D&D 2014 class features SRD 5.1
All 450 class features in the D&D 2014 rules. 107 have no 2024 entry, and 267 were revised for 2024.
Looking for the other one? D&D 2024 class features.
450 class features
Barbarian
- Ability Score ImprovementNot in 2024
- Barbarian (L1)Revised in 2024
Class BarbarianLevel 1stHit die d12Spellcasting noneArmour Light, Medium, ShieldsWeapons Simple, Martial
L1 Barbarian: STR & CON saves; choose 2 skills; gain Rage and Unarmored Defense. Rage Damage +2. Proficiencies (SRD 5.1 p.8): Armor: Light armor, medium armor, shields. Weapons: Simple weapons, martial weapons. Equipment (SRD 5.1 p.8): You start with the following equipment, in addition to the equipment granted by your background: • (a) a greataxe or (b) any martial melee weapon • (a) two handaxes or (b) any simple weapon • An explorer's pack and four javelins
- Barbarian (L10)Revised in 2024
Class BarbarianLevel 10thHit die d12
L10 Barbarian: +7 HP avg. Intimidating Presence (action: frighten one creature within 30 ft).
- Barbarian (L11)Revised in 2024
Class BarbarianLevel 11thHit die d12
L11 Barbarian: +7 HP avg. Relentless Rage: if you drop to 0 HP while raging and don't die outright, make a DC 10 CON save to drop to 1 HP instead. DC +5 each use; resets on a short or long rest.
- Barbarian (L12)
Class BarbarianLevel 12thHit die d12
L12 Barbarian: +7 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Barbarian (L13)Revised in 2024
Class BarbarianLevel 13thHit die d12
L13 Barbarian: +7 HP avg. Brutal Critical improves to two extra weapon damage dice on a melee crit.
- Barbarian (L14)Revised in 2024
Class BarbarianLevel 14thHit die d12
L14 Barbarian: +7 HP avg. Retaliation (reaction: melee attack vs a creature within 5 ft that damaged you).
- Barbarian (L15)Revised in 2024
Class BarbarianLevel 15thHit die d12
L15 Barbarian: +7 HP avg. Persistent Rage: your rage ends early only if you fall unconscious or choose to end it.
- Barbarian (L16)Revised in 2024
Class BarbarianLevel 16thHit die d12
L16 Barbarian: +7 HP avg. ASI: distribute +2 across abilities (or take a Feat). Rage Damage increases to +4.
- Barbarian (L17)Revised in 2024
Class BarbarianLevel 17thHit die d12
L17 Barbarian: +7 HP avg. Brutal Critical improves to three extra weapon damage dice on a melee crit.
- Barbarian (L18)Revised in 2024
Class BarbarianLevel 18thHit die d12
L18 Barbarian: +7 HP avg. Indomitable Might (STR check minimum = STR)
- Barbarian (L19)Revised in 2024
Class BarbarianLevel 19thHit die d12
L19 Barbarian: +7 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Barbarian (L2)
Class BarbarianLevel 2ndHit die d12
L2 Barbarian: +7 HP avg. Reckless Attack + Danger Sense
- Barbarian (L20)Revised in 2024
Class BarbarianLevel 20thHit die d12
L20 Barbarian: +7 HP avg. Primal Champion (+4 STR/CON, max 24)
- Barbarian (L3)Revised in 2024
Class BarbarianLevel 3rdHit die d12
L3 Barbarian: +7 HP avg. Primal Path: choose Path of the Berserker (Frenzy).
- Barbarian (L4)
Class BarbarianLevel 4thHit die d12
L4 Barbarian: +7 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Barbarian (L5)Revised in 2024
Class BarbarianLevel 5thHit die d12
L5 Barbarian: +7 HP avg. Extra Attack (attack twice whenever you take the Attack action); Fast Movement (+10 ft speed while you aren't wearing heavy armor).
- Barbarian (L6)Revised in 2024
Class BarbarianLevel 6thHit die d12
L6 Barbarian: +7 HP avg. Path feature (Path of the Berserker: Mindless Rage — you can't be charmed or frightened while raging).
- Barbarian (L7)Revised in 2024
Class BarbarianLevel 7thHit die d12
L7 Barbarian: +7 HP avg. Feral Instinct (advantage on Initiative; act on a surprised first turn if you rage first).
- Barbarian (L8)
Class BarbarianLevel 8thHit die d12
L8 Barbarian: +7 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Barbarian (L9)Revised in 2024
Class BarbarianLevel 9thHit die d12
L9 Barbarian: +7 HP avg. Brutal Critical (one extra weapon damage die on a melee crit). Rage Damage +3.
- Brutal CriticalNot in 2024
Class Barbarian
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
- Danger SenseRevised in 2024
- Fast MovementRevised in 2024
Class Barbarian
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
- Feral InstinctRevised in 2024
- Hit Dice (d12)Not in 2024
- Indomitable MightRevised in 2024
Class Barbarian
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
- Persistent RageRevised in 2024
Class Barbarian
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
- Primal ChampionRevised in 2024
Class Barbarian
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
- Primal PathNot in 2024
- RageRevised in 2024
- Reckless AttackRevised in 2024
- Relentless RageRevised in 2024
- Unarmored DefenseNot in 2024
Class Barbarian
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Barbarian (Berserker)
- FrenzyRevised in 2024
- Intimidating PresenceRevised in 2024
- Mindless RageRevised in 2024
Class Barbarian (Berserker)
Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
- Path of the BerserkerNot in 2024
- RetaliationRevised in 2024
Class Barbarian (Berserker)
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Bard
- Ability Score ImprovementNot in 2024
- Bard (L1)Revised in 2024
Class BardLevel 1stHit die d8Spellcasting fullArmour LightWeapons Simple weapons, hand crossbows, longswords, rapiers, shortswords
L1 Bard: DEX & CHA saves; choose any 3 skills; choose 3 musical instrument proficiencies. Bardic Inspiration (d6) included. Spellcasting (2 cantrips + 4 1st-level spells known). Proficiencies (SRD 5.1 p.11): Armor: Light armor. Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords. Equipment (SRD 5.1 p.11): You start with the following equipment, in addition to the equipment granted by your background: • (a) a rapier, (b) a longsword, or (c) any simple weapon • (a) a diplomat's pack or (b) an entertainer's pack • (a) a lute or (b) any other musical instrument • Leather armor and a dagger
- Bard (L10)Revised in 2024
Class BardLevel 10thHit die d8
L10 Bard: +5 HP avg. Bardic Inspiration d10, Expertise (2 more skills), Magical Secrets (two spells from any class).
- Bard (L11)
Class BardLevel 11thHit die d8
L11 Bard: +5 HP avg.
- Bard (L12)
Class BardLevel 12thHit die d8
L12 Bard: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Bard (L13)Revised in 2024
Class BardLevel 13thHit die d8
L13 Bard: +5 HP avg. Song of Rest (d10).
- Bard (L14)Revised in 2024
Class BardLevel 14thHit die d8
L14 Bard: +5 HP avg. Magical Secrets, College of Lore: Peerless Skill.
- Bard (L15)
Class BardLevel 15thHit die d8
L15 Bard: +5 HP avg. Bardic Inspiration d12
- Bard (L16)
Class BardLevel 16thHit die d8
L16 Bard: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Bard (L17)Revised in 2024
Class BardLevel 17thHit die d8
L17 Bard: +5 HP avg. Song of Rest (d12).
- Bard (L18)Revised in 2024
Class BardLevel 18thHit die d8
L18 Bard: +5 HP avg. Magical Secrets.
- Bard (L19)Revised in 2024
Class BardLevel 19thHit die d8
L19 Bard: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Bard (L2)Revised in 2024
Class BardLevel 2ndHit die d8
L2 Bard: +5 HP avg. Jack of All Trades, Song of Rest (d6).
- Bard (L20)Revised in 2024
Class BardLevel 20thHit die d8
L20 Bard: +5 HP avg. Superior Inspiration.
- Bard (L3)Revised in 2024
Class BardLevel 3rdHit die d8
L3 Bard: +5 HP avg. Bard College (College of Lore: Bonus Proficiencies, Cutting Words), Expertise.
- Bard (L4)
Class BardLevel 4thHit die d8
L4 Bard: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Bard (L5)Revised in 2024
Class BardLevel 5thHit die d8
L5 Bard: +5 HP avg. Bardic Inspiration die → d8, Font of Inspiration (regain on short rest)
- Bard (L6)Revised in 2024
Class BardLevel 6thHit die d8
L6 Bard: +5 HP avg. Countercharm, College of Lore: Additional Magical Secrets.
- Bard (L7)Revised in 2024
Class BardLevel 7thHit die d8
L7 Bard: +5 HP avg.
- Bard (L8)
Class BardLevel 8thHit die d8
L8 Bard: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Bard (L9)Revised in 2024
Class BardLevel 9thHit die d8
L9 Bard: +5 HP avg. Song of Rest (d8).
- Bard CollegeNot in 2024
Class Bard
At 3rd level, you delve into the advanced techniques of a bard college of your choice, such as the College of Lore. Your choice grants you features at 3rd level and again at 6th and 14th level.
- Bardic InspirationRevised in 2024
- CountercharmRevised in 2024
- Expertise (Bard)Revised in 2024
Class Bard
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
- Font of InspirationRevised in 2024
Class Bard
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
- Jack of All TradesRevised in 2024
Class Bard
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
- Magical SecretsRevised in 2024
- Ritual CastingNot in 2024
Class Bard
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
- Song of RestNot in 2024
- SpellcastingNot in 2024
- Superior InspirationRevised in 2024
Class Bard
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
Bard (Lore)
- Additional Magical SecretsNot in 2024
- Bonus ProficienciesRevised in 2024
Class Bard (Lore)
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
- College of LoreNot in 2024
- Cutting WordsRevised in 2024
- Peerless SkillRevised in 2024
Bard/Cleric/Druid/Monk/Rogue/Warlock
- Hit Dice (d8)Not in 2024
Cleric
- Ability Score ImprovementNot in 2024
- Cleric (L1)Revised in 2024
Class ClericLevel 1stHit die d8Spellcasting fullArmour Light, Medium, ShieldsWeapons Simple
L1 Cleric (SRD 5.1 p.15): WIS & CHA saves; choose 2 skills; choose a Divine Domain at 1st level. Spellcasting (3 cantrips; spells prepared = WIS mod + cleric level, min 1). Proficiencies (SRD 5.1 p.15): Armor: Light armor, medium armor, shields. Weapons: Simple weapons. Equipment (SRD 5.1 p.15): You start with the following equipment, in addition to the equipment granted by your background: • (a) a mace or (b) a warhammer (if proficient) • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a priest's pack or (b) an explorer's pack • A shield and a holy symbol
- Cleric (L10)Revised in 2024
Class ClericLevel 10thHit die d8
L10 Cleric (SRD 5.1 p.15, 17): +5 HP avg. Divine Intervention: call on your deity to intervene (action; roll d100 vs cleric level, 1/7-days on success else 1/long-rest).
- Cleric (L11)Revised in 2024
Class ClericLevel 11thHit die d8
L11 Cleric (SRD 5.1 p.15, 17): +5 HP avg. Destroy Undead improves to CR 2.
- Cleric (L12)
Class ClericLevel 12thHit die d8
L12 Cleric: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Cleric (L13)
Class ClericLevel 13thHit die d8
L13 Cleric: +5 HP avg.
- Cleric (L14)Revised in 2024
Class ClericLevel 14thHit die d8
L14 Cleric (SRD 5.1 p.15, 17): +5 HP avg. Destroy Undead improves to CR 3. Life: Divine Strike damage increases to 2d8.
- Cleric (L15)
Class ClericLevel 15thHit die d8
L15 Cleric: +5 HP avg.
- Cleric (L16)
Class ClericLevel 16thHit die d8
L16 Cleric: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Cleric (L17)Revised in 2024
Class ClericLevel 17thHit die d8
L17 Cleric (SRD 5.1 p.15, 17): +5 HP avg. Destroy Undead improves to CR 4. Divine Domain feature (Life: Supreme Healing).
- Cleric (L18)Revised in 2024
Class ClericLevel 18thHit die d8
L18 Cleric (SRD 5.1 p.15): +5 HP avg. Channel Divinity: 3 uses/rest.
- Cleric (L19)Revised in 2024
Class ClericLevel 19thHit die d8
L19 Cleric (SRD 5.1 p.17): +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Cleric (L2)Revised in 2024
Class ClericLevel 2ndHit die d8
L2 Cleric (SRD 5.1 p.16): +5 HP avg. Channel Divinity (1/rest): Turn Undead, plus your domain's Channel Divinity (Life Domain: Preserve Life).
- Cleric (L20)Revised in 2024
Class ClericLevel 20thHit die d8
L20 Cleric (SRD 5.1 p.15, 17): +5 HP avg. Divine Intervention improvement: your call for intervention automatically succeeds, no roll required.
- Cleric (L3)Revised in 2024
Class ClericLevel 3rdHit die d8
L3 Cleric (SRD 5.1 p.15): +5 HP avg. No new class features at 3rd level (you gain a 2nd-level spell slot).
- Cleric (L4)
Class ClericLevel 4thHit die d8
L4 Cleric: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Cleric (L5)Revised in 2024
Class ClericLevel 5thHit die d8
L5 Cleric (SRD 5.1 p.15, 17): +5 HP avg. Destroy Undead (CR 1/2): undead that fail your Turn Undead save are instantly destroyed if their CR is 1/2 or lower.
- Cleric (L6)Revised in 2024
Class ClericLevel 6thHit die d8
L6 Cleric (SRD 5.1 p.15): +5 HP avg. Channel Divinity: 2 uses/rest. Divine Domain feature (Life: Blessed Healer).
- Cleric (L7)Revised in 2024
Class ClericLevel 7thHit die d8
L7 Cleric (SRD 5.1 p.15): +5 HP avg. No new class features at 7th level (you gain a 4th-level spell slot).
- Cleric (L8)Revised in 2024
Class ClericLevel 8thHit die d8
L8 Cleric (SRD 5.1 p.15, 17): +5 HP avg. ASI: distribute +2 across abilities (or take a Feat). Destroy Undead improves to CR 1. Divine Domain feature (Life: Divine Strike — +1d8 radiant on a weapon hit, 1/turn).
- Cleric (L9)
Class ClericLevel 9thHit die d8
L9 Cleric: +5 HP avg.
- Destroy UndeadNot in 2024
- Divine DomainNot in 2024
- Divine InterventionNot in 2024
- Domain SpellsNot in 2024
- Ritual CastingNot in 2024
Class Cleric
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- SpellcastingNot in 2024
- Turn UndeadRevised in 2024
Cleric (Life)
- Blessed HealerRevised in 2024
Class Cleric (Life)
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
- Disciple of LifeRevised in 2024
Class Cleric (Life)
Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
- Divine Strike (Life)Revised in 2024
- Life DomainNot in 2024
- Preserve LifeRevised in 2024
- Supreme HealingRevised in 2024
Class Cleric (Life)
When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Cleric/Paladin
- Channel DivinityRevised in 2024
Druid
- Ability Score ImprovementNot in 2024
- ArchdruidRevised in 2024
- Beast SpellsRevised in 2024
Class Druid
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
- Circle SpellsNot in 2024
- Druid (L1)Revised in 2024
Class DruidLevel 1stHit die d8Spellcasting fullArmour Light, Medium, Shields (will not wear armor or use shields made of metal)Weapons Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
L1 Druid: INT & WIS saves; choose 2 skills; gain Druidic; Herbalism Kit prof. Spellcasting (2 cantrips; spells prepared = WIS mod + druid level). SRD 5.1 p.19-20. Proficiencies (SRD 5.1 p.19): Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal). Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears. Equipment (SRD 5.1 p.19): You start with the following equipment, in addition to the equipment granted by your background: • (a) a wooden shield or (b) any simple weapon • (a) a scimitar or (b) any simple melee weapon • Leather armor, an explorer's pack, and a druidic focus
- Druid (L10)
Class DruidLevel 10thHit die d8
L10 Druid: +5 HP avg. Nature's Ward (Circle of the Land).
- Druid (L11)
Class DruidLevel 11thHit die d8
L11 Druid: +5 HP avg.
- Druid (L12)
Class DruidLevel 12thHit die d8
L12 Druid: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Druid (L13)
Class DruidLevel 13thHit die d8
L13 Druid: +5 HP avg.
- Druid (L14)
Class DruidLevel 14thHit die d8
L14 Druid: +5 HP avg. Nature's Sanctuary (Circle of the Land).
- Druid (L15)Revised in 2024
Class DruidLevel 15thHit die d8
L15 Druid: +5 HP avg.
- Druid (L16)
Class DruidLevel 16thHit die d8
L16 Druid: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Druid (L17)Revised in 2024
Class DruidLevel 17thHit die d8
L17 Druid: +5 HP avg.
- Druid (L18)Revised in 2024
Class DruidLevel 18thHit die d8
L18 Druid: +5 HP avg. Timeless Body (age 1 year for every 10 that pass); Beast Spells (cast druid spells while in Wild Shape, no material components). SRD 5.1 p.21.
- Druid (L19)Revised in 2024
Class DruidLevel 19thHit die d8
L19 Druid: +5 HP avg. Ability Score Improvement: distribute +2 across abilities (or take a Feat). SRD 5.1 p.21.
- Druid (L2)Revised in 2024
Class DruidLevel 2ndHit die d8
L2 Druid: +5 HP avg. Wild Shape (2 uses). Druid Circle: Circle of the Land — Bonus Cantrip, Natural Recovery; choose your land for Circle Spells. SRD 5.1 p.20-22.
- Druid (L20)Revised in 2024
Class DruidLevel 20thHit die d8
L20 Druid: +5 HP avg. Archdruid: use Wild Shape an unlimited number of times, and ignore the verbal and somatic components of your druid spells (and any material components without a cost). SRD 5.1 p.21.
- Druid (L3)Revised in 2024
Class DruidLevel 3rdHit die d8
L3 Druid: +5 HP avg. Circle Spells: your Circle of the Land's 2nd-level land spells (chosen at L2) are now castable. SRD 5.1 p.21-22.
- Druid (L4)Revised in 2024
Class DruidLevel 4thHit die d8
L4 Druid: +5 HP avg. Wild Shape improvement: max beast CR → 1/2, and you may now assume beasts with a swimming speed (still no flying speed). ASI: distribute +2 across abilities (or take a Feat). SRD 5.1 p.19-20.
- Druid (L5)Revised in 2024
Class DruidLevel 5thHit die d8
L5 Druid: +5 HP avg. Circle Spells: your Circle of the Land's 3rd-level land spells are now castable.
- Druid (L6)Revised in 2024
Class DruidLevel 6thHit die d8
L6 Druid: +5 HP avg. Land's Stride (Circle of the Land). SRD 5.1 p.22.
- Druid (L7)Revised in 2024
Class DruidLevel 7thHit die d8
L7 Druid: +5 HP avg. Circle Spells: your Circle of the Land's 4th-level land spells are now castable.
- Druid (L8)Revised in 2024
Class DruidLevel 8thHit die d8
L8 Druid: +5 HP avg. Wild Shape improvement: max beast CR → 1, and all form limitations are removed (flying and swimming beasts allowed). ASI: distribute +2 across abilities (or take a Feat). SRD 5.1 p.19-20.
- Druid (L9)Revised in 2024
Class DruidLevel 9thHit die d8
L9 Druid: +5 HP avg. Circle Spells: your Circle of the Land's 5th-level land spells are now castable.
- Druid CircleNot in 2024
Class Druid
At 2nd level, you choose to identify with a circle of druids, such as the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
- DruidicRevised in 2024
- Druids and the GodsNot in 2024
- Ritual CastingNot in 2024
Class Druid
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Sacred Plants and WoodNot in 2024
- SpellcastingNot in 2024
- Timeless BodyNot in 2024
Class Druid
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
- Wild ShapeRevised in 2024
Druid (Land)
- Circle of the LandNot in 2024
- Land's StrideNot in 2024
- Natural RecoveryRevised in 2024
- Nature's SanctuaryRevised in 2024
- Nature's WardRevised in 2024
Class Druid (Land)
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Fighter
- Ability Score ImprovementNot in 2024
- Action SurgeRevised in 2024
- Fighter (L1)Revised in 2024
Class FighterLevel 1stHit die d10Spellcasting noneArmour All armor, ShieldsWeapons Simple, Martial
L1 Fighter: STR & CON saves; choose 2 skills; choose a Fighting Style; Second Wind (regain 1d10 + Fighter level HP as a bonus action; 1/short or long rest). Proficiencies (SRD 5.1 p.24): Armor: All armor, shields. Weapons: Simple weapons, martial weapons. Equipment (SRD 5.1 p.24): You start with the following equipment, in addition to the equipment granted by your background: • (a) chain mail or (b) leather armor, longbow, and 20 arrows • (a) a martial weapon and a shield or (b) two martial weapons • (a) a light crossbow and 20 bolts or (b) two handaxes • (a) a dungeoneer's pack or (b) an explorer's pack
- Fighter (L10)Revised in 2024
Class FighterLevel 10thHit die d10
L10 Fighter: +6 HP avg. Champion: Additional Fighting Style (choose a second option from the Fighting Style feature).
- Fighter (L11)Revised in 2024
Class FighterLevel 11thHit die d10
L11 Fighter: +6 HP avg. Extra Attack (2): you can attack three times, instead of once, whenever you take the Attack action on your turn.
- Fighter (L12)
Class FighterLevel 12thHit die d10
L12 Fighter: +6 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Fighter (L13)Revised in 2024
Class FighterLevel 13thHit die d10
L13 Fighter: +6 HP avg. Indomitable (2/long rest).
- Fighter (L14)Revised in 2024
Class FighterLevel 14thHit die d10
L14 Fighter: +6 HP avg. Ability Score Improvement (or a Feat).
- Fighter (L15)Revised in 2024
Class FighterLevel 15thHit die d10
L15 Fighter: +6 HP avg. Champion: Superior Critical (crit on 18-20)
- Fighter (L16)Revised in 2024
Class FighterLevel 16thHit die d10
L16 Fighter: +6 HP avg. Ability Score Improvement (or a Feat).
- Fighter (L17)Revised in 2024
Class FighterLevel 17thHit die d10
L17 Fighter: +6 HP avg. Action Surge (two uses) and Indomitable (3/long rest).
- Fighter (L18)Revised in 2024
Class FighterLevel 18thHit die d10
L18 Fighter: +6 HP avg. Champion: Survivor (regain 5+CON HP per turn if ≤ half HP)
- Fighter (L19)Revised in 2024
Class FighterLevel 19thHit die d10
L19 Fighter: +6 HP avg. Ability Score Improvement (or a Feat).
- Fighter (L2)Revised in 2024
Class FighterLevel 2ndHit die d10
L2 Fighter: +6 HP avg. Action Surge (one additional action on your turn; 1/short or long rest).
- Fighter (L20)Revised in 2024
Class FighterLevel 20thHit die d10
L20 Fighter: +6 HP avg. Extra Attack (3): you can attack four times, instead of once, whenever you take the Attack action on your turn.
- Fighter (L3) — Martial ArchetypeNot in 2024
Class FighterLevel 3rdHit die d10
L3 Fighter: +6 HP avg. Choose your Martial Archetype. SRD 5.1 Champion: Improved Critical (your weapon attacks score a critical hit on a roll of 19 or 20).
- Fighter (L4) — ASIRevised in 2024
Class FighterLevel 4thHit die d10
L4 Fighter: +6 HP avg. Ability Score Improvement (increase one ability by 2, or two abilities by 1; or take a Feat).
- Fighter (L5) — Extra AttackRevised in 2024
Class FighterLevel 5thHit die d10
L5 Fighter: +6 HP avg. Extra Attack (attack twice whenever you take the Attack action).
- Fighter (L6)Revised in 2024
Class FighterLevel 6thHit die d10
L6 Fighter: +6 HP avg. Ability Score Improvement (or a Feat).
- Fighter (L7)Revised in 2024
Class FighterLevel 7thHit die d10
L7 Fighter: +6 HP avg. Champion: Remarkable Athlete (add half your proficiency bonus, rounded up, to any STR, DEX, or CON check that doesn't already use it; running long jump distance increases by your STR modifier).
- Fighter (L8)
Class FighterLevel 8thHit die d10
L8 Fighter: +6 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Fighter (L9)Revised in 2024
Class FighterLevel 9thHit die d10
L9 Fighter: +6 HP avg. Indomitable (reroll a failed saving throw and use the new roll; 1/long rest).
- IndomitableRevised in 2024
- Martial ArchetypeNot in 2024
Class Fighter
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
- Second WindRevised in 2024
Fighter (Champion)
- Additional Fighting StyleRevised in 2024
Class Fighter (Champion)
At 10th level, you can choose a second option from the Fighting Style class feature.
- ChampionNot in 2024
- Improved CriticalRevised in 2024
Class Fighter (Champion)
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
- Remarkable AthleteRevised in 2024
- Superior CriticalRevised in 2024
Class Fighter (Champion)
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
- SurvivorRevised in 2024
Fighter/Barb/Paladin/Ranger/Monk
- Extra AttackRevised in 2024
Class Fighter/Barb/Paladin/Ranger/Monk
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fighter/Paladin/Ranger
- Hit Dice (d10)Not in 2024
Monk
- Ability Score ImprovementNot in 2024
- Deflect MissilesNot in 2024
- Diamond SoulNot in 2024
Class Monk
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
- Empty BodyNot in 2024
- Flurry of BlowsRevised in 2024
Class Monk
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- KiRevised in 2024
- Ki-Empowered StrikesNot in 2024
Class Monk
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Martial ArtsRevised in 2024
- Monastic TraditionNot in 2024
Class Monk
When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
- Monk (L1)Revised in 2024
Class MonkLevel 1stHit die d8Spellcasting noneArmour NoneWeapons Simple weapons, shortswords
L1 Monk: STR & DEX saves; choose 2 skills; choose one type of artisan's tools or one musical instrument; Martial Arts (d4 → d10) and Unarmored Defense (AC = 10 + DEX + WIS) included. SRD 5.1 p.26. Proficiencies (SRD 5.1 p.26): Armor: None. Weapons: Simple weapons, shortswords. Equipment (SRD 5.1 p.26): You start with the following equipment, in addition to the equipment granted by your background: • (a) a shortsword or (b) any simple weapon • (a) a dungeoneer's pack or (b) an explorer's pack • 10 darts
- Monk (L10)Revised in 2024
Class MonkLevel 10thHit die d8
L10 Monk: +5 HP avg. Purity of Body (immune to disease and poison), Unarmored Movement +20 ft.
- Monk (L11)Revised in 2024
Class MonkLevel 11thHit die d8
L11 Monk: +5 HP avg. Tranquility (Monastic Tradition), Martial Arts die → d8.
- Monk (L12)
Class MonkLevel 12thHit die d8
L12 Monk: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Monk (L13)Revised in 2024
Class MonkLevel 13thHit die d8
L13 Monk: +5 HP avg. Tongue of the Sun and Moon (understand all spoken languages).
- Monk (L14)Revised in 2024
Class MonkLevel 14thHit die d8
L14 Monk: +5 HP avg. Diamond Soul (proficiency in all saving throws; reroll a failed save for 1 ki), Unarmored Movement +25 ft.
- Monk (L15)Revised in 2024
Class MonkLevel 15thHit die d8
L15 Monk: +5 HP avg. Timeless Body (no aging frailty; no need for food or water).
- Monk (L16)
Class MonkLevel 16thHit die d8
L16 Monk: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Monk (L17)Revised in 2024
Class MonkLevel 17thHit die d8
L17 Monk: +5 HP avg. Quivering Palm (Monastic Tradition), Martial Arts die → d10.
- Monk (L18)Revised in 2024
Class MonkLevel 18thHit die d8
L18 Monk: +5 HP avg. Empty Body (4 ki: invisible 1 min + resist all but force; 8 ki: cast astral projection), Unarmored Movement +30 ft.
- Monk (L19)Revised in 2024
Class MonkLevel 19thHit die d8
L19 Monk: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Monk (L2)Revised in 2024
Class MonkLevel 2ndHit die d8
L2 Monk: +5 HP avg. Ki (Flurry of Blows, Patient Defense, Step of the Wind), Unarmored Movement (+10 ft).
- Monk (L20)Revised in 2024
Class MonkLevel 20thHit die d8
L20 Monk: +5 HP avg. Perfect Self (regain 4 ki when you roll Initiative with none left).
- Monk (L3)Revised in 2024
Class MonkLevel 3rdHit die d8
L3 Monk: +5 HP avg. Monastic Tradition: Way of the Open Hand. Deflect Missiles.
- Monk (L4)
Class MonkLevel 4thHit die d8
L4 Monk: +5 HP avg. Slow Fall. ASI: distribute +2 across abilities (or take a Feat).
- Monk (L5)Revised in 2024
Class MonkLevel 5thHit die d8
L5 Monk: +5 HP avg. Extra Attack (attack twice whenever you take the Attack action), Stunning Strike, Martial Arts die → d6.
- Monk (L6)Revised in 2024
Class MonkLevel 6thHit die d8
L6 Monk: +5 HP avg. Ki-Empowered Strikes (unarmed strikes count as magical), Wholeness of Body (Monastic Tradition), Unarmored Movement +15 ft.
- Monk (L7)Revised in 2024
Class MonkLevel 7thHit die d8
L7 Monk: +5 HP avg. Evasion (SRD 5.1 p.28): At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. Stillness of Mind.
- Monk (L8)
Class MonkLevel 8thHit die d8
L8 Monk: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Monk (L9)Revised in 2024
Class MonkLevel 9thHit die d8
L9 Monk: +5 HP avg. Unarmored Movement improvement (move along vertical surfaces and across liquids).
- Patient DefenseNot in 2024
Class Monk
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Perfect SelfNot in 2024
Class Monk
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
- Purity of BodyNot in 2024
Class Monk
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
- Slow FallRevised in 2024
Class Monk
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
- Step of the WindNot in 2024
Class Monk
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
- Stillness of MindNot in 2024
Class Monk
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
- Stunning StrikeRevised in 2024
- Timeless BodyNot in 2024
Class Monk
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
- Tongue of the Sun and MoonNot in 2024
Class Monk
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
- Unarmored Defense (Monk)Revised in 2024
Class Monk
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- Unarmored MovementNot in 2024
Monk (Open Hand)
- Open Hand TechniqueRevised in 2024
- Quivering PalmRevised in 2024
- TranquilityNot in 2024
- Way of the Open HandNot in 2024
- Wholeness of BodyRevised in 2024
Class Monk (Open Hand)
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Monk/Rogue
- EvasionRevised in 2024
Class Monk/Rogue
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.
Other
- ArcheryNot in 2024
You gain a +2 bonus to attack rolls you make with ranged weapons.
- DefenseNot in 2024
While you are wearing armor, you gain a +1 bonus to AC.
- DuelingNot in 2024
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon FightingNot in 2024
- ProtectionNot in 2024
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon FightingNot in 2024
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Paladin
- Ability Score ImprovementNot in 2024
- Aura of CourageRevised in 2024
Class Paladin
You and friendly creatures within 10 ft of you can't be frightened while you are conscious. At L18 the range of this aura increases to 30 ft.
- Aura of ProtectionRevised in 2024
Class Paladin
Whenever you or a friendly creature within 10 ft of you (30 ft at L18) must make a saving throw, the creature gains a bonus to the saving throw equal to your CHA modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
- Breaking Your OathNot in 2024
- Cleansing TouchNot in 2024
Class Paladin
As an action, end one spell on yourself or on one willing creature that you touch. Uses = CHA mod (a minimum of once), and you regain expended uses when you finish a long rest.
- Divine HealthNot in 2024
Class Paladin
By 3rd level, the divine magic flowing through you makes you immune to disease.
- Divine SenseRevised in 2024
- Divine SmiteNot in 2024
- Fighting StyleNot in 2024
- Improved Divine SmiteNot in 2024
- Lay on HandsRevised in 2024
- Oath SpellsNot in 2024
- Paladin (L1)Revised in 2024
Class PaladinLevel 1stHit die d10Spellcasting halfArmour All armor, ShieldsWeapons Simple, Martial
L1 Paladin (SRD 5.1 p.30): WIS & CHA saves; choose 2 skills; Divine Sense; Lay on Hands (pool = 5 × Paladin level). Spellcasting begins at L2 (CHA, prepared = CHA mod + half Paladin level, rounded down). Proficiencies (SRD 5.1 p.30): Armor: All armor, shields. Weapons: Simple weapons, martial weapons. Equipment (SRD 5.1 p.30): You start with the following equipment, in addition to the equipment granted by your background: • (a) a martial weapon and a shield or (b) two martial weapons • (a) five javelins or (b) any simple melee weapon • (a) a priest's pack or (b) an explorer's pack • Chain mail and a holy symbol
- Paladin (L10)
Class PaladinLevel 10thHit die d10
L10 Paladin: +6 HP avg. Aura of Courage
- Paladin (L11)Revised in 2024
Class PaladinLevel 11thHit die d10
L11 Paladin (SRD 5.1 p.32): +6 HP avg. Improved Divine Smite (+1d8 radiant on all melee weapon hits).
- Paladin (L12)
Class PaladinLevel 12thHit die d10
L12 Paladin: +6 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Paladin (L13)
Class PaladinLevel 13thHit die d10
L13 Paladin: +6 HP avg.
- Paladin (L14)Revised in 2024
Class PaladinLevel 14thHit die d10
L14 Paladin (SRD 5.1 p.30, 32): +6 HP avg. Cleansing Touch (action: end one spell on yourself or on one willing creature you touch; CHA modifier uses, minimum 1, regained on a long rest).
- Paladin (L15)Revised in 2024
Class PaladinLevel 15thHit die d10
L15 Paladin (SRD 5.1 p.33): +6 HP avg. Devotion: Purity of Spirit (always under the effects of Protection from Evil and Good).
- Paladin (L16)
Class PaladinLevel 16thHit die d10
L16 Paladin: +6 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Paladin (L17)
Class PaladinLevel 17thHit die d10
L17 Paladin: +6 HP avg.
- Paladin (L18)
Class PaladinLevel 18thHit die d10
L18 Paladin: +6 HP avg. Aura Expansion (30 ft)
- Paladin (L19)Revised in 2024
Class PaladinLevel 19thHit die d10
L19 Paladin: +6 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Paladin (L2)Revised in 2024
Class PaladinLevel 2ndHit die d10
L2 Paladin (SRD 5.1 p.31): +6 HP avg. Spellcasting begins (CHA, prepared); Fighting Style; Divine Smite.
- Paladin (L20)Revised in 2024
Class PaladinLevel 20thHit die d10
L20 Paladin: +6 HP avg. Devotion: Holy Nimbus (action 1/long rest: aura of 30 ft radiant)
- Paladin (L3)Revised in 2024
Class PaladinLevel 3rdHit die d10
L3 Paladin (SRD 5.1 p.32): +6 HP avg. Divine Health (immune to disease); Channel Divinity (1 use per short or long rest). Sacred Oath: Oath of Devotion.
- Paladin (L4)
Class PaladinLevel 4thHit die d10
L4 Paladin: +6 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Paladin (L5)Revised in 2024
Class PaladinLevel 5thHit die d10
L5 Paladin (SRD 5.1 p.30, 32): +6 HP avg. Extra Attack (attack twice whenever you take the Attack action).
- Paladin (L6)Revised in 2024
Class PaladinLevel 6thHit die d10
L6 Paladin: +6 HP avg. Aura of Protection (+CHA to saves within 10 ft)
- Paladin (L7)
Class PaladinLevel 7thHit die d10
L7 Paladin: +6 HP avg. Devotion: Aura of Devotion (allies immune to charm)
- Paladin (L8)
Class PaladinLevel 8thHit die d10
L8 Paladin: +6 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Paladin (L9)Revised in 2024
Class PaladinLevel 9thHit die d10
L9 Paladin (SRD 5.1 p.30): +6 HP avg. No new class features at 9th level (you gain a 3rd-level spell slot).
- Sacred OathNot in 2024
- SpellcastingNot in 2024
Paladin (Devotion)
- Aura of DevotionRevised in 2024
Class Paladin (Devotion)
You and friendly creatures within 10 ft of you can't be charmed while you are conscious. At L18 the range of this aura increases to 30 ft.
- Holy NimbusRevised in 2024
- Oath of DevotionNot in 2024
- Purity of SpiritNot in 2024
Class Paladin (Devotion)
Always under effects of Protection from Evil and Good.
- Sacred WeaponRevised in 2024
- Tenets of DevotionNot in 2024
- Turn the UnholyNot in 2024
Ranger
- Ability Score ImprovementNot in 2024
- Favored EnemyRevised in 2024
- Feral SensesNot in 2024
- Foe SlayerRevised in 2024
- Hide in Plain SightNot in 2024
- Land’s StrideNot in 2024
- Natural ExplorerNot in 2024
- Primeval AwarenessNot in 2024
- Ranger (L1)Revised in 2024
Class RangerLevel 1stHit die d10Spellcasting halfArmour Light, Medium, ShieldsWeapons Simple, Martial
L1 Ranger: STR & DEX saves; choose 3 skills (Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival). Favored Enemy and Natural Explorer. No spellcasting yet (begins at level 2). Proficiencies (SRD 5.1 p.35): Armor: Light armor, medium armor, shields. Weapons: Simple weapons, martial weapons. Equipment (SRD 5.1 p.35): You start with the following equipment, in addition to the equipment granted by your background: • (a) scale mail or (b) leather armor • (a) two shortswords or (b) two simple melee weapons • (a) a dungeoneer's pack or (b) an explorer's pack • A longbow and a quiver of 20 arrows
- Ranger (L10)Revised in 2024
Class RangerLevel 10thHit die d10
L10 Ranger: +6 HP avg. Natural Explorer improvement (additional favored terrain); Hide in Plain Sight (spend 1 minute to create camouflage and gain a +10 bonus to Dexterity (Stealth) checks while you stay still).
- Ranger (L11)Revised in 2024
Class RangerLevel 11thHit die d10
L11 Ranger: +6 HP avg. Hunter: Multiattack (Volley / Whirlwind Attack).
- Ranger (L12)
Class RangerLevel 12thHit die d10
L12 Ranger: +6 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Ranger (L13)Revised in 2024
Class RangerLevel 13thHit die d10
L13 Ranger: +6 HP avg. (No new class feature at this level.)
- Ranger (L14)Revised in 2024
Class RangerLevel 14thHit die d10
L14 Ranger: +6 HP avg. Favored Enemy improvement; Vanish (use the Hide action as a bonus action; you can’t be tracked by nonmagical means unless you choose to leave a trail).
- Ranger (L15)Revised in 2024
Class RangerLevel 15thHit die d10
L15 Ranger: +6 HP avg. Hunter: Superior Hunter’s Defense (Evasion / Stand Against the Tide / Uncanny Dodge).
- Ranger (L16)
Class RangerLevel 16thHit die d10
L16 Ranger: +6 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Ranger (L17)Revised in 2024
Class RangerLevel 17thHit die d10
L17 Ranger: +6 HP avg. (No new class feature at this level.)
- Ranger (L18)Revised in 2024
Class RangerLevel 18thHit die d10
L18 Ranger: +6 HP avg. Feral Senses (when you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage; you are also aware of the location of any invisible creature within 30 ft that isn’t hidden from you and that you aren’t blinded or deafened to).
- Ranger (L19)Revised in 2024
Class RangerLevel 19thHit die d10
L19 Ranger: +6 HP avg. ASI: increase one ability score by 2, or two by 1 (or take a feat).
- Ranger (L2)Revised in 2024
Class RangerLevel 2ndHit die d10
L2 Ranger: +6 HP avg. Fighting Style (Archery / Defense / Dueling / Two-Weapon Fighting) and Spellcasting (WIS; learn 2 first-level ranger spells).
- Ranger (L20)Revised in 2024
Class RangerLevel 20thHit die d10
L20 Ranger: +6 HP avg. Foe Slayer (once on each of your turns, add your Wisdom modifier to the attack roll or the damage roll of an attack against one of your favored enemies).
- Ranger (L3)Revised in 2024
Class RangerLevel 3rdHit die d10
L3 Ranger: +6 HP avg. Primeval Awareness. Ranger Archetype: Hunter (Hunter’s Prey).
- Ranger (L4)
Class RangerLevel 4thHit die d10
L4 Ranger: +6 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Ranger (L5)
Class RangerLevel 5thHit die d10
L5 Ranger: +6 HP avg. Extra Attack (attack twice when you take the Attack action).
- Ranger (L6)Revised in 2024
Class RangerLevel 6thHit die d10
L6 Ranger: +6 HP avg. Favored Enemy and Natural Explorer improvements (choose an additional favored enemy and language, and an additional favored terrain).
- Ranger (L7)Revised in 2024
Class RangerLevel 7thHit die d10
L7 Ranger: +6 HP avg. Hunter: Defensive Tactics (Escape the Horde / Multiattack Defense / Steel Will).
- Ranger (L8)Revised in 2024
Class RangerLevel 8thHit die d10
L8 Ranger: +6 HP avg. ASI; Land’s Stride (moving through nonmagical difficult terrain costs no extra movement; pass through nonmagical plants without being slowed or harmed; advantage on saves vs plants magically created to impede movement).
- Ranger (L9)Revised in 2024
Class RangerLevel 9thHit die d10
L9 Ranger: +6 HP avg. (No new class feature at this level.)
- Ranger ArchetypeNot in 2024
Class Ranger
At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
- SpellcastingNot in 2024
- VanishNot in 2024
Class Ranger
You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Ranger (Hunter)
- Defensive TacticsRevised in 2024
- HunterNot in 2024
- Hunter's PreyRevised in 2024
- MultiattackNot in 2024
- Superior Hunter's DefenseRevised in 2024
Rogue
- Ability Score ImprovementNot in 2024
- BlindsenseNot in 2024
Class Rogue
If you can hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
- Cunning ActionRevised in 2024
Class Rogue
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
- ElusiveRevised in 2024
Class Rogue
No attack roll has advantage against you while not incapacitated.
- Expertise (Rogue)Revised in 2024
- Reliable TalentRevised in 2024
Class Rogue
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
- Rogue (L1)Revised in 2024
Class RogueLevel 1stHit die d8Spellcasting noneArmour LightWeapons Simple weapons, hand crossbows, longswords, rapiers, shortswords
L1 Rogue: DEX & INT saves; choose 4 skills; Thieves' Tools proficiency; Sneak Attack 1d6 and Thieves' Cant included. Expertise (pick 2 skills for double proficiency). Proficiencies (SRD 5.1 p.39): Armor: Light armor. Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords. Equipment (SRD 5.1 p.39): You start with the following equipment, in addition to the equipment granted by your background: • (a) a rapier or (b) a shortsword • (a) a shortbow and quiver of 20 arrows or (b) a shortsword • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack • (a) Leather armor, two daggers, and thieves' tools
- Rogue (L10)
Class RogueLevel 10thHit die d8
L10 Rogue: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Rogue (L11)Revised in 2024
Class RogueLevel 11thHit die d8
L11 Rogue: +5 HP avg. Reliable Talent (treat d20 ≤ 9 as 10 on proficient checks).
- Rogue (L12)
Class RogueLevel 12thHit die d8
L12 Rogue: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Rogue (L13)Revised in 2024
Class RogueLevel 13thHit die d8
L13 Rogue: +5 HP avg. Thief: Use Magic Device (ignore class/race req)
- Rogue (L14)Revised in 2024
Class RogueLevel 14thHit die d8
L14 Rogue: +5 HP avg. Blindsense (if you can hear, aware of hidden/invisible creatures within 10 ft).
- Rogue (L15)Revised in 2024
Class RogueLevel 15thHit die d8
L15 Rogue: +5 HP avg. Slippery Mind (WIS save proficiency)
- Rogue (L16)
Class RogueLevel 16thHit die d8
L16 Rogue: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Rogue (L17)
Class RogueLevel 17thHit die d8
L17 Rogue: +5 HP avg. Thief: Thief's Reflexes (extra turn at -10 init on round 1)
- Rogue (L18)
Class RogueLevel 18thHit die d8
L18 Rogue: +5 HP avg. Elusive (no attack vs you has advantage while not incapacitated)
- Rogue (L19)Revised in 2024
Class RogueLevel 19thHit die d8
L19 Rogue: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Rogue (L2)
Class RogueLevel 2ndHit die d8
L2 Rogue: +5 HP avg. Cunning Action (BA: Dash/Disengage/Hide)
- Rogue (L20)Revised in 2024
Class RogueLevel 20thHit die d8
L20 Rogue: +5 HP avg. Stroke of Luck (1/short rest: turn miss into hit or failed check into 20)
- Rogue (L3)Revised in 2024
Class RogueLevel 3rdHit die d8
L3 Rogue: +5 HP avg. Roguish Archetype — Thief: Fast Hands, Second-Story Work.
- Rogue (L4)
Class RogueLevel 4thHit die d8
L4 Rogue: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Rogue (L5)Revised in 2024
Class RogueLevel 5thHit die d8
L5 Rogue: +5 HP avg. Uncanny Dodge (reaction: halve damage).
- Rogue (L6)
Class RogueLevel 6thHit die d8
L6 Rogue: +5 HP avg. Expertise (2 more skills)
- Rogue (L7)Revised in 2024
Class RogueLevel 7thHit die d8
L7 Rogue: +5 HP avg. Evasion (SRD 5.1 p.40): Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell.
- Rogue (L8)
Class RogueLevel 8thHit die d8
L8 Rogue: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Rogue (L9)Revised in 2024
Class RogueLevel 9thHit die d8
L9 Rogue: +5 HP avg. Thief: Supreme Sneak (adv on Stealth at half speed)
- Roguish ArchetypeNot in 2024
Class Rogue
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
- Slippery MindRevised in 2024
Class Rogue
You gain proficiency in Wisdom saving throws.
- Sneak AttackRevised in 2024
- Stroke of LuckRevised in 2024
Class Rogue
If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.
- Thieves' CantRevised in 2024
- Uncanny DodgeRevised in 2024
Class Rogue
When an attacker you can see hits you with an attack, use your reaction to halve the attack's damage against you.
Rogue (Thief)
- Fast HandsRevised in 2024
Class Rogue (Thief)
You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
- Second-Story WorkRevised in 2024
- Supreme SneakRevised in 2024
Class Rogue (Thief)
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
- ThiefNot in 2024
- Thief's ReflexesRevised in 2024
Class Rogue (Thief)
You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
- Use Magic DeviceRevised in 2024
Class Rogue (Thief)
You ignore all class, race, and level requirements on the use of magic items.
Sorcerer
- Ability Score ImprovementNot in 2024
- Font of Magic (Sorcery Points)Revised in 2024
- MetamagicRevised in 2024
- Sorcerer (L1)Revised in 2024
Class SorcererLevel 1stHit die d6Spellcasting fullArmour NoneWeapons Daggers, darts, slings, quarterstaffs, light crossbows
L1 Sorcerer: CON & CHA saves; choose 2 skills. Spellcasting (4 cantrips + 2 1st-level spells known). Sorcerous Origin chosen at L1. SRD 5.1 p.42. Proficiencies (SRD 5.1 p.42): Armor: None. Weapons: Daggers, darts, slings, quarterstaffs, light crossbows. Equipment (SRD 5.1 p.42): You start with the following equipment, in addition to the equipment granted by your background: • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a component pouch or (b) an arcane focus • (a) a dungeoneer's pack or (b) an explorer's pack • Two daggers
- Sorcerer (L10)Revised in 2024
Class SorcererLevel 10thHit die d6
L10 Sorcerer: +4 HP avg. +1 Metamagic option (3 total). SRD 5.1 p.42, p.44.
- Sorcerer (L11)
Class SorcererLevel 11thHit die d6
L11 Sorcerer: +4 HP avg.
- Sorcerer (L12)
Class SorcererLevel 12thHit die d6
L12 Sorcerer: +4 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Sorcerer (L13)
Class SorcererLevel 13thHit die d6
L13 Sorcerer: +4 HP avg.
- Sorcerer (L14)Revised in 2024
Class SorcererLevel 14thHit die d6
L14 Sorcerer: +4 HP avg. Draconic: Dragon Wings (BA: fly speed = current speed)
- Sorcerer (L15)
Class SorcererLevel 15thHit die d6
L15 Sorcerer: +4 HP avg.
- Sorcerer (L16)
Class SorcererLevel 16thHit die d6
L16 Sorcerer: +4 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Sorcerer (L17)Revised in 2024
Class SorcererLevel 17thHit die d6
L17 Sorcerer: +4 HP avg. +1 Metamagic option (4 total). SRD 5.1 p.42, p.44.
- Sorcerer (L18)Revised in 2024
Class SorcererLevel 18thHit die d6
L18 Sorcerer: +4 HP avg. Draconic: Draconic Presence (5 SP for a 60-ft aura of awe/fear, charmed/frightened on a failed WIS save). SRD 5.1 p.45.
- Sorcerer (L19)Revised in 2024
Class SorcererLevel 19thHit die d6
L19 Sorcerer: +4 HP avg. ASI: distribute +2 across abilities (or take a Feat). SRD 5.1 p.42.
- Sorcerer (L2)Revised in 2024
Class SorcererLevel 2ndHit die d6
L2 Sorcerer: +4 HP avg. Font of Magic (Sorcery Points = level; Flexible Casting). SRD 5.1 p.42-43.
- Sorcerer (L20)Revised in 2024
Class SorcererLevel 20thHit die d6
L20 Sorcerer: +4 HP avg. Sorcerous Restoration (regain 4 sorcery points on a short rest). SRD 5.1 p.44.
- Sorcerer (L3)Revised in 2024
Class SorcererLevel 3rdHit die d6
L3 Sorcerer: +4 HP avg. Metamagic (choose 2 options). SRD 5.1 p.42, p.44.
- Sorcerer (L4)
Class SorcererLevel 4thHit die d6
L4 Sorcerer: +4 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Sorcerer (L5)Revised in 2024
Class SorcererLevel 5thHit die d6
L5 Sorcerer: +4 HP avg. 3rd-level spell slots.
- Sorcerer (L6)Revised in 2024
Class SorcererLevel 6thHit die d6
L6 Sorcerer: +4 HP avg. Draconic: Elemental Affinity (+CHA mod to one damage roll matching ancestry, resistance for 1 hr via 1 sp)
- Sorcerer (L7)Revised in 2024
Class SorcererLevel 7thHit die d6
L7 Sorcerer: +4 HP avg. 4th-level spell slots.
- Sorcerer (L8)
Class SorcererLevel 8thHit die d6
L8 Sorcerer: +4 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Sorcerer (L9)
Class SorcererLevel 9thHit die d6
L9 Sorcerer: +4 HP avg.
- Sorcerous OriginNot in 2024
Class Sorcerer
Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
- Sorcerous RestorationRevised in 2024
Class Sorcerer
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
- SpellcastingNot in 2024
Sorcerer (Draconic)
- Draconic BloodlineNot in 2024
- Draconic PresenceNot in 2024
- Draconic ResilienceRevised in 2024
- Dragon AncestorNot in 2024
- Dragon WingsRevised in 2024
- Elemental AffinityRevised in 2024
Sorcerer/Wizard
- Hit Dice (d6)Not in 2024
Warlock
- Ability Score ImprovementNot in 2024
- Eldritch InvocationsRevised in 2024
- Eldritch MasterRevised in 2024
- Expanded Spell ListNot in 2024
Class Warlock
The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
- Mystic ArcanumRevised in 2024
- Otherworldly PatronNot in 2024
- Pact BoonNot in 2024
Class Warlock
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
- Pact MagicRevised in 2024
- Warlock (L1)Revised in 2024
Class WarlockLevel 1stHit die d8Spellcasting pactArmour LightWeapons Simple
L1 Warlock: WIS & CHA saves; choose 2 skills. Otherworldly Patron chosen now. Pact Magic (2 cantrips + 2 1st-level spells known; regain Pact Magic slots on a short rest). No Eldritch Invocations until L2. Proficiencies (SRD 5.1 p.46): Armor: Light armor. Weapons: Simple weapons. Equipment (SRD 5.1 p.46): You start with the following equipment, in addition to the equipment granted by your background: • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a component pouch or (b) an arcane focus • (a) a scholar's pack or (b) a dungeoneer's pack • Leather armor, any simple weapon, and two daggers
- Warlock (L10)Revised in 2024
Class WarlockLevel 10thHit die d8
L10 Warlock: +5 HP avg. Fiend: Fiendish Resilience (resist chosen damage type/long rest)
- Warlock (L11)
Class WarlockLevel 11thHit die d8
L11 Warlock: +5 HP avg. Mystic Arcanum (6th-level spell, 1/long rest)
- Warlock (L12)
Class WarlockLevel 12thHit die d8
L12 Warlock: +5 HP avg. +1 invocation. ASI: distribute +2 across abilities (or take a Feat).
- Warlock (L13)
Class WarlockLevel 13thHit die d8
L13 Warlock: +5 HP avg. Mystic Arcanum (7th)
- Warlock (L14)Revised in 2024
Class WarlockLevel 14thHit die d8
L14 Warlock: +5 HP avg. Fiend: Hurl Through Hell (1/long rest: 10d10 psychic, target loses next turn)
- Warlock (L15)
Class WarlockLevel 15thHit die d8
L15 Warlock: +5 HP avg. +1 invocation, Mystic Arcanum (8th)
- Warlock (L16)
Class WarlockLevel 16thHit die d8
L16 Warlock: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Warlock (L17)
Class WarlockLevel 17thHit die d8
L17 Warlock: +5 HP avg. Mystic Arcanum (9th)
- Warlock (L18)
Class WarlockLevel 18thHit die d8
L18 Warlock: +5 HP avg. +1 invocation
- Warlock (L19)Revised in 2024
Class WarlockLevel 19thHit die d8
L19 Warlock: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Warlock (L2)Revised in 2024
Class WarlockLevel 2ndHit die d8
L2 Warlock: +5 HP avg. Eldritch Invocations (2 known).
- Warlock (L20)Revised in 2024
Class WarlockLevel 20thHit die d8
L20 Warlock: +5 HP avg. Eldritch Master (1/long rest: regain all Pact Magic slots over 1 min)
- Warlock (L3)Revised in 2024
Class WarlockLevel 3rdHit die d8
L3 Warlock: +5 HP avg. Pact Boon: choose Pact of the Chain, Pact of the Blade, or Pact of the Tome.
- Warlock (L4)
Class WarlockLevel 4thHit die d8
L4 Warlock: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Warlock (L5)Revised in 2024
Class WarlockLevel 5thHit die d8
L5 Warlock: +5 HP avg. +1 invocation
- Warlock (L6)Revised in 2024
Class WarlockLevel 6thHit die d8
L6 Warlock: +5 HP avg. Fiend: Dark One's Own Luck (add d10 to check/save 1/short rest)
- Warlock (L7)
Class WarlockLevel 7thHit die d8
L7 Warlock: +5 HP avg. +1 invocation
- Warlock (L8)
Class WarlockLevel 8thHit die d8
L8 Warlock: +5 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Warlock (L9)Revised in 2024
Class WarlockLevel 9thHit die d8
L9 Warlock: +5 HP avg. +1 invocation (5 known).
- Your Pact BoonNot in 2024
Warlock (Fiend)
- Dark One's BlessingRevised in 2024
Class Warlock (Fiend)
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
- Dark One's Own LuckRevised in 2024
- Fiendish ResilienceRevised in 2024
- Hurl Through HellRevised in 2024
- The FiendNot in 2024
Wizard
- Ability Score ImprovementNot in 2024
- Arcane RecoveryRevised in 2024
- Arcane TraditionNot in 2024
Class Wizard
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools, such as Evocation. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
- Ritual CastingNot in 2024
Class Wizard
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
- Signature SpellsRevised in 2024
- Spell MasteryRevised in 2024
- SpellcastingNot in 2024
- Wizard (L1)Revised in 2024
Class WizardLevel 1stHit die d6Spellcasting fullArmour NoneWeapons Daggers, darts, slings, quarterstaffs, light crossbows
L1 Wizard: INT & WIS saves; choose 2 skills; Arcane Recovery and Ritual Casting included. Spellcasting (3 cantrips + 6-spell spellbook). Arcane Tradition chosen at L2. Proficiencies (SRD 5.1 p.52): Armor: None. Weapons: Daggers, darts, slings, quarterstaffs, light crossbows. Equipment (SRD 5.1 p.52): You start with the following equipment, in addition to the equipment granted by your background: • (a) a quarterstaff or (b) a dagger • (a) a component pouch or (b) an arcane focus • (a) a scholar's pack or (b) an explorer's pack • A spellbook
- Wizard (L10)
Class WizardLevel 10thHit die d6
L10 Wizard: +4 HP avg. Evocation: Empowered Evocation (+INT mod damage on one evocation spell)
- Wizard (L11)
Class WizardLevel 11thHit die d6
L11 Wizard: +4 HP avg.
- Wizard (L12)
Class WizardLevel 12thHit die d6
L12 Wizard: +4 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Wizard (L13)Revised in 2024
Class WizardLevel 13thHit die d6
L13 Wizard: +4 HP avg. No new class features at 13th level (you gain a 7th-level spell slot).
- Wizard (L14)Revised in 2024
Class WizardLevel 14thHit die d6
L14 Wizard: +4 HP avg. Evocation: Overchannel (max damage on 1-5 level spell; 2d12 necrotic/level on subsequent uses)
- Wizard (L15)
Class WizardLevel 15thHit die d6
L15 Wizard: +4 HP avg.
- Wizard (L16)
Class WizardLevel 16thHit die d6
L16 Wizard: +4 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Wizard (L17)
Class WizardLevel 17thHit die d6
L17 Wizard: +4 HP avg.
- Wizard (L18)Revised in 2024
Class WizardLevel 18thHit die d6
L18 Wizard: +4 HP avg. Spell Mastery (1st & 2nd-level chosen spell castable at will)
- Wizard (L19)Revised in 2024
Class WizardLevel 19thHit die d6
L19 Wizard: +4 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Wizard (L2)Revised in 2024
Class WizardLevel 2ndHit die d6
L2 Wizard: +4 HP avg. Arcane Tradition: choose your arcane tradition (School of Evocation), shaping your practice of magic. School of Evocation grants Evocation Savant (copying evocation spells into your spellbook costs half the time/gold) and Sculpt Spells (protect 1 + spell level allies from your evocation spell damage).
- Wizard (L20)Revised in 2024
Class WizardLevel 20thHit die d6
L20 Wizard: +4 HP avg. Signature Spells (two 3rd-level spells castable 1/short rest without slot)
- Wizard (L3)Revised in 2024
Class WizardLevel 3rdHit die d6
L3 Wizard: +4 HP avg. Second-level spell slots; learn 2 new Wizard spells.
- Wizard (L4)
Class WizardLevel 4thHit die d6
L4 Wizard: +4 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Wizard (L5)Revised in 2024
Class WizardLevel 5thHit die d6
L5 Wizard: +4 HP avg. Third-level spell slots; learn 2 new Wizard spells.
- Wizard (L6)Revised in 2024
Class WizardLevel 6thHit die d6
L6 Wizard: +4 HP avg. Evocation: Potent Cantrip (a creature that succeeds on a save against your damaging cantrip still takes half its damage).
- Wizard (L7)Revised in 2024
Class WizardLevel 7thHit die d6
L7 Wizard: +4 HP avg. No new class features at 7th level (you gain a 4th-level spell slot).
- Wizard (L8)
Class WizardLevel 8thHit die d6
L8 Wizard: +4 HP avg. ASI: distribute +2 across abilities (or take a Feat).
- Wizard (L9)Revised in 2024
Class WizardLevel 9thHit die d6
L9 Wizard: +4 HP avg. No new class features at 9th level (you gain a 5th-level spell slot).
- Your SpellbookNot in 2024
Wizard (Evocation)
- Empowered EvocationRevised in 2024
Class Wizard (Evocation)
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
- Evocation SavantRevised in 2024
Class Wizard (Evocation)
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
- OverchannelRevised in 2024
- Potent CantripRevised in 2024
- School of EvocationNot in 2024
- Sculpt SpellsRevised in 2024