You are dying, paralyzed, fall prone, and unaware of your surroundings. You are automatically crit by melee attacks that hit and lose 2 death saving throws.
You’re in a daze. Incapacitated, and can’t move, you can barely speak. Attack rolls against you have advantage, and you automatically fail strength and dexterity saving throws.
Something is holding you down. You have a speed of 0, disadvantage on all attack rolls and dexterity saving throws, and attacks against you have advantage.
You are on the floor, your only options being to crawl or stand up. You have disadvantage on attack rolls. Melee attacks have advantage and Ranged attacks have disadvantage against you.
You feel sick and cannot perform at your best. You have disadvantage on all attack rolls and ability checks.
You are transformed to stone, along with all of your clothes and belongings. Your weight increases 10x and you no longer age. You become paralyzed, and unaware of your surroundings, but melee attacks are NOT critical hits. You’re resistant to all damage, and immune to poison and disease.
You are incapacitated, as well as being unable to move or speak. You automatically fail strength and dexterity saving throws. Attack rolls against you have advantage. Melee attacks against you automatically crit if they hit.
You are completely hidden from sight. You cannot be seen without magical aid or special sense. You may be detected by noise you make and tracks you leave. Attack rolls against you have disadvantage, your attack rolls have advantage.
You cannot take actions or reactions.
Something is holding you, keeping you from moving. You have a speed of 0. The condition only ends if you can free yourself, removing the grapple effect, being thrown aside, or the grappler being incapacitated.
You are terrified and cannot face your fear. You have disadvantage on ability checks and attack rolls if you can see the source of fear. You may not willingly move towards the source of your fear either.
You cannot hear and fail any ability check that requires hearing automatically.
You view the charmer as an ally. You cannot attack or harm them in any way purposefully. They have advantage on all social skill checks against you.
You cannot see and fail all ability checks that require sight automatically. Attack rolls against you have advantage, and you have disadvantage to attack.
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
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.
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool, Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
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.
You use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die.
A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier.
You regain any expended uses when you finish a long rest.
The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
On your turn,
you can enter a rage as a bonu s action.
W hile raging, you gain the following benefits if you
aren’t wearin g heavy armor:
• You have advantage on Strength check s and Strength saving throws.
• When you m ake a melee weapon attack using
Strength, you gain a bonus to the damage roll that
increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and
slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
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.
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.