Channel Rage into Violent Fury
+Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.
+ + + + +If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.
+You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the condition ends on you.
+When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.
+As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success.
+Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
+Walk in Community with the Animal World
+Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.
+ + + + + +You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them.
+Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.
+Bear. While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.
+Eagle. When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those actions.
+Wolf. While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.
+You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.
+Owl. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
+Panther. You have a Climb Speed equal to your Speed.
+Salmon. You have a Swim Speed equal to your Speed.
+You can cast the Commune with Nature spell but only as a Ritual. Wisdom is your spellcasting ability for it.
+Whenever you activate your Rage, you gain one of the following options of your choice.
+Falcon. While your Rage is active, you have a Fly Speed equal to your Speed if you aren’t wearing any armor.
+Lion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.
+Ram. While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.
+While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.
+When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those actions.
+While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.
+You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
+You have a Climb Speed equal to your Speed.
+You have a Swim Speed equal to your Speed.
+While your Rage is active, you have a Fly Speed equal to your Speed if you aren’t wearing any armor.
+While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.
+While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.
+Trace the Roots and Branches of the Multiverse
+Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree’s magic for vitality and as a means of dimensional travel.
+ + + + +Your Rage taps into the life force of the World Tree. You gain the following benefits.
+Vitality Surge. When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.
+Life-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.
+Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its Speed to 0 until the end of the current turn.
+During your turn, your reach is 10 feet greater with any Melee weapon that has the Heavy or Versatile property, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to a different mastery property you’re using with that weapon.
+When you activate your Rage and as a Bonus Action while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.
+In addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space.
+Rage in Ecstatic Union with a God
+Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.
+ + + + + +You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.
+A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll’s total.
+Your pool regains all expended dice when you finish a Long Rest.
+The pool’s maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice).
+Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll.
+As a Bonus Action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain Advantage on attack rolls and saving throws until the start of your next turn.
+Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
+When you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 Hit Points. Once you use this feature, you can’t do so again until you finish a Long Rest.
+While in this form, you gain the benefits below.
+Flight. You have a Fly Speed equal to your Speed and can hover.
+Resistance. You have Resistance to Necrotic, Psychic, and Radiant damage.
+Revivification. When a creature within 30 feet of you would drop to 0 Hit Points, you can take a Reaction to expend a use of your Rage to instead change the target’s Hit Points to a number equal to your Barbarian level.
+Move in Harmony with the Cosmos
+Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.
+ + + + +While you aren’t wearing armor or wielding a Shield, you gain the following benefits:
+Dance Virtuoso. You have Advantage on any Charisma (Performance) check you make that involves you dancing.
+Unarmored Defense. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
+Agile Strikes. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.
+Bardic Damage. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike’s normal damage. This roll doesn’t expend the die.
+When an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction.
+None of this feature’s movement provokes Opportunity Attacks.
+When you roll Initiative, you can expend one use of your Bardic Inspiration if you don’t have the Incapacitated condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to Initiative equal to the number rolled.
+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. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.
+Weave Beguiling Fey Magic
+The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.
+ + + + +You always have the Charm Person and Mirror Image spells prepared.
+In addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
+Once you use this benefit, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required).
+You can weave fey magic into a song or dance to fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of Temporary Hit Points equal to two times the number rolled on the Bardic Inspiration die, and then each can use its Reaction to move up to its Speed without provoking Opportunity Attacks.
+You always have the Command spell prepared.
+As a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without expending a spell slot.
+Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.
+Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).
+As a Bonus Action, you can assume a magically majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.
+Once you assume this majestic presence, you can’t do so again until you finish a Short or Long Rest.
+Plumb the Depths of Magical Knowledge
+Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college’s members gather in libraries and universities 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.
+ + + + +You gain proficiency with three skills of your choice.
+You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.
+You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class’s section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.
+You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.
+When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn’t expended.
+Sing the Deeds of Ancient Heroes
+Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn’t pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.
+ + + + +You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects:
+Defense. When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.
+Offense. Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack’s damage against the target.
+You gain proficiency with Martial weapons and training with Medium armor and Shields.
+In addition, you can use a Simple or Martial weapon as a Spellcasting Focus to cast spells from your Bard spell list.
+You can attack twice instead of once whenever you take the Attack action on your turn.
+In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.
+After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.
+Celebrate Connection to the Natural World
+The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. 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 their communities.
+ + + + + +Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
+Druid Level | Circle Spells |
3rd | Blur, Burning Hands, Fire Bolt |
5th | Fireball |
7th | Blight |
9th | Wall of Stone |
Druid Level | Circle Spells |
3rd | Fog Cloud, Hold Person, Ray of Frost |
5th | Sleet Storm |
7th | Ice Storm |
9th | Cone of Cold |
Druid Level | Circle Spells |
3rd | Misty Step, Shocking Grasp, Sleep |
5th | Lightning Bolt |
7th | Freedom of Movement |
9th | Tree Stride |
Druid Level | Circle Spells |
3rd | Acid Splash, Ray of Sickness, Web |
5th | Stinking Cloud |
7th | Polymorph |
9th | Insect Plague |
Druid Level | Circle Spells |
3rd | Blur, Burning Hands, Fire Bolt |
5th | Fireball |
7th | Blight |
9th | Wall of Stone |
Druid Level | Circle Spells |
3rd | Fog Cloud, Hold Person, Ray of Frost |
5th | Sleet Storm |
7th | Ice Storm |
9th | Cone of Cold |
Druid Level | Circle Spells |
3rd | Misty Step, Shocking Grasp, Sleep |
5th | Lightning Bolt |
7th | Freedom of Movement |
9th | Tree Stride |
Druid Level | Circle Spells |
3rd | Acid Splash, Ray of Sickness, Web |
5th | Stinking Cloud |
7th | Polymorph |
9th | Insect Plague |
As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.
+The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).
+You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.
+In addition, 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 Druid level (round up), and none of them can be level 6+. For example, if you’re a level 6 Druid, you can recover up to three levels’ worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.
+You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature’s Ward table.
+Land Type | Resistance |
Arid | Fire |
Polar | Cold |
Temperate | Lightning |
Tropical | Poison |
As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there.
+As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.
+Adopt Animal Forms to Guard the Wilds
+Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.
+Changeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid’s blood.
+ + + + + +When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.
+In addition, you can cast the spells from this feature while you’re in a Wild Shape form.
+Druid Level | Circle Spells |
3rd | Cure Wounds, Moonbeam, Starry Wisp |
5th | Conjure Animals |
7th | Fount of Moonlight |
9th | Mass Cure Wounds |
You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.
+Challenge Rating. The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).
+Armor Class. Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast’s AC.
+Temporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level.
+While in a Wild Shape form, you gain the following benefits.
+Lunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.
+Increased Toughness. You can add your Wisdom modifier to your Constitution saving throws.
+You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.
+You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).
+The power of the moon suffuses you, granting you the following benefits.
+Improved Lunar Radiance. Once per turn, you can deal an extra 2d10 Radiant damage to a target you hit with a Wild Shape form’s attack.
+Shared Moonlight. Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.
+Become One with Tides and Storms
+Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.
+ + + + + +When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.
+Druid Level | Circle Spells |
3rd | Fog Cloud, Gust of Wind, Ray of Frost, Shatter, Thunderwave |
5th | Lightning Bolt, Water Breathing |
7th | Control Water, Ice Storm |
9th | Conjure Elemental, Hold Monster |
As a Bonus Action, you can expend a use of your Wild Shape to manifest a 5-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.
+When you manifest the Emanation and as a Bonus Action on your subsequent turns, you can choose another creature you can see in the Emanation. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).
+The size of the Emanation created by your Wrath of the Sea increases to 10 feet.
+In addition, you gain a Swim Speed equal to your Speed.
+Your Wrath of the Sea confers two more benefits while active, as detailed below.
+Flight. You gain a Fly Speed equal to your Speed.
+Resistatnce. You have Resistance to Cold, Lightning, and Thunder damage.
+Instead of manifesting the Emanation of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the Emanation and uses your spell save DC and Wisdom modifier for it.
+In addition, you can manifest the Emanation around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it.
+Harness Secrets Hidden in Constellations
+The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.
+ + + + + +You’ve created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.
+While holding the map, you have the Guidance and Guiding Bolt spells prepared, and you can cast Guiding Bolt without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a Short or Long Rest, and it destroys the previous map.
+1d6 | Map Form |
1 | A scroll bearing depictions of constellations |
2 | A stone tablet with fine holes drilled through it |
3 | An owlbear hide tooled with stellar symbols |
4 | A collection of maps bound in an ebony cover |
5 | A crystal engraved with starry patterns |
6 | A glass disk etched with constellations |
As a Bonus Action, you can expend a use of your Wild Shape feature to take on a starry form rather than shape-shifting.
+While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.
+Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form.
+Archer. A constellation of an archer appears on you. When you activate this form and as a Bonus Action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of yourself. On a hit, the attack deals Radiant damage equal to 1d8 plus your Wisdom modifier.
+Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores Hit Points to a creature, you or another creature within 30 feet of you can regain Hit Points equal to 1d8 plus your Wisdom modifier.
+Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain Concentration, you can treat a roll of 9 or lower on the d20 as a 10.
+A constellation of an archer appears on you. When you activate this form and as a Bonus Action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of yourself. On a hit, the attack deals Radiant damage equal to 1d8 plus your Wisdom modifier.
+A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores Hit Points to a creature, you or another creature within 30 feet of you can regain Hit Points equal to 1d8 plus your Wisdom modifier.
+A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain Concentration, you can treat a roll of 9 or lower on the d20 as a 10.
+Whenever you finish a Long Rest, you can consult your Star Map for omens and roll a die. Until you finish your next Long Rest, you gain access to a special Reaction based on whether you rolled an even or an odd number on the die:
+Weal (even). Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and add the number rolled to the total.
+Woe (even). Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and subtract the number rolled from the total.
+You can use this Reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a Fly Speed of 20 feet and can hover.
+Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.
+While in your Starry Form, you become partially incorporeal, giving you Resistance to Bludgeoning, Piercing, and Slashing damage.
+The map is a Tiny object and can serve as a Spellcasting Focus for your Druid spells.
+If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a Short or Long Rest, and it destroys the previous map.
+Enhance Stealth with Arcane Spells
+Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.
+ + + + + +You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.
+Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list (see that class’s section for its list). Mind Sliver and Minor Illusion are recommended. When you reach Rogue level 10, you learn another Wizard cantrip of your choice.
+Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.
+Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
+Spells Known of 1st-Level and Higher. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self, and Fog Cloud are recommended.
+The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.
+Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
+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
+Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
+Rogue Level | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th |
3rd | 3 | 3 | 2 | — | — | — |
4th | 3 | 4 | 3 | — | — | — |
5th | 3 | 4 | 3 | — | — | — |
6th | 3 | 4 | 3 | — | — | — |
7th | 3 | 5 | 4 | 2 | — | — |
8th | 3 | 6 | 4 | 2 | — | — |
9th | 3 | 6 | 4 | 2 | — | — |
10th | 4 | 7 | 4 | 3 | — | — |
11th | 4 | 8 | 4 | 3 | — | — |
12th | 4 | 8 | 4 | 3 | — | — |
13th | 4 | 9 | 4 | 3 | 2 | — |
14th | 4 | 10 | 4 | 3 | 2 | — |
15th | 4 | 10 | 4 | 3 | 2 | — |
16th | 4 | 11 | 4 | 3 | 3 | — |
17th | 4 | 11 | 4 | 3 | 3 | — |
18th | 4 | 11 | 4 | 3 | 3 | — |
19th | 4 | 12 | 4 | 3 | 3 | 1 |
20th | 4 | 13 | 4 | 3 | 3 | 1 |
When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.
+If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.
+You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.
+You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
+Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a Reaction to force the creature to make an Intelligence saving throw. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn’t need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can’t cast it until the 8 hours have passed.
+Once you steal a spell with this feature, you can’t use this feature again until you finish a Long Rest.
+Practice the Grim Art of Death
+An Assassin’s training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.
+ + + + + +You’re adept at ambushing a target, granting you the following benefits:
+Initiative. You have Advantage on Initiative rolls.
+Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.
+You gain a Disguise Kit and a Poisoner’s Kit, and you have proficiency with them.
+You are expert at the following techniques that aid your infiltrations.
+Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them.
+Roving Aim. Your Speed isn’t reduced to 0 by using Steady Aim.
+When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.
+When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack’s damage is doubled against the target.
+Strike Foes with Psionic Blades
+A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.
+ + + + + +You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.
+Rogue Level | Die Size | Number |
3 | d6 | 4 |
5 | d8 | 6 |
9 | d8 | 8 |
11 | d10 | 8 |
13 | d10 | 10 |
17 | d12 | 12 |
Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your Psionic Energy Dice are all expended.
+You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
+The powers below use your Psionic Energy dice.
+Psi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.
+Psychic Whispers. You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).
+The first time you use this power after each Long Rest, you don’t expend the Psionic Energy Die. All other times you use the power, you expend the die.
+If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.
+You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).
+The first time you use this power after each Long Rest, you don’t expend the Psionic Energy Die. All other times you use the power, you expend the die.
+You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties, and has the Vex weapon mastery. It has a normal range of 20 feet and a long range of 120 feet. On a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll.
+The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.
+After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.
+You can now use the following powers with your Psychic Blades.
+Homing Strikes. If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.
+Psychic Teleportation. As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
+If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.
+As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
+You can weave a veil of psychic static to mask yourself. As a Magic Action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
+Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
+You can sweep your Psychic Blades through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success.
+Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend three Psionic Energy Dice (no action required) to restore your use of it.
+A psychic blade manifested by the will of a Soulknife Rogue.
+Hunt for Treasure as a Classic Adventurer
+A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.
+ + + + + +As a Bonus Action, you can do one of the following:
+Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.
+Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.
+You’ve trained to get into especially hard-to-reach places, granting you these benefits.
+Climber. You gain a Climb Speed equal to your Speed.
+Jumper. You can determine your jump distance using your Dexterity rather than your Strength.
+You gain the following Cunning Strike option.
+Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
+You’ve learned how to maximize use of magic items, granting you the following benefits.
+Attunement. You can attune to up to four magic items at once.
+Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.
+Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.
+You are 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.
+Wield Unnatural Psionic Power
+An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?
+Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole’s psionic power is yours. However you acquired this power, your mind is aflame with it.
+ + + + + + +When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.
+Sorcerer Level | Spells |
3rd | Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver |
5th | Hunger of Hadar, Sending |
7th | Evard’s Black Tentacles, Summon Aberration |
9th | Rary’s Telepathic Bond, Telekinesis |
You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.
+The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.
+When you cast any level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell’s level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material components unless they are consumed by the spell or have a cost specified in it.
+You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.
+You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.
+You can unleash a space-warping anomaly. As a Magic action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only.
+Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
+Channel Cosmic Forces of Order
+The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it’s part of a vast and glorious system.
+ + + + + +When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.
+Sorcerer Level | Spells |
3rd | Aid, Alarm, Lesser Restoration, Protection from Evil and Good |
5th | Dispel Magic, Protection from Energy |
7th | Freedom of Movement, Summon Construct |
9th | Greater Restoration, Wall of Force |
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your Sorcerer spells.
+1d6 | Manifestation |
1 | Spectral cogwheels hover behind you |
2 | The hands of a clock spin in your eyes |
3 | Your skin glows with a brassy sheen |
4 | Floating equations and geometric objects overlay your body |
5 | Your Spellcasting Focus temporarily takes the form of a Tiny clockwork mechanism |
6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic |
Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage.
+You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic action, you can expend 1 to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
+The ward lasts until you finish a Long Rest or until you use this feature again.
+You gain the ability to align your consciousness with the endless calculations of Mechanus. As a Bonus Action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from Advantage, and whenever you make a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10.
+Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
+You momentarily summon spirits of order to expunge disorder around you. As a Magic action, you summon the spirits in a 30-foot Cube originating from you. The spirits look like modrons or other Constructs of your choice. The spirits are intangible and invulnerable, and they create the effects below within the Cube before vanishing. Once you use this action, you can’t use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.
+Breathe the Magic of Dragons
+Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.
+ + + + + +The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
+Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
+When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
+Sorcerer Level | Spells |
3rd | Alter Self, Chromatic Orb, Command, Dragon’s Breath |
5th | Fear, Fly |
7th | Arcane Eye, Charm Monster |
9th | Legend Lore, Summon Dragon |
Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.
+You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.
+As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.
+Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
+You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
+Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.
+Your draconic elemental affinity is Acid.
+Your draconic elemental affinity is Cold.
+Your draconic elemental affinity is Fire.
+Your draconic elemental affinity is Lightning.
+Your draconic elemental affinity is Poison.
+Unleash Chaotic Magic
+Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.
+ + + + + +Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll 1d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.
+If the magical effect is a spell, it is too wild to be affected by your Metamagic.
+d100 | Effect |
01-04 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
05-08 | A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature’s stat block. |
09-12 | For the next minute, you regain 5 Hit Points at the start of each of your turns. |
13-16 | Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
17-20 | You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you’re surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell. |
21-24 | For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action. |
25-28 | You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
29-32 | The next time you cast a spell that deals damage within the next minute, don’t roll the spell’s damage dice for the damage. Instead use the highest number possible for each damage die. |
33-36 | You have Resistance to all damage for the next minute. |
37-40 | You turn into a potted plant until the start of your next turn. While you’re a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts. |
41-44 | For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns. |
45-48 | You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell. |
49-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
53-56 | You can take one extra action on this turn. |
57-60 | You cast a random spell. If the spell normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat (see appendix B); on a 10, See Invisibility. |
61-64 | For the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning. |
65-68 | If you die within the next hour, you immediately revive as if by the Reincarnate spell. |
69-72 | You have the Frightened condition until the end of your next turn. The DM determines the source of your fear. |
73-76 | You teleport up to 60 feet to an unoccupied space you can see. |
77-80 | A random creature within 60 feet of you has the Poisoned condition for 1d4 hours. |
81-84 | You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn. |
85-88 | Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt. |
89-92 | Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage. |
93-96 | You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute. |
97-00 | Roll 1d6 On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously. |
You can manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.
+If you do cast a Sorcerer spell with a spell slot before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.
+You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.
+You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
+Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.
+Once you use this feature, you can’t do so again until you finish a Long Rest.
+Bargain with Whimsical Fey
+Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.
+ + + + + +The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.
+Warlock Level | Spells |
3rd | Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep |
5th | Blink, Plant Growth |
7th | Dominate Beast, Greater Invisibility |
9th | Dominate Person, Seeming |
Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+In addition, whenever you cast that spell, you can choose one of the following additional effects.
+Refreshing Step. Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.
+Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.
+You can cast Misty Step as a Reaction in response to taking damage.
+In addition, the following effects are now among your Steps of the Fey options.
+Disappearing Step. You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.
+Dreadful Step. Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.
+Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.
+In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this Reaction, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
+Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.
+Call on the Power of the Heavens
+Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.
+ + + + + +The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.
+Warlock Level | Spells |
3rd | Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacred Flame |
5th | Daylight, Revivify |
7th | Guardian of Faith, Wall of Fire |
9th | Greater Restoration, Summon Celestial |
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.
+As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll’s total. Your pool regains all expended dice when you finish a Long Rest.
+Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell’s damage against one of the spell’s targets.
+You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.
+When you or an ally within 60 feet of you is about to make a Death Saving Throw, you can unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn.
+Once you use this feature, you can’t use it again until you finish a Long Rest.
+Make a Deal with the Lower Planes
+Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.
+ + + + + +The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.
+Warlock Level | Spells |
3rd | Burning Hands, Command, Scorching Ray, Suggestion |
5th | Fireball, Stinking Cloud |
7th | Fire Shield, Wall of Fire |
9th | Geas, Insect Plague |
When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.
+You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.
+You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.
+Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.
+Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
+Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
+Unearth Forbidden Lore of Ineffable Beings
+When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you’ve learned nevertheless allow you to draw strange magic from it.
+ + + + + + + +The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.
+Warlock Level | Spells |
3rd | Detect Thoughts, Dissonant Whispers, Phantasmal Force, Tasha’s Hideous Laughter |
5th | Clairvoyance, Hunger of Hadar |
7th | Confusion, Summon Aberration |
9th | Modify Memory, Telekinesis |
You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.
+The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.
+When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components.
+When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.
+Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
+Your alien patron grants you a powerful curse. You always have the Hex spell prepared. When you cast Hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.
+Your thoughts can’t be read by telepathy or other means unless you allow it. You also have Resistance to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you take.
+When you cast Summon Aberration, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Charisma modifier.
+In addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.
+Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.
+Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
+Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.
+Core Barbarian Traits | |
Primary Ability | Strength |
Hit Point Die | D12 per Barbarian level |
Saving Throw Proficiencies | Strength and Constitution |
Skill Proficiencies | Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival |
Weapon Proficiencies | Simple and Martial weapons |
Armor Training | Light and Medium armor, Shields |
Starting Equipment | Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP |
Level | Rages | Rage Damage | Weapon Mastery | Features |
1st | 2 | +2 | 2 | Rage, Unarmored Defense, Weapon Mastery |
2nd | 2 | +2 | 2 | Danger Sense, Reckless Attack |
3rd | 3 | +2 | 2 | Barbarian Subclass, Primal Knowledge |
4th | 3 | +2 | 3 | Ability Score Improvement |
5th | 3 | +2 | 3 | Extra Attack, Fast Movement |
6th | 4 | +2 | 3 | Subclass Feature |
7th | 4 | +2 | 3 | Feral Instinct, Instinctive Pounce |
8th | 4 | +2 | 3 | Ability Score Improvement |
9th | 4 | +3 | 3 | Brutal Strike |
10th | 4 | +3 | 4 | Subclass Feature |
11th | 4 | +3 | 4 | Relentless Rage |
12th | 5 | +3 | 4 | Ability Score Improvement |
13th | 5 | +3 | 4 | Improved Brutal Strike |
14th | 5 | +3 | 4 | Subclass Feature |
15th | 5 | +3 | 4 | Persistent Rage |
16th | 5 | +4 | 4 | Ability Score Improvement |
17th | 6 | +4 | 4 | Improved Brutal Strike |
18th | 6 | +4 | 4 | Indomitable Might |
19th | 6 | +4 | 4 | Epic Boon |
20th | 6 | +4 | 4 | Primal Champion |
As a Barbarian, you gain the following class features when you reach the specified Barbarian levels. These features are listed in the Barbarian Features table.
+ + + + + + + + + + + + + + + + + + + + +You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.
+You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
+While active, your Rage follows the rules below.
+Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
+Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
+Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
+No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.
+Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
+Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
+While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
+Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
+When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
+You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
+You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
+You gain a Barbarian subclass of your choice. The Path of the Berserker, Path of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass’s features that are of your Barbarian level or lower.
+You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.
+In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
+You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.
+You can attack twice instead of once whenever you take the Attack action on your turn.
+Your speed increases by 10 feet while you aren’t wearing Heavy armor.
+Your instincts are so honed that you have Advantage on Initiative rolls.
+As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.
+If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.
+Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
+Hamstring Blow. The target’s Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.
+Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.
+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.
+You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.
+Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of your next turn.
+Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.
+When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can’t do so again until you finish a Long Rest.
+In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.
+The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.
+If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.
+You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
+You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.
+Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.
+Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.
+A Bard’s life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards’ depth of knowledge and mastery of magic sets them apart.
+ +Core Bard Traits | |
Primary Ability | Charisma |
Hit Point Die | D8 per Bard level |
Saving Throw Proficiencies | Dexterity and Charisma |
Skill Proficiencies | Choose any 3. |
Tool Proficiencies | Choose 3 Musical Instruments. |
Weapon Proficiencies | Simple weapons |
Armor Training | Light armor |
Starting Equipment | Choose A or B: (A) Leather Armor, 2 Dagger, Musical Instrument of your choice, Entertainer’s Pack, 19 GP; or (B) 90 GP |
Level | Features | Bardic Die | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | Bardic Inspiration, Spellcasting | 1d6 | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | Expertise, Jack of All Trades | 1d6 | 2 | 5 | 3 | — | — | — | — | — | — | — | — |
3rd | Bard Subclass | 1d6 | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4th | Ability Score Improvement | 1d6 | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5th | Font of Inspiration | 1d8 | 3 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | Subclass Feature | 1d8 | 3 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | Countercharm | 1d8 | 3 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | Ability Score Improvement | 1d8 | 3 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | Expertise | 1d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | Magical Secrets | 1d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | — | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | Ability Score Improvement | 1d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | — | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | Subclass Feature | 1d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | — | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | Ability Score Improvement | 1d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | — | 1d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | Superior Inspiration | 1d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | Epic Boon | 1d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | Words of Creation | 1d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table.
+ + + + + + + + + + + + +You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
+Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
+Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.
+Number of Uses You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
+You have learned to cast spells through your bardic arts. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class’s description.
+You know two Bard cantrips of your choice. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
+When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.
+The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
+You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
+The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
+If another Bard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.
+Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
+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
+You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
+You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
+At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.
+You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use your Proficiency Bonus.
+For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
+You gain a Bard subclass of your choice. The College of Dance, College of Glamour, College of Lore, and College of Valor subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass’s features that are of your Bard level or lower.
+You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.
+You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
+In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
+You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
+You’ve learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class’s section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
+When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
+You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
+You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
+Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
+Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.
+Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
+Core Druid Traits | |
Primary Ability | Wisdom |
Hit Point Die | D8 per Druid level |
Saving Throw Proficiencies | Intelligence and Wisdom |
Skill Proficiencies | Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival |
Weapon Proficiencies | Simple weapons |
Tool Proficiencies | Herbalism Kit |
Armor Training | Light armor and Shields |
Starting Equipment | Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism kit, 9 GP; or (B) 50 GP |
Level | Features | Wild Shapes | Cantrips | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | Druidic, Primal Order, Spellcasting | — | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | Wild Companion, Wild Shape | 2 | 2 | 5 | 3 | — | — | — | — | — | — | — | — |
3rd | Druid Subclass | 2 | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4th | Ability Score Improvement | 2 | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5th | Wild Resurgence | 2 | 3 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | Subclass Feature | 3 | 3 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | Elemental Fury | 3 | 3 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | Ability Score Improvement | 3 | 3 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | — | 3 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | Subclass Feature | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | — | 3 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | Ability Score Improvement | 3 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | — | 3 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | Subclass Feature | 3 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | Improved Elemental Fury | 3 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | Ability Score Improvement | 3 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | — | 4 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | Beast Spells | 4 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | Epic Boon | 4 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | Archdruid | 4 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.
+ + + + + + + + + + + + + +You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.
+You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.
+You have dedicated yourself to one of the following sacred roles of your choice.
+Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).
+Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.
+You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).
+Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.
+You have learned to cast spells through studying the mystical forces of nature. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class’s description.
+Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.
+Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.
+When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.
+Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
+Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.
+The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
+If another Druid feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.
+Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.
+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
+Spellcasting Focus You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.
+You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.
+When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.
+The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
+Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
+You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.
+Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see appendix B for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
+When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.
+When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.
+Druid Level | Known Forms | Max CR | Fly Speed |
2 | 4 | 1/4 | No |
4 | 6 | 1/2 | No |
8 | 8 | 1 | Yes |
Rules While Transformed. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
+You gain a Druid subclass of your choice. The Circle of the Land, Circle of the Moon, Circle of the Sea, and Circle of the Stars subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level or lower.
+You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.
+Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).
+In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest.
+The might of the elements flows through you. You gain one of the following options of your choice.
+Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.
+Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).
+Add your Wisdom modifier to the damage you deal with any Druid cantrip.
+Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).
+The option you chose for Elemental Fury grows more powerful, as detailed below.
+Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.
+Primal Strike. The extra damage of your Primal Strike increases to 2d8.
+While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.
+You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
+The vitality of nature constantly blooms within you, granting you the following benefits.
+Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.
+Nature Magician. You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can’t do so again until you finish a Long Rest.
+Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.
+Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
+In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.
+Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
+ +Core Rogue Traits | |
Primary Ability | Dexterity |
Hit Point Die | D8 per Rogue level |
Saving Throw Proficiencies | Dexterity and Intelligence |
Skill Proficiencies | Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth |
Tool Proficiencies | Thieves’ Tools |
Weapon Proficiencies | Simple weapons and Martial weapons that have the Finesse or Light property |
Armor Training | Light armor |
Starting Equipment | Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP |
Level | Sneak Attack | Features |
1st | 1d6 | Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery |
2nd | 1d6 | Cunning Action |
3rd | 2d6 | Roguish Subclass, Steady Aim |
4th | 2d6 | Ability Score Improvement |
5th | 3d6 | Cunning Strike, Uncanny Dodge |
6th | 3d6 | Expertise |
7th | 4d6 | Evasion, Reliable Talent |
8th | 4d6 | Ability Score Improvement |
9th | 5d6 | Subclass Feature |
10th | 5d6 | Ability Score Improvement |
11th | 6d6 | Improved Cunning Strike |
12th | 6d6 | Ability Score Improvement |
13th | 7d6 | Subclass Feature |
14th | 7d6 | Devious Strikes |
15th | 8d6 | Slippery Mind |
16th | 8d6 | Ability Score Improvement |
17th | 9d6 | Subclass Feature |
18th | 9d6 | Elusive |
19th | 10d6 | Epic Boon |
20th | 10d6 | Stroke of Luck |
As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table.
+ + + + + + + + + + + + + + + + + + +You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
+At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
+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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.
+You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
+The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
+You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the language tables in chapter 2.
+Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
+Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
+Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
+You gain a Rogue subclass of your choice. The Arcane Trickster, Assassin, Soulknife, and Thief subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass’s features that are of your Rogue level or lower.
+As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
+You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.
+You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.
+If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
+Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person.
+Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
+Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
+When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).
+You can nimbly dodge out of the way of certain dangers. When you’re 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. You can’t use this feature if you have the Incapacitated condition.
+Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
+You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
+You’ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
+Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
+Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
+Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
+Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
+You’re so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
+You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
+You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
+Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
+Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
+Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.
+Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.
+ +Core Sorcerer Traits | |
Primary Ability | Charisma |
Hit Point Die | D6 per Sorcerer level |
Saving Throw Proficiencies | Constitution and Charisma |
Skill Proficiencies | Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion |
Weapon Proficiencies | Simple weapons |
Armor Training | None |
Starting Equipment | Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (Crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP |
Level | Features | Sorcery Points | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | Spellcasting, Innate Sorcery | - | 4 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | Font of Magic, Metamagic, Metamagic Options | 2 | 4 | 4 | 3 | — | — | — | — | — | — | — | — |
3rd | Sorcerer Subclass | 3 | 4 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4th | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5th | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | Subclass Feature | 6 | 5 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | — | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | — | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | — | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | Subclass Feature | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | — | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | Subclass Feature | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.
+ + + + + + + + + + +You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
+When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
+The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a long rest.
+You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.
+The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
+If another Sorcerer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.
+Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
+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
+You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
+An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
+You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
+You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
+You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
+You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
+Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).
+Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
+Any spell slot you create with this feature vanishes when you finish a Long Rest.
+Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
1st | 2 | 2 |
2nd | 3 | 3 |
3rd | 5 | 5 |
4th | 6 | 7 |
5th | 7 | 9 |
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
+You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
+Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
+You gain a Sorcerer subclass of your choice. The Aberrant Sorcery, Clockwork Sorcery, Draconic Sorcery, and Wild Magic Sorcery subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower.
+You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.
+When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.
+If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.
+In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
+You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
+While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
+Cost: 1 Sorcery Point
+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, 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, and it takes no damage if it would normally take half damage on a successful save.
+Cost: 1 Sorcery Point
+When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.
+Cost: 1 Sorcery Point
+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), and you must use the new rolls.
+You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.
+Cost: 1 Sorcery Point
+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.
+If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
+Cost: 2 Sorcery Points
+When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.
+Cost: 2 Sorcery Points
+When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
+Cost: 1 Sorcery Point
+If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.
+You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.
+Cost: 1 Sorcery Point
+When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
+Cost: 1 Sorcery Point
+When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.
+Cost: 1 Sorcery Point
+When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.
+Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
+Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.
+Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure.
+Core Warlock Traits | |
Primary Ability | Charisma |
Hit Point Die | D8 per Warlock level |
Saving Throw Proficiencies | Wisdom and Charisma |
Skill Proficiencies | Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion |
Weapon Proficiencies | Simple weapons |
Armor Training | Light armor |
Starting Equipment | Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP |
Level | Features | Invocations | Cantrips | Prepared Spells | Spell Slots | Slot Level |
1st | Eldritch Invocations, Pact Magic | 1 | 2 | 2 | 1 | 1st |
2nd | Magical Cunning | 3 | 2 | 3 | 2 | 1st |
3rd | Warlock Subclass | 3 | 2 | 4 | 2 | 2nd |
4th | Ability Score Improvement | 3 | 3 | 5 | 2 | 2nd |
5th | — | 5 | 3 | 6 | 2 | 3rd |
6th | Subclass Feature | 5 | 3 | 7 | 2 | 3rd |
7th | — | 6 | 3 | 8 | 2 | 4th |
8th | Ability Score Improvement | 6 | 3 | 9 | 2 | 4th |
9th | Contact Patron | 7 | 3 | 10 | 2 | 5th |
10th | Subclass Feature | 7 | 4 | 10 | 2 | 5th |
11th | Mystic Arcanum (6th level) | 7 | 4 | 11 | 3 | 5th |
12th | Ability Score Improvement | 8 | 4 | 11 | 3 | 5th |
13th | Mystic Arcanum (7th level) | 8 | 4 | 12 | 3 | 5th |
14th | Subclass Feature | 8 | 4 | 12 | 3 | 5th |
15th | Mystic Arcanum (8th level) | 9 | 4 | 13 | 3 | 5th |
16th | Ability Score Improvement | 9 | 4 | 13 | 3 | 5th |
17th | Mystic Arcanum (9th level) | 9 | 4 | 14 | 4 | 5th |
18th | — | 10 | 4 | 14 | 4 | 5th |
19th | Epic Boon | 10 | 4 | 15 | 4 | 5th |
20th | Eldritch Master | 8 | 10 | 15 | 4 | 5th |
As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.
+ + + + + + + + + +You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the "Eldritch Invocation Options" section later in this class’s description.
+Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.
+Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have.
+When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.
+You can’t pick the same invocation more than once unless its description says otherwise.
+Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class’s description.
+Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.
+When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.
+Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.
+For example, when you’re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.
+Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.
+The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.
+If another Warlock feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.
+Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.
+Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.
+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.
+You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.
+You gain a Warlock subclass of your choice. The Archfey Patron, Celestial Patron, Fiend Patron, and Great Old One Patron subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass’s features that are of your Warlock level or lower.
+You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.
+In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell’s saving throw.
+Once you cast the spell with this feature, you can’t do so in this way again until you finish a Long Rest.
+Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.
+You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.
+As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.
+Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.
+You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.
+When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.
+Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage
+Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage
+Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage
+Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage
+Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage
+Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+You can cast Mage Armor on yourself without expending a spell slot.
+Prerequisite: Level 5+ Warlock
+You can cast Levitate on yourself without expending a spell slot.
+Prerequisite: Level 2+ Warlock
+You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.
+Prerequisite: Level 12+ Warlock, Thirsting Blade
+The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.
+You have Advantage on Constitution saving throws that you make to maintain Concentration.
+Prerequisite: Level 5+ Warlock, Pact of the Blade
+Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.
+Level 2+ Warlock, a Warlock Cantrip That Deals Damage
+Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Level 2+ Warlock, a Warlock Cantrip That Deals Damage
+Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Level 2+ Warlock, a Warlock Cantrip That Deals Damage
+Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Level 2+ Warlock, a Warlock Cantrip That Deals Damage
+Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Level 2+ Warlock, a Warlock Cantrip That Deals Damage
+Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Prerequisite: Level 2+ Warlock
+You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.
+Prerequisite: Level 5+ Warlock
+You can use a Bonus Action to touch a willing creature 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 take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way.
+While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other.
+Prerequisite: Level 5+ Warlock
+You can breathe underwater, and you gain a Swim Speed equal to your Speed.
+You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.
+Prerequisite: Level 9+ Warlock, Pact of the Tome
+A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).
+When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.
+As a Magic action, you can erase a name on the page by touching it.
+Prerequisite: Level 5+ Warlock, Pact of the Chain
+When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.
+Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.
+Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.
+Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.
+Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.
+Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.
+Prerequisite: Level 2+ Warlock
+You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
+Prerequisite: Level 2+ Warlock
+You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
+Prerequisite: Level 2+ Warlock
+You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
+Prerequisite: Level 2+ Warlock
+You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
+Prerequisite: Level 2+ Warlock
+You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
+Prerequisite: Level 2+ Warlock
+You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
+Prerequisite: Level 2+ Warlock
+You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
+Prerequisite: Level 2+ Warlock
+You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
+Prerequisite: Level 2+ Warlock
+You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
+Prerequisite: Level 2+ Warlock
+You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
+Prerequisites: Level 9+ Warlock, Pact of the Blade
+Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).
+Prerequisites: Level 2+ Warlock
+You can cast Disguise Self without expending a spell slot.
+Prerequisites: Level 5+ Warlock
+You can cast Alter Self without expending a spell slot.
+Prerequisites: Level 2+ Warlock
+You can cast Silent Image without expending a spell slot.
+Prerequisites: Level 5+ Warlock
+While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.
+Prerequisites: Level 2+ Warlock
+You can cast Jump on yourself without expending a spell slot.
+As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.
+Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.
+Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
+You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.
+When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar’s stat block).
+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.
+Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.
+Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.
+Spellcasting Focus. You can use the book as a Spellcasting Focus.
+Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll
+Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll
+Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll
+Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll
+Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll
+Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.
+Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
+Prerequisites: Level 5+ Warlock, Pact of the Blade
+You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.
+Prerequisite: Level 9+ Warlock
+You can cast Arcane Eye without expending a spell slot.
+Prerequisite: Level 7+ Warlock
+You can cast Speak with Dead without expending a spell slot.
+Prerequisite: Level 15+ Warlock
+You have Truesight with a range of 30 feet.
+When you cast Booming Blade, add your Charisma modifier to its damage roll.
+When you cast Chill Touch, add your Charisma modifier to its damage roll.
+When you cast Create Bonfire, add your Charisma modifier to its damage roll.
+When you cast Eldritch Blast, add your Charisma modifier to its damage rolls.
+When you cast Frostbite, add your Charisma modifier to its damage roll.
+When you cast Green-Flame Blade, add your Charisma modifier to its damage roll.
+When you cast Infestation, add your Charisma modifier to its damage roll.
+When you cast Lightning Lure, add your Charisma modifier to its damage roll.
+When you cast Magic Stone, add your Charisma modifier to its damage roll.
+When you cast Mind Sliver, add your Charisma modifier to its damage roll.
+When you cast Poison Spray add your Charisma modifier to its damage roll.
+When you cast Sword Burst, add your Charisma modifier to its damage roll.
+When you cast Thunderclap, add your Charisma modifier to its damage roll.
+When you cast Toll the Dead, add your Charisma modifier to its damage roll.
+When you cast True Strike, add your Charisma modifier to its damage roll.
+When you cast Chill Touch, its range increases by a number of feet equal to 30 times your Warlock level.
+When you cast Create Bonfire, its range increases by a number of feet equal to 30 times your Warlock level.
+When you cast Eldritch Blast, its range increases by a number of feet equal to 30 times your Warlock level.
+When you cast Frostbite, its range increases by a number of feet equal to 30 times your Warlock level.
+When you cast Infestation, its range increases by a number of feet equal to 30 times your Warlock level.
+When you cast Lightning Lure, its range increases by a number of feet equal to 30 times your Warlock level.
+When you cast Magic Stone, its range increases by a number of feet equal to 30 times your Warlock level.
+When you cast Mind Sliver, its range increases by a number of feet equal to 30 times your Warlock level.
+When you cast Poison Spray its range increases by a number of feet equal to 30 times your Warlock level.
+When you cast Toll the Dead, its range increases by a number of feet equal to 30 times your Warlock level.
+When you hit a Large or smaller creature with Booming Blade, you can push that creature up to 10 feet straight away from you.
+When you hit a Large or smaller creature with Chill Touch, you can push that creature up to 10 feet straight away from you.
+When you hit a Large or smaller creature with Eldritch Blast, add your Charisma modifier to its damage rolls.
+When you hit a Large or smaller creature with Green-Flame Blade, you can push that creature up to 10 feet straight away from you.
+When you hit a Large or smaller creature with Magic Stone, you can push that creature up to 10 feet straight away from you.
+When you hit a Large or smaller creature with Poison Spray you can push that creature up to 10 feet straight away from you.
+When you hit a Large or smaller creature with True Strike, you can push that creature up to 10 feet straight away from you.
+Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.
+Melee Attack Roll: +4 to hit, reach 5 ft. Hit: 1 Piercing damage.
+The cat’s jump distance is determined using its Dexterity rather than its Strength.
+Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage.
+The crab can breathe air and water.
+Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage.
+The frog can breathe air and water
+The frog’s Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start.
+Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage.
+Melee Attack Roll: +2 to hit, reach 5 ft. Hit: 1 Bludgeoning damage, or the goat deals 2 (1d4) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit.
+Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage.
+The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.
+Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.
+The octopus can move through a space as narrow as 1 inch without spending extra movement to do so.
+The octopus can breathe only underwater.
+Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage.
+Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
+The owl doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
+Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage.
+The rat doesn’t provoke Opportunity Attacks when it moves out of an enemy’s reach.
+Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.
+The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check.
+Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage.
+Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage.
+The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
+The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web.
+Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage.
+Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage.
+The ape makes two Fist attacks.
+Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage.
+Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage.
+The bear makes two Rend attacks.
+Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage.
+While Bloodied, the boar has Advantage on attack rolls.
+Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the boar moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and, if it is Large or smaller, has the Prone condition.
+The bear makes one Bite attack and one Claw attack.
+Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.
+Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Prone condition if it is Huge or smaller.
+Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.
+Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.
+Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12).
+The crocodile can hold its breath for 1 hour.
+Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition.
+The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
+Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage, and the target has the Prone condition if it is Huge or smaller.
+Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage.
+The elephant makes two Gore attacks.
+Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the elephant moved at least 20 feet straight toward the target immediately before the hit, the target also has the Prone condition.
+Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage.
+Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the elk moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.
+Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage.
+The crab can breathe air and water.
+Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 11). The crab has two claws, each of which can grapple one target.
+Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the goat moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.
+The sea horse can breathe only underwater.
+Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or the seahorse deals 11 (2d8 + 2) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit.
+While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks.
+The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
+The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web.
+Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.
+Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).
+Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage.
+The lion has Advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
+With a 10-foot running start, the lion can Long Jump up to 25 feet.
+The lion makes two Rend attacks. It can replace one of these attacks with a use of Roar.
+Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.
+Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion’s next turn.
+Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage, and the target has the Prone condition if it is Large or smaller.
+The mule counts as one size larger for the purpose of determining its carrying capacity.
+Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.
+The panther makes one Pounce attack and uses Prowl.
+Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage, or the panther deals 7 (2d4 + 2) Slashing damage if it had Advantage on the attack roll.
+The panther moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the panther can take the Hide action.
+Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.
+The shark has Advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
+The shark can breathe only underwater.
+Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage.
+Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage.
+The tiger makes one Pounce attack and uses Prowl.
+Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. If the tiger had Advantage on the attack roll, the target takes an extra 3 (1d6) Slashing damage and, if it is Huge or smaller, has the Prone condition.
+The tiger moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the tiger can take the Hide action.
+Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the horse moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.
+The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
+Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, and the target has the Prone condition if it is Medium or smaller.
+If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.
+Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage.
+Magical Darkness doesn’t impede the imp’s Darkvision.
+The imp has Advantage on saving throws against spells and other magical effects.
+Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.
+The imp changes into a form that resembles a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it’s wearing or carrying isn’t transformed. The imp reverts to its true form if it dies.
+The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
+The pseudodragon has Advantage on saving throws against spells and other magical effects.
+The pseudodragon makes two Bite attacks.
+Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage.
+Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: The Poisoned target also has the Unconscious condition until it takes damage or another creature takes an action to shake it awake.
+The quasit has Advantage on saving throws against spells and other magical effects.
+Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn.
+The quasit changes into a form that resembles a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it’s wearing or carrying isn’t transformed. The quasit reverts to its true form if it dies.
+Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically
+The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
+Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.
+Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage.
+The slaad has Advantage on saving throws against spells and other magical effects.
+Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
+The sphinx has Advantage on saving throws against spells and other magical effects.
+Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage.
+Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.
+Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage.
+Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.
+Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see. Celestials, Fiends, and Undead automatically fail the save. Failure: The sprite knows the target’s emotions and alignment.
+The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
+Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage.
+