and you have at least one hand free. If you
catch a missile in this way, you can spend 1 ki point
to make a ranged attack with the weapon or piece of
ammunition you just caught, as part of the same
reaction. You make this attack with proficiency,
regardless of your weapon proficiencies, and the
missile counts as a monk weapon for the attack,
which has a normal range of 20 feet and a long range
of 60 feet.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.
Slow Fall
Beginning at 4th level, you can use your reaction
when you fall to reduce any falling damage you take
by an amount equal to five times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your
turn.
System Reference Document 5.1 28
Stunning Strike
Starting at 5th level, you can interfere with the flow
of ki in an opponent’s body. When you hit another
creature with a melee weapon attack, you can spend
1 ki point to attempt a stunning strike. The target
must succeed on a Constitution saving throw or be
stunned until the end of your next turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as
magical for the purpose of overcoming resistance
and immunity to nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge
out of the way of certain area effects, such as a blue
dragon’s lightning breath or a fireball spell. When
you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.
Stillness of Mind
Starting at 7th level, you can use your action to end
one effect on yourself that is causing you to be
charmed or frightened.
Purity of Body
At 10th level, your mastery of the ki flowing through
you makes you immune to disease and poison.
Tongue of the Sun and Moon
Starting at 13th level, you learn to touch the ki of
other minds so that you understand all spoken
languages. Moreover, any creature that can
understand a language can understand what you say.
Diamond Soul
Beginning at 14th level, your mastery of ki grants
you proficiency in all saving throws.
Additionally, whenever you make a saving throw
and fail, you can spend 1 ki point to reroll it and take
the second result.
Timeless Body
At 15th level, your ki sustains you so that you suffer
none of the frailty of old age, and you can’t be aged
magically. You can still die of old age, however. In
addition, you no longer need food or water.
Empty Body
Beginning at 18th level, you can use your action to
spend 4 ki points to become invisible for 1 minute.
During that time, you also have resistance to all
damage but force damage.
Additionally, you can spend 8 ki points to cast the
astral projection spell, without needing material
components. When you do so, you can’t take any
other creatures with you.
Perfect Self
At 20th level, when you roll for initiative and have
no ki points remaining, you regain 4 ki points.
Monastic Traditions
Three traditions of monastic pursuit are common in
the monasteries scattered across the multiverse.
Most monasteries practice one tradition exclusively,
but a few honor the three traditions and instruct
each monk according to his or her aptitude and
interest. All three traditions rely on the same basic
techniques, diverging as the student grows more
adept. Thus, a monk need choose a tradition only
upon reaching 3rd level.
Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate
masters of martial arts combat, whether armed or
unarmed. They learn techniques to push and trip
their opponents, manipulate ki to heal damage to
their bodies, and practice advanced meditation that
can protect them from harm.
Open Hand Technique
Starting when you choose this tradition at 3rd level,
you can manipulate your enemy’s ki when you
harness your own. Whenever you hit a creature with
one of the attacks granted by your Flurry of Blows,
you can impose one of the following effects on that
target:
• It must succeed on a Dexterity saving throw or be
knocked prone.
• It must make a Strength saving throw. If it fails,
you can push it up to 15 feet away from you.
• It can’t take reactions until the end of your next
turn.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As
an action, you can regain hit points equal to three
System Reference Document 5.1 29
times your monk level. You must finish a long rest
before you can use this feature again.
Tranquility
Beginning at 11th level, you can enter a special
meditation that surrounds you with an aura of peace.
At the end of a long rest, you gain the effect of a
sanctuary spell that lasts until the start of your next
long rest (the spell can end early as normal). The
saving throw DC for the spell equals 8 + your
Wisdom modifier + your proficiency bonus.
Quivering Palm
At 17th level, you gain the ability to set up lethal
vibrations in someone’s body. When you hit a
creature with an unarmed strike, you can spend 3 ki
points to start these imperceptible vibrations, which
last for a number of days equal to your monk level.
The vibrations are harmless unless you use your
action to end them. To do so, you and the target
must be on the same plane of existence. When you
use this action, the creature must make a
Constitution saving throw. If it fails, it is reduced to 0
hit points. If it succeeds, it takes 10d10 necrotic
damage.
You can have only one creature under the effect of
this feature at a time. You can choose to end the
vibrations harmlessly without using an action.
System Reference Document 5.1 30
Paladin
Class Features
As a paladin, you gain the following class features.
Hit Points
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution
modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per paladin level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight,
Intimidation, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• (a) a martial weapon and a shield or (b) two
martial weapons
• (a) five javelins or (b) any simple melee weapon
• (a) a priest’s pack or (b) an explorer’s pack
• Chain mail and a holy symbol
The Paladin
Proficiency ̶ Spell Slots per Spell Level ̶
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 +2 Ability Score Improvement 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 improvements 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
Divine Sense
The presence of strong evil registers on your senses
like a noxious odor, and powerful good rings like
heavenly music in your ears. As an action, you can
open your awareness to detect such forces. Until the
end of your next turn, you know the location of any
celestial, fiend, or undead within 60 feet of you that
is not behind total cover. You know the type
(celestial, fiend, or undead) of any being whose
presence you sense, but not its identity (the vampire
Count Strahd von Zarovich, for instance). Within the
same radius, you also detect the presence of any
place or object that has been consecrated or
desecrated, as with the hallow spell.
You can use this feature a number of times equal
to 1 + your Charisma modifier. When you finish a
long rest, you regain all expended uses.
System Reference Document 5.1 31
Lay on Hands
Your blessed touch can heal wounds. You have a
pool of healing power that replenishes when you
take a long rest. With that pool, you can restore a
total number of hit points equal to your paladin level
× 5.
As an action, you can touch a creature and draw
power from the pool to restore a number of hit
points to that creature, up to the maximum amount
remaining in your pool.
Alternatively, you can expend 5 hit points from
your pool of healing to cure the target of one disease
or neutralize one poison affecting it. You can cure
multiple diseases and neutralize multiple poisons
with a single use of Lay on Hands, expending hit
points separately for each one.
This feature has no effect on undead and
constructs.
Fighting Style
At 2nd level, you adopt a style of fighting as your
specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once,
even if you later get to choose again.
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. 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.
Spellcasting
By 2nd level, you have learned to draw on divine
magic through meditation and prayer to cast spells
as a cleric does.
Preparing and Casting Spells
The Paladin table shows how many spell slots you
have to cast your spells. To cast one of your paladin
spells of 1st level or higher, you must expend a slot
of the spell’s level or higher. You regain all expended
spell slots when you finish a long rest.
You prepare the list of paladin spells that are
available for you to cast, choosing from the paladin
spell list. When you do so, choose a number of
paladin spells equal to your Charisma modifier + half
your paladin level, rounded down (minimum of one
spell). The spells must be of a level for which you
have spell slots.
For example, if you are a 5th-‐‑level paladin, you
have four 1st-‐‑level and two 2nd-‐‑level spell slots.
With a Charisma of 14, your list of prepared spells
can include four spells of 1st or 2nd level, in any
combination. If you prepare the 1st-‐‑level spell cure
wounds, you can cast it using a 1st-‐‑level or a 2nd-‐‑
level slot. Casting the spell doesn’t remove it from
your list of prepared spells.
You can change your list of prepared spells when
you finish a long rest. Preparing a new list of paladin
spells requires time spent in prayer and meditation:
at least 1 minute per spell level for each spell on
your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin
spells, since their power derives from the strength of
your convictions. You use your Charisma whenever a
spell refers to your spellcasting ability. In addition,
you use your Charisma modifier when setting the
saving throw DC for a paladin spell you cast and
when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for
your paladin spells.
Divine Smite
Starting at 2nd level, when you hit a creature with a
melee weapon attack, you can expend one spell slot
to deal radiant damage to the target, in addition to
the weapon’s damage. The extra damage is 2d8 for a
1st-‐‑level spell slot, plus 1d8 for each spell level
System Reference Document 5.1 32
higher than 1st, to a maximum of 5d8. The damage
increases by 1d8 if the target is an undead or a fiend.
Divine Health
By 3rd level, the divine magic flowing through you
makes you immune to disease.
Sacred Oath
When you reach 3rd level, you swear the oath that
binds you as a paladin forever. Up to this time you
have been in a preparatory stage, committed to the
path but not yet sworn to it. Now you choose an oath,
such as the Oath of Devotion.
Your choice grants you features at 3rd level and
again at 7th, 15th, and 20th level. Those features
include oath spells and the Channel Divinity feature.
Oath Spells
Each oath has a list of associated spells. You gain
access to these spells at the levels specified in the
oath description. Once you gain access to an oath
spell, you always have it prepared. Oath spells don’t
count against the number of spells you can prepare
each day.
If you gain an oath spell that doesn’t appear on the
paladin spell list, the spell is nonetheless a paladin
spell for you.
Channel Divinity
Your oath allows you to channel divine energy to
fuel magical effects. Each Channel Divinity option
provided by your oath explains how to use it.
When you use your Channel Divinity, you choose
which option to use. You must then finish a short or
long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving
throws. When you use such an effect from this class,
the DC equals your paladin spell save DC.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your
turn.
Aura of Protection
Starting at 6th level, whenever you or a friendly
creature within 10 feet of you must make a saving
throw, the creature gains a bonus to the saving
throw equal to your Charisma modifier (with a
minimum bonus of +1). You must be conscious to
grant this bonus.
At 18th level, the range of this aura increases to 30
feet.
Aura of Courage
Starting at 10th level, you and friendly creatures
within 10 feet of you can’t be frightened while you
are conscious.
At 18th level, the range of this aura increases to 30
feet.
Improved Divine Smite
By 11th level, you are so suffused with righteous
might that all your melee weapon strikes carry
divine power with them. Whenever you hit a
creature with a melee weapon, the creature takes an
extra 1d8 radiant damage. If you also use your
Divine Smite with an attack, you add this damage to
the extra damage of your Divine Smite.
Cleansing Touch
Beginning at 14th level, you can use your action to
end one spell on yourself or on one willing creature
that you touch.
You can use this feature a number of times equal
to your Charisma modifier (a minimum of once). You
regain expended uses when you finish a long rest.
Sacred Oaths
Becoming a paladin involves taking vows that
commit the paladin to the cause of righteousness, an
active path of fighting wickedness. The final oath,
taken when he or she reaches 3rd level, is the
culmination of all the paladin’s training. Some
characters with this class don’t consider themselves
true paladins until they have reached 3rd level and
made this oath. For others, the actual swearing of the
oath is a formality, an official stamp on what has
always been true in the paladin’s heart.
Oath of Devotion
The Oath of Devotion binds a paladin to the loftiest
ideals of justice, virtue, and order. Sometimes called
cavaliers, white knights, or holy warriors, these
System Reference Document 5.1 33
paladins meet the ideal of the knight in shining
armor, acting with honor in pursuit of justice and the
greater good. They hold themselves to the highest
standards of conduct, and some, for better or worse,
hold the rest of the world to the same standards.
Many who swear this oath are devoted to gods of
law and good and use their gods’ tenets as the
measure of their devotion. They hold angels—the
perfect servants of good—as their ideals, and
incorporate images of angelic wings into their
helmets or coats of arms.
Tenets of Devotion
Though the exact words and strictures of the Oath of
Devotion vary, paladins of this oath share these
tenets.
Honesty. Don’t lie or cheat. Let your word be your
promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and
punish those who threaten them. Show mercy to
your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your
honorable deeds be an example to them. Do as much
good as possible while causing the least amount of
harm.
Duty. Be responsible for your actions and their
consequences, protect those entrusted to your care,
and obey those who have just authority over you.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
Paladin
Level Spells
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike
Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one
weapon that you are holding with positive energy,
using your Channel Divinity. For 1 minute, you add
your Charisma modifier to attack rolls made with
that weapon (with a minimum bonus of +1). The
weapon also emits bright light in a 20-‐‑foot radius
and dim light 20 feet beyond that. If the weapon is
not already magical, it becomes magical for the
duration.
You can end this effect on your turn as part of any
other action. If you are no longer holding or carrying
this weapon, or if you fall unconscious, this effect
ends.
Turn the Unholy. As an action, you present your
holy symbol and speak a prayer censuring fiends
and undead, using your Channel Divinity. Each fiend
or undead that can see or hear you within 30 feet of
you must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1
minute or until it takes damage.
A turned creature must spend its turns trying to
move as far away from you as it can, and it can’t
willingly move to a space within 30 feet of you. It
also can’t take reactions. For its action, it can use
only the Dash action or try to escape from an effect
that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action.
Aura of Devotion
Starting at 7th level, you and friendly creatures
within 10 feet of you can’t be charmed while you are
conscious.
At 18th level, the range of this aura increases to 30
feet.
Purity of Spirit
Beginning at 15th level, you are always under the
effects of a protection from evil and good spell.
Holy Nimbus
At 20th level, as an action, you can emanate an aura
of sunlight. For 1 minute, bright light shines from
you in a 30-‐‑foot radius, and dim light shines 30 feet
beyond that.
Whenever an enemy creature starts its turn in the
bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage
on saving throws against spells cast by fiends or
undead.
Once you use this feature, you can’t use it again
until you finish a long rest.
Breaking Your Oath
A paladin tries to hold to the highest standards of conduct,
but even the most virtuous paladin is fallible. Sometimes the
right path proves too demanding, sometimes a situation calls
for the lesser of two evils, and sometimes the heat of
emotion causes a paladin to transgress his or her oath.
A paladin who has broken a vow typically seeks absolution
from a cleric who shares his or her faith or from another
paladin of the same order. The paladin might spend an all-‐
night vigil in prayer as a sign of penitence, or undertake a fast
System Reference Document 5.1 34
or similar act of self-‐denial. After a rite of confession and
forgiveness, the paladin starts fresh.
If a paladin willfully violates his or her oath and shows no
sign of repentance, the consequences can be more serious.
At the GM’s discretion, an impenitent paladin might be
forced to abandon this class and adopt another.
System Reference Document 5.1 35
Ranger
Class Features
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution
modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics,
Insight, Investigation, Nature, Perception, Stealth,
and Survival
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• (a) scale mail or (b) leather armor
• (a) two shortswords or (b) two simple melee
weapons
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• A longbow and a quiver of 20 arrows
The Ranger
Proficiency ̶ Spell Slots per Spell Level ̶
Level Bonus Features Spells 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 +2 Ability Score Improvement 3 3 ̶ ̶ ̶ ̶
5th +3 Extra Attack 4 4 2 ̶ ̶ ̶
6th +3 Favored Enemy and Natural Explorer improvements 4 4 2 ̶ ̶
̶
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 ̶ ̶
10th +4 Natural Explorer improvement, Hide in Plain Sight 6 4 3
2 ̶ ̶
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
Favored Enemy
Beginning at 1st level, you have significant
experience studying, tracking, hunting, and even
talking to a certain type of enemy.
Choose a type of favored enemy: aberrations,
beasts, celestials, constructs, dragons, elementals,
fey, fiends, giants, monstrosities, oozes, plants, or
undead. Alternatively, you can select two races of
humanoid (such as gnolls and orcs) as favored
enemies.
You have advantage on Wisdom (Survival) checks
to track your favored enemies, as well as on
Intelligence checks to recall information about them.
When you gain this feature, you also learn one
language of your choice that is spoken by your
favored enemies, if they speak one at all.
You choose one additional favored enemy, as well
as an associated language, at 6th and 14th level. As
System Reference Document 5.1 36
you gain levels, your choices should reflect the types
of monsters you have encountered on your
adventures.
Natural Explorer
You are particularly familiar with one type of natural
environment and are adept at traveling and
surviving in such regions. Choose one type of
favored terrain: arctic, coast, desert, forest,
grassland, mountain, or swamp. When you make an
Intelligence or Wisdom check related to your
favored terrain, your proficiency bonus is doubled if
you are using a skill that you’re proficient in.
While traveling for an hour or more in your
favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical
means.
• Even when you are engaged in another activity
while traveling (such as foraging, navigating, or
tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily
at a normal pace.
• When you forage, you find twice as much food as
you normally would.
• While tracking other creatures, you also learn
their exact number, their sizes, and how long ago
they passed through the area.
You choose additional favored terrain types at 6th
and 10th level.
Fighting Style
At 2nd level, you adopt a particular style of fighting
as your specialty. Choose one of the following
options. You can’t take a Fighting Style option more
than once, even if you later get to choose again.
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.
Two-Weapon Fighting
When you engage in two-‐‑weapon fighting, you can
add your ability modifier to the damage of the
second attack.
Spellcasting
By the time you reach 2nd level, you have learned to
use the magical essence of nature to cast spells,
much as a druid does.
Spell Slots
The Ranger table shows how many spell slots you
have to cast your spells of 1st level and higher. To
cast one of these spells, you must expend a slot of
the spell’s level or higher. You regain all expended
spell slots when you finish a long rest.
For example, if you know the 1st-‐‑level spell animal
friendship and have a 1st-‐‑level and a 2nd-‐‑level spell
slot available, you can cast animal friendship using
either slot.
Spells Known of 1st Level and Higher
You know two 1st-‐‑level spells of your choice from
the ranger spell list.
The Spells Known column of the Ranger table
shows when you learn more ranger spells of your
choice. Each of these spells must be of a level for
which you have spell slots. For instance, when you
reach 5th level in this class, you can learn one new
spell of 1st or 2nd level.
Additionally, when you gain a level in this class,
you can choose one of the ranger spells you know
and replace it with another spell from the ranger
spell list, which also must be of a level for which you
have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger
spells, since your magic draws on your attunement
to nature. You use your Wisdom whenever a spell
refers to your spellcasting ability. In addition, you
use your Wisdom modifier when setting the saving
throw DC for a ranger spell you cast and when
making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
System Reference Document 5.1 37
Ranger Archetype
At 3rd level, you choose an archetype that you strive
to emulate, such as the Hunter. Your choice grants
you features at 3rd level and again at 7th, 11th, and
15th level.
Primeval Awareness
Beginning at 3rd level, you can use your action and
expend one ranger spell slot to focus your
awareness on the region around you. For 1 minute
per level of the spell slot you expend, you can sense
whether the following types of creatures are present
within 1 mile of you (or within up to 6 miles if you
are in your favored terrain): aberrations, celestials,
dragons, elementals, fey, fiends, and undead. This
feature doesn’t reveal the creatures’ location or
number.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your
turn.
Land’s Stride
Starting at 8th 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.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute
creating camouflage for yourself. You must have
access to fresh mud, dirt, plants, soot, and other
naturally occurring materials with which to create
your camouflage.
Once you are camouflaged in this way, you can try
to hide by pressing yourself up against a solid
surface, such as a tree or wall, that is at least as tall
and wide as you are. You gain a +10 bonus to
Dexterity (Stealth) checks as long as you remain
there without moving or taking actions. Once you
move or take an action or a reaction, you must
camouflage yourself again to gain this benefit.
Vanish
Starting at 14th level, you can use the Hide action as
a bonus action on your turn. Also, you can’t be
tracked by nonmagical means, unless you choose to
leave a trail.
Feral Senses
At 18th level, you gain preternatural senses that help
you fight creatures you can’t see. When you attack a
creature you can’t see, your inability to see it doesn’t
impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible
creature within 30 feet of you, provided that the
creature isn’t hidden from you and you aren’t
blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of
your enemies. Once on each of your turns, you can
add your Wisdom modifier to the attack roll or the
damage roll of an attack you make against one of
your favored enemies. You can choose to use this
feature before or after the roll, but before any effects
of the roll are applied.
Ranger Archetypes
A classic expression of the ranger ideal is the Hunter.
Hunter
Emulating the Hunter archetype means accepting
your place as a bulwark between civilization and the
terrors of the wilderness. As you walk the Hunter’s
path, you learn specialized techniques for fighting
the threats you face, from rampaging ogres and
hordes of orcs to towering giants and terrifying
dragons.
Hunter’s Prey
At 3rd level, you gain one of the following features of
your choice.
Colossus Slayer. Your tenacity can wear down the
most potent foes. When you hit a creature with a
System Reference Document 5.1 38
weapon attack, the creature takes an extra 1d8
damage if it’s below its hit point maximum. You can
deal this extra damage only once per turn.
Giant Killer. When a Large or larger creature
within 5 feet of you hits or misses you with an attack,
you can use your reaction to attack that creature
immediately after its attack, provided that you can
see the creature.
Horde Breaker. Once on each of your turns when
you make a weapon attack, you can make another
attack with the same weapon against a different
creature that is within 5 feet of the original target
and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of
your choice.
Escape the Horde. Opportunity attacks against
you are made with disadvantage.
Multiattack Defense. When a creature hits you
with an attack, you gain a +4 bonus to AC against all
subsequent attacks made by that creature for the
rest of the turn.
Steel Will. You have advantage on saving throws
against being frightened.
Multiattack
At 11th level, you gain one of the following features
of your choice.
Volley. You can use your action to make a ranged
attack against any number of creatures within 10
feet of a point you can see within your weapon’s
range. You must have ammunition for each target, as
normal, and you make a separate attack roll for each
target.
Whirlwind Attack. You can use your action to
make a melee attack against any number of
creatures within 5 feet of you, with a separate attack
roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features
of your choice.
Evasion. When you are subjected to an effect, such
as a red dragon’s fiery breath or a lightning bolt spell,
that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if
you succeed on the saving throw, and only half
damage if you fail.
Stand Against the Tide. When a hostile creature
misses you with a melee attack, you can use your
reaction to force that creature to repeat the same
attack against another creature (other than itself) of
your choice.
Uncanny Dodge. When an attacker that you can
see hits you with an attack, you can use your
reaction to halve the attack’s damage against you.
System Reference Document 5.1 39
Rogue
Class Features
As a rogue, you have the following class features.
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per rogue level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics,
Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of
Hand, and Stealth
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• (a) a rapier or (b) a shortsword
• (a) a shortbow and quiver of 20 arrows or (b) a
shortsword
• (a) a burglar’s pack, (b) a dungeoneer’s pack, or
(c) an explorer’s pack
• (a) Leather armor, two daggers, and thieves’ tools
The Rogue
Level
Proficiency
Bonus
Sneak
Attack Features
1st +2 1d6 Expertise, Sneak Attack,
Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype
4th +2 2d6 Ability Score
Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score
Improvement
9th +4 5d6 Roguish Archetype
feature
10th +4 5d6 Ability Score
Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score
Improvement
13th +5 7d6 Roguish Archetype
feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score
Improvement
17th +6 9d6 Roguish Archetype
feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score
Improvement
20th +6 10d6 Stroke of Luck
Expertise
At 1st level, choose two of your skill proficiencies, or
one of your skill proficiencies and your proficiency
with thieves’ tools. Your proficiency bonus is
doubled for any ability check you make that uses
either of the chosen proficiencies.
At 6th level, you can choose two more of your
proficiencies (in skills or with thieves’ tools) to gain
this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly
and exploit a foe’s distraction. Once per turn, you can
deal an extra 1d6 damage to one creature you hit
with an attack if you have advantage on the attack
roll. The attack must use a finesse or a ranged
weapon.
You don’t need advantage on the attack roll if
another enemy of the target is within 5 feet of it, that
enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
The amount of the extra damage increases as you
gain levels in this class, as shown in the Sneak Attack
column of the Rogue table.
Thieves’ Cant
During your rogue training you learned thieves’ cant,
a secret mix of dialect, jargon, and code that allows
you to hide messages in seemingly normal
conversation. Only another creature that knows
thieves’ cant understands such messages. It takes
four times longer to convey such a message than it
does to speak the same idea plainly.
In addition, you understand a set of secret signs
and symbols used to convey short, simple messages,
System Reference Document 5.1 40
such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby,
or whether the people in an area are easy marks or
will provide a safe house for thieves on the run.
Cunning Action
Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a
bonus action on each of your turns in combat. This
action can be used only to take the Dash, Disengage,
or Hide action.
Roguish Archetype
At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities, such
as Thief. Your archetype choice grants you features
at 3rd level and then again at 9th, 13th, and 17th
level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th,
12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20 using
this feature.
Uncanny Dodge
Starting at 5th level, when an attacker that you can
see hits you with an attack, you can use your
reaction to halve the attack’s damage against you.
Evasion
Beginning at 7th level, you can nimbly dodge out of
the way of certain area effects, such as a red dragon’s
fiery breath or an ice storm spell. When you are
subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
Reliable Talent
By 11th level, you have refined your chosen skills
until they approach perfection. Whenever you make
an ability check that lets you add your proficiency
bonus, you can treat a d20 roll of 9 or lower as a 10.
Blindsense
Starting at 14th level, if you are able to hear, you are
aware of the location of any hidden or invisible
creature within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental
strength. You gain proficiency in Wisdom saving
throws.
Elusive
Beginning at 18th level, you are so evasive that
attackers rarely gain the upper hand against you. No
attack roll has advantage against you while you
aren’t incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for
succeeding when you need to. If your attack misses a
target within range, you can turn the miss into a hit.
Alternatively, if you fail an ability check, you can treat
the d20 roll as a 20.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Roguish Archetypes
Rogues have many features in common, including
their emphasis on perfecting their skills, their
precise and deadly approach to combat, and their
increasingly quick reflexes. But different rogues
steer those talents in varying directions, embodied
by the rogue archetypes. Your choice of archetype is
a reflection of your focus—not necessarily an
indication of your chosen profession, but a
description of your preferred techniques.
Thief
You hone your skills in the larcenous arts. Burglars,
bandits, cutpurses, and other criminals typically
follow this archetype, but so do rogues who prefer to
think of themselves as professional treasure seekers,
explorers, delvers, and investigators. In addition to
improving your agility and stealth, you learn skills
useful for delving into ancient ruins, reading
unfamiliar languages, and using magic items you
normally couldn’t employ.
Fast Hands
Starting at 3rd level, you can use the bonus action
granted by your Cunning Action to make a Dexterity
System Reference Document 5.1 41
(Sleight of Hand) check, use your thieves’ tools to
disarm a trap or open a lock, or take the Use an
Object action.
Second-Story Work
When you choose this archetype at 3rd level, you
gain the ability to climb faster than normal; climbing
no longer costs you extra movement.
In addition, when you make a running jump, the
distance you cover increases by a number of feet
equal to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a
Dexterity (Stealth) check if you move no more than
half your speed on the same turn.
Use Magic Device
By 13th level, you have learned enough about the
workings of magic that you can improvise the use of
items even when they are not intended for you. You
ignore all class, race, and level requirements on the
use of magic items.
Thief’s Reflexes
When you reach 17th level, you have become adept
at laying ambushes and quickly escaping danger. You
can take two turns during the first round of any
combat. You take your first turn at your normal
initiative and your second turn at your initiative
minus 10. You can’t use this feature when you are
surprised.
System Reference Document 5.1 42
Sorcerer
Class Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution
modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per sorcerer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light
crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• (a) a light crossbow and 20 bolts or (b) any simple
weapon
• (a) a component pouch or (b) an arcane focus
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• Two daggers
The Sorcerer
Proficiency Sorcery Cantrips Spells —Spell Slots per Spell Level—
Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th
6th 7th 8th 9th
1st +2 ̶ Spellcasting, Sorcerous
Origin
4 2 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
2nd +2 2 Font of Magic 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
3rd +2 3 Metamagic 4 4 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶
4th +2 4 Ability Score
Improvement
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
Improvement
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
Improvement
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
Improvement
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
Improvement
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
System Reference Document 5.1 43
Spellcasting
An event in your past, or in the life of a parent or
ancestor, left an indelible mark on you, infusing you
with arcane magic. This font of magic, whatever its
origin, fuels your spells.
Cantrips
At 1st level, you know four cantrips of your choice
from the sorcerer spell list. You learn additional
sorcerer cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the Sorcerer
table.
Spell Slots
The Sorcerer table shows how many spell slots you
have to cast your spells of 1st level and higher. To
cast one of these sorcerer spells, you must expend a
slot of the spell’s level or higher. You regain all
expended spell slots when you finish a long rest.
For example, if you know the 1st-‐‑level spell
burning hands and have a 1st-‐‑level and a 2nd-‐‑level
spell slot available, you can cast burning hands using
either slot.
Spells Known of 1st Level and Higher
You know two 1st-‐‑level spells of your choice from
the sorcerer spell list.
The Spells Known column of the Sorcerer table
shows when you learn more sorcerer spells of your
choice. Each of these spells must be of a level for
which you have spell slots. For instance, when you
reach 3rd level in this class, you can learn one new
spell of 1st or 2nd level.
Additionally, when you gain a level in this class,
you can choose one of the sorcerer spells you know
and replace it with another spell from the sorcerer
spell list, which also must be of a level for which you
have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your
sorcerer spells, since the power of your magic relies
on your ability to project your will into the world.
You use your Charisma whenever a spell refers to
your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC
for a sorcerer spell you cast and when making an
attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus
for your sorcerer spells.
Sorcerous Origin
Choose a sorcerous origin, which describes the
source of your innate magical power, such as
Draconic Bloodline.
Your choice grants you features when you choose
it at 1st level and again at 6th, 14th, and 18th level.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic
within yourself. This wellspring is represented by
sorcery points, which allow you to create a variety of
magical effects.
Sorcery Points
You have 2 sorcery points, and you gain more as you
reach higher levels, as shown in the Sorcery Points
column of the Sorcerer table. You can never have
more sorcery points than shown on the table for
your level. You regain all spent sorcery points when
you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional
spell slots, or sacrifice spell slots to gain additional
sorcery points. You learn other ways to use your
sorcery points as you reach higher levels.
Creating Spell Slots. You can transform
unexpended sorcery points into one spell slot as a
bonus action on your turn. The Creating Spell Slots
table shows the cost of creating a spell slot of a given
level. You can create spell slots no higher in level
than 5th.
Any spell slot you create with this feature vanishes
when you finish a long rest.
Creating Spell Slots
Spell Slot
Level
Sorcery
Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points. As a
bonus action on your turn, you can expend one spell
System Reference Document 5.1 44
slot and gain a number of sorcery points equal to the
slot’s level.
Metamagic
At 3rd level, you gain the ability to twist your spells
to suit your needs. You gain two of the following
Metamagic options of your choice. You gain another
one at 10th and 17th level.
You can use only one Metamagic option on a spell
when you cast it, unless otherwise noted.
Careful Spell
When you cast a spell that forces other creatures to
make a saving throw, you can protect some of those
creatures from the spell’s full force. To do so, you
spend 1 sorcery point and choose a number of those
creatures up to your Charisma modifier (minimum
of one creature). A chosen creature automatically
succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or
greater, you can spend 1 sorcery point to double the
range of the spell.
When you cast a spell that has a range of touch,
you can spend 1 sorcery point to make the range of
the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1
sorcery point to reroll a number of the damage dice
up to your Charisma modifier (minimum of one).
You must use the new rolls.
You can use Empowered Spell even if you have
already used a different Metamagic option during
the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute
or longer, you can spend 1 sorcery point to double
its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make
a saving throw to resist its effects, you can spend 3
sorcery points to give one target of the spell
disadvantage on its first saving throw made against
the spell.
Quickened Spell
When you cast a spell that has a casting time of 1
action, you can spend 2 sorcery points to change the
casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point
to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature
and doesn’t have a range of self, you can spend a
number of sorcery points equal to the spell’s level to
target a second creature in range with the same spell
(1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of
targeting more than one creature at the spell’s
current level. For example, magic missile and
scorching ray aren’t eligible, but ray of frost is.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points
whenever you finish a short rest.
Sorcerous Origins
Different sorcerers claim different origins for their
innate magic, such as a draconic bloodline.
Draconic Bloodline
Your innate magic comes from draconic magic that
was mingled with your blood or that of your
ancestors. Most often, sorcerers with this origin
trace their descent back to a mighty sorcerer of
ancient times who made a bargain with a dragon or
who might even have claimed a dragon parent. Some
of these bloodlines are well established in the world,
but most are obscure. Any given sorcerer could be
the first of a new bloodline, as a result of a pact or
some other exceptional circumstance.
Dragon Ancestor
At 1st level, you choose one type of dragon as your
ancestor. The damage type associated with each
dragon is used by features you gain later.
Draconic Ancestry
Dragon Damage Type
Black Acid
System Reference Document 5.1 45
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold
You can speak, read, and write Draconic.
Additionally, whenever you make a Charisma check
when interacting with dragons, your proficiency
bonus is doubled if it applies to the check.
Draconic Resilience
As magic flows through your body, it causes physical
traits of your dragon ancestors to emerge. At 1st
level, your hit point maximum increases by 1 and
increases by 1 again whenever you gain a level in
this class.
Additionally, parts of your skin are covered by a
thin sheen of dragon-‐‑like scales. When you aren’t
wearing armor, your AC equals 13 + your Dexterity
modifier.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals
damage of the type associated with your draconic
ancestry, you can add your Charisma modifier to one
damage roll of that spell. At the same time, you can
spend 1 sorcery point to gain resistance to that
damage type for 1 hour.
Dragon Wings
At 14th level, you gain the ability to sprout a pair of
dragon wings from your back, gaining a flying speed
equal to your current speed. You can create these
wings as a bonus action on your turn. They last until
you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing
armor unless the armor is made to accommodate
them, and clothing not made to accommodate your
wings might be destroyed when you manifest them.
Draconic Presence
Beginning at 18th level, you can channel the dread
presence of your dragon ancestor, causing those
around you to become awestruck or frightened. As
an action, you can spend 5 sorcery points to draw on
this power and exude an aura of awe or fear (your
choice) to a distance of 60 feet. For 1 minute or until
you lose your concentration (as if you were casting a
concentration spell), each hostile creature that starts
its turn in this aura must succeed on a Wisdom
saving throw or be charmed (if you chose awe) or
frightened (if you chose fear) until the aura ends. A
creature that succeeds on this saving throw is
immune to your aura for 24 hours.
System Reference Document 5.1 46
Warlock
Class Features
As a warlock, you gain the following class features.
Hit Points
Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per warlock level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception,
History, Intimidation, Investigation, Nature, and
Religion
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• (a) a light crossbow and 20 bolts or (b) any simple
weapon
• (a) a component pouch or (b) an arcane focus
• (a) a scholar’s pack or (b) a dungeoneer’s pack
• Leather armor, any simple weapon, and two
daggers
The Warlock
Level
Proficiency
Bonus Features
Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
Invocations
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
Otherworldly Patron
At 1st level, you have struck a bargain with an
otherworldly being of your choice: the Archfey, the
Fiend, or the Great Old One, each of which is detailed
at the end of the class description. Your choice
grants you features at 1st level and again at 6th, 10th,
and 14th level.
Pact Magic
Your arcane research and the magic bestowed on
you by your patron have given you facility with
spells.
Cantrips
You know two cantrips of your choice from the
warlock spell list. You learn additional warlock
System Reference Document 5.1 47
cantrips of your choice at higher levels, as shown in
the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you
have. The table also shows what the level of those
slots is; all of your spell slots are the same level. To
cast one of your warlock spells of 1st level or higher,
you must expend a spell slot. You regain all
expended spell slots when you finish a short or long
rest.
For example, when you are 5th level, you have two
3rd-‐‑level spell slots. To cast the 1st-‐‑level spell
thunderwave, you must spend one of those slots, and
you cast it as a 3rd-‐‑level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-‐‑level spells of your
choice from the warlock spell list.
The Spells Known column of the Warlock table
shows when you learn more warlock spells of your
choice of 1st level and higher. A spell you choose
must be of a level no higher than what’s shown in
the table’s Slot Level column for your level. When
you reach 6th level, for example, you learn a new
warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class,
you can choose one of the warlock spells you know
and replace it with another spell from the warlock
spell list, which also must be of a level for which you
have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your
warlock spells, so you use your Charisma whenever
a spell refers to your spellcasting ability. In addition,
you use your Charisma modifier when setting the
saving throw DC for a warlock spell you cast and
when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus
for your warlock spells.
Eldritch Invocations
In your study of occult lore, you have unearthed
eldritch invocations, fragments of forbidden
knowledge that imbue you with an abiding magical
ability.
At 2nd level, you gain two eldritch invocations of
your choice. Your invocation options are detailed at
the end of the class description. When you gain
certain warlock levels, you gain additional
invocations of your choice, as shown in the
Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class,
you can choose one of the invocations you know and
replace it with another invocation that you could
learn at that level.
Pact Boon
At 3rd level, your otherworldly patron bestows a gift
upon you for your loyal service. You gain one of the
following features of your choice.
Pact of the Chain
You learn the find familiar spell and can cast it as a
ritual. The spell doesn’t count against your number
of spells known.
When you cast the spell, you can choose one of the
normal forms for your familiar or one of the
following special forms: imp, pseudodragon, quasit,
or sprite.
Additionally, when you take the Attack action, you
can forgo one of your own attacks to allow your
familiar to make one attack of its own with its
reaction.
Pact of the Blade
You can use your action to create a pact weapon in
your empty hand. You can choose the form that this
melee weapon takes each time you create it. You are
proficient with it while you wield it. This weapon
counts as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and
damage.
Your pact weapon disappears if it is more than 5
feet away from you for 1 minute or more. It also
disappears if you use this feature again, if you
dismiss the weapon (no action required), or if you
die.
You can transform one magic weapon into your
pact weapon by performing a special ritual while
you hold the weapon. You perform the ritual over
the course of 1 hour, which can be done during a
short rest. You can then dismiss the weapon,
shunting it into an extradimensional space, and it
appears whenever you create your pact weapon
thereafter. You can’t affect an artifact or a sentient
weapon in this way. The weapon ceases being your
System Reference Document 5.1 48
pact weapon if you die, if you perform the 1-‐‑hour
ritual on a different weapon, or if you use a 1-‐‑hour
ritual to break your bond to it. The weapon appears
at your feet if it is in the extradimensional space
when the bond breaks.
Pact of the Tome
Your patron gives you a grimoire called a Book of
Shadows. When you gain this feature, choose three
cantrips from any class’s spell list (the three needn’t
be from the same list). While the book is on your
person, you can cast those cantrips at will. They
don’t count against your number of cantrips known.
If they don’t appear on the warlock spell list, they
are nonetheless warlock spells for you.
If you lose your Book of Shadows, you can perform
a 1-‐‑hour ceremony to receive a replacement from
your patron. This ceremony can be performed
during a short or long rest, and it destroys the
previous book. The book turns to ash when you die.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.
Mystic Arcanum
At 11th level, your patron bestows upon you a
magical secret called an arcanum. Choose one 6th-‐‑
level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without
expending a spell slot. You must finish a long rest
before you can do so again.
At higher levels, you gain more warlock spells of
your choice that can be cast in this way: one 7th-‐‑
level spell at 13th level, one 8th-‐‑level spell at 15th
level, and one 9th-‐‑level spell at 17th level. You
regain all uses of your Mystic Arcanum when you
finish a long rest.
Eldritch Master
At 20th level, you can draw on your inner reserve of
mystical power while entreating your patron to
regain expended spell slots. You can spend 1 minute
entreating your patron for aid to regain all your
expended spell slots from your Pact Magic feature.
Once you regain spell slots with this feature, you
must finish a long rest before you can do so again.
Eldritch Invocations
If an eldritch invocation has prerequisites, you must
meet them to learn it. You can learn the invocation at
the same time that you meet its prerequisites. A level
prerequisite refers to your level in this class.
Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma
modifier to the damage it deals on a hit.
Armor of Shadows
You can cast mage armor on yourself at will, without
expending a spell slot or material components.
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without
expending a spell slot or material components.
Beast Speech
You can cast speak with animals at will, without
expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and
Persuasion skills.
Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion once using a warlock spell
slot. You can’t do so again until you finish a long rest.
Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of
Shadows. Choose two 1st-‐‑level spells that have the
ritual tag from any class’s spell list (the two needn’t
be from the same list). The spells appear in the book
and don’t count against the number of spells you
know. With your Book of Shadows in hand, you can
cast the chosen spells as rituals. You can’t cast the
spells except as rituals, unless you’ve learned them
by some other means. You can also cast a warlock
spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual
spells to your Book of Shadows. When you find such
a spell, you can add it to the book if the spell’s level
is equal to or less than half your warlock level
(rounded up) and if you can spare the time to
System Reference Document 5.1 49
transcribe the spell. For each level of the spell, the
transcription process takes 2 hours and costs 50 gp
for the rare inks needed to inscribe it.
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster at will—targeting a
celestial, fiend, or elemental—without expending a
spell slot or material components. You must finish a
long rest before you can use this invocation on the
same creature again.
Devil’s Sight
You can see normally in darkness, both magical and
nonmagical, to a distance of 120 feet.
Dreadful Word
Prerequisite: 7th level
You can cast confusion once using a warlock spell
slot. You can’t do so again until you finish a long rest.
Eldritch Sight
You can cast detect magic at will, without expending
a spell slot.
Eldritch Spear
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-‐‑level
spell, without expending a spell slot or material
components.
Gaze of Two Minds
You can use your action to touch a willing humanoid
and perceive through its senses until the end of your
next turn. As long as the creature is on the same
plane of existence as you, you can use your action on
subsequent turns to maintain this connection,
extending the duration until the end of your next
turn. While perceiving through the other creature’s
senses, you benefit from any special senses
possessed by that creature, and you are blinded and
deafened to your own surroundings.
Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the
creature takes extra necrotic damage equal to your
Charisma modifier (minimum 1).
Mask of Many Faces
You can cast disguise self at will, without expending a
spell slot.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a
spell slot.
Minions of Chaos
Prerequisite: 9th level
You can cast conjure elemental once using a warlock
spell slot. You can’t do so again until you finish a
long rest.
Mire the Mind
Prerequisite: 5th level
You can cast slow once using a warlock spell slot.
You can’t do so again until you finish a long rest.
Misty Visions
You can cast silent image at will, without expending a
spell slot or material components.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness,
you can use your action to become invisible until you
move or take an action or a reaction.
Otherworldly Leap
Prerequisite: 9th level
You can cast jump on yourself at will, without
expending a spell slot or material components.
Repelling Blast
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can
push the creature up to 10 feet away from you in a
straight line.
System Reference Document 5.1 50
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once using a warlock spell
slot. You can’t do so again until you finish a long rest.
Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once using a warlock spell
slot. You can’t do so again until you finish a long rest.
Thief of Five Fates
You can cast bane once using a warlock spell slot.
You can’t do so again until you finish a long rest.
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead
of once, whenever you take the Attack action on your
turn.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a
spell slot.
Voice of the Chain Master
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your
familiar and perceive through your familiar’s senses
as long as you are on the same plane of existence.
Additionally, while perceiving through your
familiar’s senses, you can also speak through your
familiar in your own voice, even if your familiar is
normally incapable of speech.
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without
expending a spell slot.
Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or
creature concealed by illusion or transmutation
magic while the creature is within 30 feet of you and
within line of sight.
Otherworldly Patrons
The beings that serve as patrons for warlocks are
mighty inhabitants of other planes of existence—not
gods, but almost godlike in their power. Various
patrons give their warlocks access to different
powers and invocations, and expect significant
favors in return.
Some patrons collect warlocks, doling out mystic
knowledge relatively freely or boasting of their
ability to bind mortals to their will. Other patrons
bestow their power only grudgingly, and might
make a pact with only one warlock. Warlocks who
serve the same patron might view each other as
allies, siblings, or rivals.
The Fiend
You have made a pact with a fiend from the lower
planes of existence, a being whose aims are evil,
even if you strive against those aims. Such beings
desire the corruption or destruction of all things,
ultimately including you. Fiends powerful enough to
forge a pact include demon lords such as
Demogorgon, Orcus, Fraz’Urb-‐‑luu, and Baphomet;
archdevils such as Asmodeus, Dispater,
Mephistopheles, and Belial; pit fiends and balors that
are especially mighty; and ultroloths and other lords
of the yugoloths.
Expanded Spell List
The Fiend lets you choose from an expanded list of
spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
Fiend Expanded Spells
Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow
Dark One’s Blessing
Starting at 1st level, when you reduce a hostile
creature to 0 hit points, you gain temporary hit
points equal to your Charisma modifier + your
warlock level (minimum of 1).
Dark One’s Own Luck
Starting at 6th level, you can call on your patron to
alter fate in your favor. When you make an ability
check or a saving throw, you can use this feature to
System Reference Document 5.1 51
add a d10 to your roll. You can do so after seeing the
initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Fiendish Resilience
Starting 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
weapons or silver weapons ignores this resistance.
Hurl Through Hell
Starting 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. The
creature disappears and hurtles through a
nightmare landscape.
At the end of your next turn, the target returns to
the space it previously occupied, or the nearest
unoccupied space. If the target is not a fiend, it takes
10d10 psychic damage as it reels from its horrific
experience.
Once you use this feature, you can’t use it again
until you finish a long rest.
Your Pact Boon
Each Pact Boon option produces a special creature or an
object that reflects your patron’s nature.
Pact of the Chain. Your familiar is more cunning than a
typical familiar. Its default form can be a reflection of your
patron, with imps and quasits tied to the Fiend.
Pact of the Blade. If you serve the Fiend, your weapon
could be an axe made of black metal and adorned with
decorative flames.
Pact of the Tome. Your Book of Shadows could be a
weighty tome bound in demon hide studded with iron,
holding spells of conjuration and a wealth of forbidden lore
about the sinister regions of the cosmos, a gift of the Fiend.
System Reference Document 5.1 52
Wizard
Class Features
As a wizard, you gain the following class features.
Hit Points
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution
modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per wizard level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light
crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight,
Investigation, Medicine, and Religion
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• (a) a quarterstaff or (b) a dagger
• (a) a component pouch or (b) an arcane focus
• (a) a scholar’s pack or (b) an explorer’s pack
• A spellbook
The Wizard
Proficiency Cantrips —Spell Slots per Spell Level—
Level Bonus Features Known 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
Spellcasting
As a student of arcane magic, you have a spellbook
containing spells that show the first glimmerings of
your true power.
Cantrips
At 1st level, you know three cantrips of your choice
from the wizard spell list. You learn additional
wizard cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the Wizard
table.
Spellbook
At 1st level, you have a spellbook containing six 1st-‐‑
level wizard spells of your choice. Your spellbook is
the repository of the wizard spells you know, except
your cantrips, which are fixed in your mind.
System Reference Document 5.1 53
Preparing and Casting Spells
The Wizard table shows how many spell slots you
have to cast your spells of 1st level and higher. To
cast one of these spells, you must expend a slot of
the spell’s level or higher. You regain all expended
spell slots when you finish a long rest.
You prepare the list of wizard spells that are
available for you to cast. To do so, choose a number
of wizard spells from your spellbook equal to your
Intelligence modifier + your wizard level (minimum
of one spell). The spells must be of a level for which
you have spell slots.
For example, if you’re a 3rd-‐‑level wizard, you have
four 1st-‐‑level and two 2nd-‐‑level spell slots. With an
Intelligence of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any
combination, chosen from your spellbook. If you
prepare the 1st-‐‑level spell magic missile, you can cast
it using a 1st-‐‑level or a 2nd-‐‑level slot. Casting the
spell doesn’t remove it from your list of prepared
spells.
You can change your list of prepared spells when
you finish a long rest. Preparing a new list of wizard
spells requires time spent studying your spellbook
and memorizing the incantations and gestures you
must make to cast the spell: at least 1 minute per
spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your
wizard spells, since you learn your spells through
dedicated study and memorization. You use your
Intelligence whenever a spell refers to your
spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw
DC for a wizard spell you cast and when making an
attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has
the ritual tag and you have the spell in your
spellbook. You don’t need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus
for your wizard spells.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two
wizard spells of your choice to your spellbook for
free. Each of these spells must be of a level for which
you have spell slots, as shown on the Wizard table.
On your adventures, you might find other spells that
you can add to your spellbook (see the “Your
Spellbook” sidebar).
Arcane Recovery
You have learned to regain some of your magical
energy by studying your spellbook. Once per day
when you finish a short rest, you can choose
expended spell slots to recover. The spell slots can
have a combined level that is equal to or less than
half your wizard level (rounded up), and none of the
slots can be 6th level or higher.
For example, if you’re a 4th-‐‑level wizard, you can
recover up to two levels worth of spell slots. You can
recover either a 2nd-‐‑level spell slot or two 1st-‐‑level
spell slots.
Arcane Tradition
When you reach 2nd level, you choose an arcane
tradition, shaping your practice of magic through
one of eight schools, such as Evocation.
Your choice grants you features at 2nd level and
again at 6th, 10th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.
Spell Mastery
At 18th level, you have achieved such mastery over
certain spells that you can cast them at will. Choose a
1st-‐‑level wizard spell and a 2nd-‐‑level wizard spell
that are in your spellbook. You can cast those spells
at their lowest level without expending a spell slot
when you have them prepared. If you want to cast
either spell at a higher level, you must expend a spell
slot as normal.
By spending 8 hours in study, you can exchange
one or both of the spells you chose for different
spells of the same levels.
System Reference Document 5.1 54
Signature Spells
When you reach 20th level, you gain mastery over
two powerful spells and can cast them with little
effort. Choose two 3rd-‐‑level wizard spells in your
spellbook as your signature spells. You always have
these spells prepared, they don’t count against the
number of spells you have prepared, and you can
cast each of them once at 3rd level without
expending a spell slot. When you do so, you can’t do
so again until you finish a short or long rest.
If you want to cast either spell at a higher level,
you must expend a spell slot as normal.
Arcane Traditions
The study of wizardry is ancient, stretching back to
the earliest mortal discoveries of magic. It is firmly
established in fantasy gaming worlds, with various
traditions dedicated to its complex study.
The most common arcane traditions in the
multiverse revolve around the schools of magic.
Wizards through the ages have cataloged thousands
of spells, grouping them into eight categories called
schools. In some places, these traditions are literally
schools. In other institutions, the schools are more
like academic departments, with rival faculties
competing for students and funding. Even wizards
who train apprentices in the solitude of their own
towers use the division of magic into schools as a
learning device, since the spells of each school
require mastery of different techniques.
School of Evocation
You focus your study on magic that creates powerful
elemental effects such as bitter cold, searing flame,
rolling thunder, crackling lightning, and burning acid.
Some evokers find employment in military forces,
serving as artillery to blast enemy armies from afar.
Others use their spectacular power to protect the
weak, while some seek their own gain as bandits,
adventurers, or aspiring tyrants.
Evocation Savant
Beginning when you select this school at 2nd level,
the gold and time you must spend to copy an
evocation spell into your spellbook is halved.
Sculpt Spells
Beginning at 2nd level, you can create pockets of
relative safety within the effects of your evocation
spells. When you cast an evocation spell that affects
other creatures that you can see, you can choose a
number of them equal to 1 + the spell’s level. The
chosen creatures automatically succeed on their
saving throws against the spell, and they take no
damage if they would normally take half damage on
a successful save.
Potent Cantrip
Starting at 6th level, your damaging cantrips affect
even creatures that avoid the brunt of the effect.
When a creature succeeds on a saving throw against
your cantrip, the creature takes half the cantrip’s
damage (if any) but suffers no additional effect from
the cantrip.
Empowered Evocation
Beginning at 10th level, you can add your
Intelligence modifier to one damage roll of any
wizard evocation spell you cast.
Overchannel
Starting at 14th level, you can increase the power of
your simpler spells. When you cast a wizard spell of
1st through 5th level that deals damage, you can deal
maximum damage with that spell.
The first time you do so, you suffer no adverse
effect. If you use this feature again before you finish
a long rest, you take 2d12 necrotic damage for each
level of the spell, immediately after you cast it. Each
time you use this feature again before finishing a
long rest, the necrotic damage per spell level
increases by 1d12. This damage ignores resistance
and immunity.
Your Spellbook
The spells that you add to your spellbook as you gain levels
reflect the arcane research you conduct on your own, as well
as intellectual breakthroughs you have had about the nature
of the multiverse. You might find other spells during your
adventures. You could discover a spell recorded on a scroll in
an evil wizard’s chest, for example, or in a dusty tome in an
ancient library.
Copying a Spell into the Book. When you find a wizard
spell of 1st level or higher, you can add it to your spellbook if
it is of a spell level you can prepare and if you can spare the
time to decipher and copy it.
Copying that spell into your spellbook involves reproducing
the basic form of the spell, then deciphering the unique
system of notation used by the wizard who wrote it. You
must practice the spell until you understand the sounds or
gestures required, then transcribe it into your spellbook using
your own notation.
For each level of the spell, the process takes 2 hours and
costs 50 gp. The cost represents material components you
System Reference Document 5.1 55
expend as you experiment with the spell to master it, as well
as the fine inks you need to record it. Once you have spent
this time and money, you can prepare the spell just like your
other spells.
Replacing the Book. You can copy a spell from your own
spellbook into another book—for example, if you want to
make a backup copy of your spellbook. This is just like
copying a new spell into your spellbook, but faster and easier,
since you understand your own notation and already know
how to cast the spell. You need spend only 1 hour and 10 gp
for each level of the copied spell.
If you lose your spellbook, you can use the same
procedure to transcribe the spells that you have prepared
into a new spellbook. Filling out the remainder of your
spellbook requires you to find new spells to do so, as normal.
For this reason, many wizards keep backup spellbooks in a safe
place.
The Book’s Appearance. Your spellbook is a unique
compilation of spells, with its own decorative flourishes and
margin notes. It might be a plain, functional leather volume
that you received as a gift from your master, a finely bound
gilt-‐edged tome you found in an ancient library, or even a
loose collection of notes scrounged together after you lost
your previous spellbook in a mishap.
System Reference Document 5.1 56
Beyond 1st Level
As your character goes on adventures and
overcomes challenges, he or she gains experience,
represented by experience points. A character who
reaches a specified experience point total advances
in capability. This advancement is called gaining a
level.
When your character gains a level, his or her class
often grants additional features, as detailed in the
class description. Some of these features allow you
to increase your ability scores, either increasing two
scores by 1 each or increasing one score by 2. You
can’t increase an ability score above 20. In addition,
every character’s proficiency bonus increases at
certain levels.
Each time you gain a level, you gain 1 additional
Hit Die. Roll that Hit Die, add your Constitution
modifier to the roll, and add the total to your hit
point maximum. Alternatively, you can use the fixed
value shown in your class entry, which is the average
result of the die roll (rounded up).
When your Constitution modifier increases by 1,
your hit point maximum increases by 1 for each level
you have attained. For example, if your 7th-‐‑level
fighter has a Constitution score of 17, when he
reaches 8th level, he increases his Constitution score
from 17 to 18, thus increasing his Constitution
modifier from +3 to +4. His hit point maximum then
increases by 8.
The Character Advancement table summarizes the
XP you need to advance in levels from level 1
through level 20, and the proficiency bonus for a
character of that level. Consult the information in
your character’s class description to see what other
improvements you gain at each level.
Character Advancement
Experience Points Level Proficiency Bonus
0 1 +2
300 2 +2
900 3 +2
2,700 4 +2
6,500 5 +3
14,000 6 +3
23,000 7 +3
34,000 8 +3
48,000 9 +4
64,000 10 +4
85,000 11 +4
100,000 12 +4
120,000 13 +5
140,000 14 +5
165,000 15 +5
195,000 16 +5
225,000 17 +6
265,000 18 +6
305,000 19 +6
355,000 20 +6
Multiclassing
Multiclassing allows you to gain levels in multiple
classes. Doing so lets you mix the abilities of those
classes to realize a character concept that might not
be reflected in one of the standard class options.
With this rule, you have the option of gaining a
level in a new class whenever you advance in level,
instead of gaining a level in your current class. Your
levels in all your classes are added together to
determine your character level. For example, if you
have three levels in wizard and two in fighter, you’re
a 5th-‐‑level character.
As you advance in levels, you might primarily
remain a member of your original class with just a
few levels in another class, or you might change
course entirely, never looking back at the class you
left behind. You might even start progressing in a
third or fourth class. Compared to a single-‐‑class
character of the same level, you’ll sacrifice some
focus in exchange for versatility.
Prerequisites
To qualify for a new class, you must meet the ability
score prerequisites for both your current class and
your new one, as shown in the Multiclassing
Prerequisites table. For example, a barbarian who
decides to multiclass into the druid class must have
both Strength and Wisdom scores of 13 or higher.
Without the full training that a beginning character
receives, you must be a quick study in your new class,
having a natural aptitude that is reflected by higher-‐‑
than-‐‑average ability scores.
Multiclassing Prerequisites
Class Ability Score Minimum
Barbarian Strength 13
Bard Charisma 13
Cleric Wisdom 13
Druid Wisdom 13
Fighter Strength 13 or Dexterity 13
Monk Dexterity 13 and Wisdom 13
Paladin Strength 13 and Charisma 13
Ranger Dexterity 13 and Wisdom 13
Rogue Dexterity 13
Sorcerer Charisma 13
Warlock Charisma 13
Wizard Intelligence 13
System Reference Document 5.1 57
Experience Points
The experience point cost to gain a level is always
based on your total character level, as shown in the
Character Advancement table, not your level in a
particular class. So, if you are a cleric 6/fighter 1, you
must gain enough XP to reach 8th level before you
can take your second level as a fighter or your
seventh level as a cleric.
Hit Points and Hit Dice
You gain the hit points from your new class as
described for levels after 1st. You gain the 1st-‐‑level
hit points for a class only when you are a 1st-‐‑level
character.
You add together the Hit Dice granted by all your
classes to form your pool of Hit Dice. If the Hit Dice
are the same die type, you can simply pool them
together. For example, both the fighter and the
paladin have a d10, so if you are a paladin 5/fighter
5, you have ten d10 Hit Dice. If your classes give you
Hit Dice of different types, keep track of them
separately. If you are a paladin 5/cleric 5, for
example, you have five d10 Hit Dice and five d8 Hit
Dice.
Proficiency Bonus
Your proficiency bonus is always based on your total
character level, as shown in the Character
Advancement table, not your level in a particular
class. For example, if you are a fighter 3/rogue 2, you
have the proficiency bonus of a 5th-‐‑level character,
which is +3.
Proficiencies
When you gain your first level in a class other than
your initial class, you gain only some of new class’s
starting proficiencies, as shown in the Multiclassing
Proficiencies table.
Multiclassing Proficiencies
Class Proficiencies Gained
Barbarian Shields, simple weapons, martial weapons
Bard Light armor, one skill of your choice, one musical
instrument of your choice
Cleric Light armor, medium armor, shields
Druid Light armor, medium armor, shields (druids will
not wear armor or use shields made of metal)
Fighter Light armor, medium armor, shields, simple
weapons, martial weapons
Monk Simple weapons, shortswords
Paladin Light armor, medium armor, shields, simple
weapons, martial weapons
Ranger Light armor, medium armor, shields, simple
weapons, martial weapons, one skill from the
class’s skill list
Rogue Light armor, one skill from the class’s skill list,
thieves’ tools
Sorcerer —
Warlock Light armor, simple weapons
Wizard —
Class Features
When you gain a new level in a class, you get its
features for that level. You don’t, however, receive
the class’s starting equipment, and a few features
have additional rules when you’re multiclassing:
Channel Divinity, Extra Attack, Unarmored Defense,
and Spellcasting.
Channel Divinity
If you already have the Channel Divinity feature and
gain a level in a class that also grants the feature, you
gain the Channel Divinity effects granted by that
class, but getting the feature again doesn’t give you
an additional use of it. You gain additional uses only
when you reach a class level that explicitly grants
them to you. For example, if you are a cleric
6/paladin 4, you can use Channel Divinity twice
between rests because you are high enough level in
the cleric class to have more uses. Whenever you use
the feature, you can choose any of the Channel
Divinity effects available to you from your two
classes.
Extra Attack
If you gain the Extra Attack class feature from more
than one class, the features don’t add together. You
can’t make more than two attacks with this feature
unless it says you do (as the fighter’s version of
Extra Attack does). Similarly, the warlock’s eldritch
invocation Thirsting Blade doesn’t give you
additional attacks if you also have Extra Attack.
Unarmored Defense
If you already have the Unarmored Defense feature,
you can’t gain it again from another class.
Spellcasting
Your capacity for spellcasting depends partly on
your combined levels in all your spellcasting classes
and partly on your individual levels in those classes.
Once you have the Spellcasting feature from more
than one class, use the rules below. If you multiclass
System Reference Document 5.1 58
but have the Spellcasting feature from only one class,
you follow the rules as described in that class.
Spells Known and Prepared. You determine what
spells you know and can prepare for each class
individually, as if you were a single-‐‑classed member
of that class. If you are a ranger 4/wizard 3, for
example, you know three 1st-‐‑level ranger spells
based on your levels in the ranger class. As 3rd-‐‑level
wizard, you know three wizard cantrips, and your
spellbook contains ten wizard spells, two of which
(the two you gained when you reached 3rd level as a
wizard) can be 2nd-‐‑level spells. If your Intelligence
is 16, you can prepare six wizard spells from your
spellbook.
Each spell you know and prepare is associated
with one of your classes, and you use the
spellcasting ability of that class when you cast the
spell. Similarly, a spellcasting focus, such as a holy
symbol, can be used only for the spells from the class
associated with that focus.
Spell Slots. You determine your available spell
slots by adding together all your levels in the bard,
cleric, druid, sorcerer, and wizard classes, and half
your levels (rounded down) in the paladin and
ranger classes. Use this total to determine your spell
slots by consulting the Multiclass Spellcaster table.
If you have more than one spellcasting class, this
table might give you spell slots of a level that is
higher than the spells you know or can prepare. You
can use those slots, but only to cast your lower-‐‑level
spells. If a lower-‐‑level spell that you cast, like
burning hands, has an enhanced effect when cast
using a higher-‐‑level slot, you can use the enhanced
effect, even though you don’t have any spells of that
higher level.
For example, if you are the aforementioned ranger
4/wizard 3, you count as a 5th-‐‑level character when
determining your spell slots: you have four 1st-‐‑level
slots, three 2nd-‐‑level slots, and two 3rd-‐‑level slots.
However, you don’t know any 3rd-‐‑level spells, nor
do you know any 2nd-‐‑level ranger spells. You can
use the spell slots of those levels to cast the spells
you do know—and potentially enhance their effects.
Pact Magic. If you have both the Spellcasting class
feature and the Pact Magic class feature from the
warlock class, you can use the spell slots you gain
from the Pact Magic feature to cast spells you know
or have prepared from classes with the Spellcasting
class feature, and you can use the spell slots you gain
from the Spellcasting class feature to cast warlock
spells you know.
Multiclass Spellcaster:
Spell Slots per Spell Level
Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 — — — — — — — —
2nd 3 — — — — — — — —
3rd 4 2 — — — — — — —
4th 4 3 — — — — — — —
5th 4 3 2 — — — — — —
6th 4 3 3 — — — — — —
7th 4 3 3 1 — — — — —
8th 4 3 3 2 — — — — —
9th 4 3 3 3 1 — — — —
10th 4 3 3 3 2 — — — —
11th 4 3 3 3 2 1 — — —
12th 4 3 3 3 2 1 — — —
13th 4 3 3 3 2 1 1 — —
14th 4 3 3 3 2 1 1 — —
15th 4 3 3 3 2 1 1 1 —
16th 4 3 3 3 2 1 1 1 —
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1
Alignment
A typical creature in the game world has an
alignment, which broadly describes its moral and
personal attitudes. Alignment is a combination of
two factors: one identifies morality (good, evil, or
neutral), and the other describes attitudes toward
society and order (lawful, chaotic, or neutral). Thus,
nine distinct alignments define the possible
combinations.
These brief summaries of the nine alignments
describe the typical behavior of a creature with that
alignment. Individuals might vary significantly from
that typical behavior, and few people are perfectly
and consistently faithful to the precepts of their
alignment.
Lawful good (LG) creatures can be counted on to
do the right thing as expected by society. Gold
dragons, paladins, and most dwarves are lawful
good.
Neutral good (NG) folk do the best they can to
help others according to their needs. Many celestials,
some cloud giants, and most gnomes are neutral
good.
Chaotic good (CG) creatures act as their
conscience directs, with little regard for what others
expect. Copper dragons, many elves, and unicorns
are chaotic good.
System Reference Document 5.1 59
Lawful neutral (LN) individuals act in accordance
with law, tradition, or personal codes. Many monks
and some wizards are lawful neutral.
Neutral (N) is the alignment of those who prefer
to steer clear of moral questions and don’t take sides,
doing what seems best at the time. Lizardfolk, most
druids, and many humans are neutral.
Chaotic neutral (CN) creatures follow their
whims, holding their personal freedom above all else.
Many barbarians and rogues, and some bards, are
chaotic neutral.
Lawful evil (LE) creatures methodically take what
they want, within the limits of a code of tradition,
loyalty, or order. Devils, blue dragons, and
hobgoblins are lawful evil.
Neutral evil (NE) is the alignment of those who
do whatever they can get away with, without
compassion or qualms. Many drow, some cloud
giants, and goblins are neutral evil.
Chaotic evil (CE) creatures act with arbitrary
violence, spurred by their greed, hatred, or bloodlust.
Demons, red dragons, and orcs are chaotic evil.
Alignment in the Multiverse
For many thinking creatures, alignment is a moral
choice. Humans, dwarves, elves, and other humanoid
races can choose whether to follow the paths of good
or evil, law or chaos. According to myth, the good-‐‑
aligned gods who created these races gave them free
will to choose their moral paths, knowing that good
without free will is slavery.
The evil deities who created other races, though,
made those races to serve them. Those races have
strong inborn tendencies that match the nature of
their gods. Most orcs share the violent, savage
nature of the orc gods, and are thus inclined toward
evil. Even if an orc chooses a good alignment, it
struggles against its innate tendencies for its entire
life. (Even half-‐‑orcs feel the lingering pull of the orc
god’s influence.)
Alignment is an essential part of the nature of
celestials and fiends. A devil does not choose to be
lawful evil, and it doesn’t tend toward lawful evil,
but rather it is lawful evil in its essence. If it
somehow ceased to be lawful evil, it would cease to
be a devil.
Most creatures that lack the capacity for rational
thought do not have alignments—they are
unaligned. Such a creature is incapable of making a
moral or ethical choice and acts according to its
bestial nature. Sharks are savage predators, for
example, but they are not evil; they have no
alignment.
Languages
Your race indicates the languages your character can
speak by default, and your background might give
you access to one or more additional languages of
your choice. Note these languages on your character
sheet.
Choose your languages from the Standard
Languages table, or choose one that is common in
your campaign. With your GM’s permission, you can
instead choose a language from the Exotic
Languages table or a secret language, such as thieves’
cant or the tongue of druids.
Some of these languages are actually families of
languages with many dialects. For example, the
Primordial language includes the Auran, Aquan,
Ignan, and Terran dialects, one for each of the four
elemental planes. Creatures that speak different
dialects of the same language can communicate with
one another.
Standard Languages
Language Typical Speakers Script
Common Humans Common
Dwarvish Dwarves Dwarvish
Elvish Elves Elvish
Giant Ogres, giants Dwarvish
Gnomish Gnomes Dwarvish
Goblin Goblinoids Dwarvish
Halfling Halflings Common
Orc Orcs Dwarvish
Exotic Languages
Language Typical Speakers Script
Abyssal Demons Infernal
Celestial Celestials Celestial
Draconic Dragons, dragonborn Draconic
Deep Speech Aboleths, cloakers —
Infernal Devils Infernal
Primordial Elementals Dwarvish
Sylvan Fey creatures Elvish
Undercommon Underworld traders Elvish
Inspiration
Inspiration is a rule the game master can use to
reward you for playing your character in a way
that’s true to his or her personality traits, ideal, bond,
and flaw. By using inspiration, you can draw on your
personality trait of compassion for the downtrodden
to give you an edge in negotiating with the Beggar
Prince. Or inspiration can let you call on your bond
to the defense of your home village to push past the
effect of a spell that has been laid on you.
System Reference Document 5.1 60
Gaining Inspiration
Your GM can choose to give you inspiration for a
variety of reasons. Typically, GMs award it when you
play out your personality traits, give in to the
drawbacks presented by a flaw or bond, and
otherwise portray your character in a compelling
way. Your GM will tell you how you can earn
inspiration in the game.
You either have inspiration or you don’t—you
can’t stockpile multiple “inspirations” for later use.
Using Inspiration
If you have inspiration, you can expend it when you
make an attack roll, saving throw, or ability check.
Spending your inspiration gives you advantage on
that roll.
Additionally, if you have inspiration, you can
reward another player for good roleplaying, clever
thinking, or simply doing something exciting in the
game. When another player character does
something that really contributes to the story in a
fun and interesting way, you can give up your
inspiration to give that character inspiration.
Backgrounds
Every story has a beginning. Your character’s
background reveals where you came from, how you
became an adventurer, and your place in the world.
Your fighter might have been a courageous knight or
a grizzled soldier. Your wizard could have been a
sage or an artisan. Your rogue might have gotten by
as a guild thief or commanded audiences as a jester.
Choosing a background provides you with
important story cues about your character’s identity.
The most important question to ask about your
background is what changed? Why did you stop
doing whatever your background describes and start
adventuring? Where did you get the money to
purchase your starting gear, or, if you come from a
wealthy background, why don’t you have more
money? How did you learn the skills of your class?
What sets you apart from ordinary people who share
your background?
The sample background presented here provides
both concrete benefits (features, proficiencies, and
languages) and roleplaying suggestions.
Proficiencies
Each background gives a character proficiency in
two skills (described in “Using Ability Scores”).
In addition, most backgrounds give a character
proficiency with one or more tools (detailed in
“Equipment”).
If a character would gain the same proficiency
from two different sources, he or she can choose a
different proficiency of the same kind (skill or tool)
instead.
Languages
Some backgrounds also allow characters to learn
additional languages beyond those given by race. See
“Languages.”
Equipment
Each background provides a package of starting
equipment. If you use the optional rule to spend coin
on gear, you do not receive the starting equipment
from your background.
Suggested Characteristics
A background contains suggested personal
characteristics based on your background. You can
pick characteristics, roll dice to determine them
randomly, or use the suggestions as inspiration for
characteristics of your own creation.
Customizing a Background
You might want to tweak some of the features of a
background so it better fits your character or the
campaign setting. To customize a background, you
can replace one feature with any other one, choose
any two skills, and choose a total of two tool
proficiencies or languages from the sample
backgrounds. You can either use the equipment
package from your background or spend coin on
gear as described in the equipment section. (If you
spend coin, you can’t also take the equipment
package suggested for your class.) Finally, choose
two personality traits, one ideal, one bond, and one
flaw. If you can’t find a feature that matches your
desired background, work with your GM to create
one.
Acolyte
You have spent your life in the service of a temple to
a specific god or pantheon of gods. You act as an
intermediary between the realm of the holy and the
mortal world, performing sacred rites and offering
sacrifices in order to conduct worshipers into the
presence of the divine. You are not necessarily a
cleric—performing sacred rites is not the same thing
as channeling divine power.
System Reference Document 5.1 61
Choose a god, a pantheon of gods, or some other
quasi-‐‑divine being from among those listed in
"Fantasy-‐‑Historical Pantheons" or those specified by
your GM, and work with your GM to detail the nature
of your religious service. Were you a lesser
functionary in a temple, raised from childhood to
assist the priests in the sacred rites? Or were you a
high priest who suddenly experienced a call to serve
your god in a different way? Perhaps you were the
leader of a small cult outside of any established
temple structure, or even an occult group that
served a fiendish master that you now deny.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you
entered the priesthood), a prayer book or prayer
wheel, 5 sticks of incense, vestments, a set of
common clothes, and a pouch containing 15 gp
Feature: Shelter of the Faithful
As an acolyte, you command the respect of those
who share your faith, and you can perform the
religious ceremonies of your deity. You and your
adventuring companions can expect to receive free
healing and care at a temple, shrine, or other
established presence of your faith, though you must
provide any material components needed for spells.
Those who share your religion will support you (but
only you) at a modest lifestyle.
You might also have ties to a specific temple
dedicated to your chosen deity or pantheon, and you
have a residence there. This could be the temple
where you used to serve, if you remain on good
terms with it, or a temple where you have found a
new home. While near your temple, you can call
upon the priests for assistance, provided the
assistance you ask for is not hazardous and you
remain in good standing with your temple.
Suggested Characteristics
Acolytes are shaped by their experience in temples
or other religious communities. Their study of the
history and tenets of their faith and their
relationships to temples, shrines, or hierarchies
affect their mannerisms and ideals. Their flaws
might be some hidden hypocrisy or heretical idea, or
an ideal or bond taken to an extreme.
d8 Personality Trait
1 I idolize a particular hero of my faith, and constantly
refer to that person’s deeds and example.
2 I can find common ground between the fiercest
enemies, empathizing with them and always
working toward peace.
3 I see omens in every event and action. The gods try
to speak to us, we just need to listen
4 Nothing can shake my optimistic attitude.
5 I quote (or misquote) sacred texts and proverbs in
almost every situation.
6 I am tolerant (or intolerant) of other faiths and
respect (or condemn) the worship of other gods.
7 I’ve enjoyed fine food, drink, and high society
among my temple’s elite. Rough living grates on me.
8 I’ve spent so long in the temple that I have little
practical experience dealing with people in the
outside world.
d6 Ideal
1 Tradition. The ancient traditions of worship and
sacrifice must be preserved and upheld. (Lawful)
2 Charity. I always try to help those in need, no matter
what the personal cost. (Good)
3 Change. We must help bring about the changes the
gods are constantly working in the world. (Chaotic)
4 Power. I hope to one day rise to the top of my faith’s
religious hierarchy. (Lawful)
5 Faith. I trust that my deity will guide my actions. I
have faith that if I work hard, things will go well.
(Lawful)
6 Aspiration. I seek to prove myself worthy of my
god’s favor by matching my actions against his or
her teachings. (Any)
d6 Bond
1 I would die to recover an ancient relic of my faith
that was lost long ago.
2 I will someday get revenge on the corrupt temple
hierarchy who branded me a heretic.
3 I owe my life to the priest who took me in when my
parents died.
4 Everything I do is for the common people.
5 I will do anything to protect the temple where I
served.
6 I seek to preserve a sacred text that my enemies
consider heretical and seek to destroy.
d6 Flaw
1 I judge others harshly, and myself even more
severely.
2 I put too much trust in those who wield power
within my temple’s hierarchy.
3 My piety sometimes leads me to blindly trust those
that profess faith in my god.
4 I am inflexible in my thinking.
5 I am suspicious of strangers and expect the worst of
them.
6 Once I pick a goal, I become obsessed with it to the
detriment of everything else in my life.