Giant ancestry: Stone's Endurance (Stone Giant): When you take damage, you can take a Reaction to roll 1dl2. Add your Constitution modifier to the number rolled and reduce the damage by that total.
Powerful Build: You have Advantage on any saving throw you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.
Maul: Damage: 2d6+proficency bonus+strength modifier
Mastery Topple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Type: Bludgeoning
Other: Heavy, Two-Handed
Javelin: Damage: 1d6+proficiency bonus+strength modifier
Mastery Slow: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet
Type: Piercing
Other: Thrown (Range 30/120)
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool. You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature
Great Weapon Fighting:
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or versatile property to gain this benefit.
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create. You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all ex pended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
Divine Sense: As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition,
When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again. If the creature drops to O Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by ld8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by ld8 for each spell slot level above 1.
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12).
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of 3 or higher, the damage increases by 1d8 for each slot level above 2nd.
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
You gain the following benefits. Luck Points: You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.
Advantage: When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level {round up), and none of the slots can be level 6 or higher.
For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature , you can't do so again until you finish a Long Rest.
Copying a Spell into the Book: When you find a level 1+ Wizard spell , you can copy it into your spell book if it 's of a level you can prepare and if you have time to copy it. For each level of the spell , the transcription takes 2 hours and costs 50GP. Afterward you can prepare the spell like the other spells in your spellbook.
Glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.
Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest
Handaxe: Damage: 1d6+proficency bonus+strength modifier
Mastery Vex: If you hit a creature with this weapon and deal damage to the creature, you have advantage on your next attack roll against that creature before the end of your next turn
Type: Slashing
Other: Light, Thrown (Range 20/60)
Greataxe: Damage: 1d12+proficiency bonus+strength modifier
Mastery Cleave: If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Type: Slashing
Other: Heavy, Two-Handed
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(+2).
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 can be extended by:
Making an attack roll against an enemy.
Forcing an enemy to make a saving throw.
Taking a Bonus Action to extend your Rage.
UNARMORED DEFENSE: While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers.
WEAPON MASTERY: You gain 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.
DANGER SENSE: You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
PRIMAL KNOWLEDGE: While your Rage is active 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.
In addition you gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.
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.
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(2d6), and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.
You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target
Earth Mother: You have proficiency with Herbalism Kits
Tauren Endurance: Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Warstomp: As a Bonus Action, you can stomp the ground causing everyone within 5ft around you to make a constitution save dc(8+strength modifer+proficency bonus). On a failed save they can't use their reaction untill their next turn and they take 1d4+strength modifier bludgeoning damage
Can be used once per long rest
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice).Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6(lvl 3) 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.
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.
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 O until the end of the current turn.
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.
Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest
Fey Ancestry: You have Advantage on saving throws you make to avoid or end the Charmed condition.
Dagger: Damage: 1d4+proficency bonus+dexterity modifier
Mastery Nick: When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Type: Piercing
Other: Finesse, Light, Thrown (Range 20/60)
Shortsword: Damage: 1d6+proficiency bonus+dexterity modifier
Mastery Vex
Type: Piercing
Other: Finesse, Light
Shortbow: Damage: 1d6+proficiency bonus+dexterity modifier
Mastery Vex: If you hit a creature with this weapon and deal damage to the creature, you have advantage on your next attack roll against that creature before the end of your next turn.
Type: Piercing
Other: Ammunition (Range 80/320, Arrow), Two-Handed
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.
As a Bonus Action, you can unleash your inner magic for 1 minute, during which you gain the following benefitsThe spell save DC of your Sorcerer spells increases by 1.
You have advantage on the attack rolls of sorcerer spells you cast
You can use this feature twice , and you regain all expended uses of it when you finish a Long Rest
You have Sorcery points equal to your sorcerer level.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points. 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 in the handbook shows the cost of creating a spell slot of a given level
You can alter your spells to suit your needs. 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.
SEEKING SPELLCost: 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.
Empowered SPELL: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.
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.
Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell us ing a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
You tap into your life force to heal yourself. Roll 2d6, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier.Using a Higher-Level Spell Slot. Roll an additional die for each spell slot level above 2.
Cat's Claws:You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Str/Dex modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Feline Agility:Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Darkvision:You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Ability: Intelligence Weight: 9 lb. Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10) Craft: Antitoxin
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield:
Bonus Unarmed Strike: You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die.: You can roll ld6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Dexterous Attacks: You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your unarmed Strikes and Monk weapons.
In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Unarmored Defense: While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Unarmored Movement: Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
Focus Points: Your focus and energy is represented by Focus Points. Your Monk level determines the number of points you have.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features which are detailed below.
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Flurry of Blows: You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense: You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind: You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled. Once you use this feature, you can't use it again until you finish a Long Rest.
When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force.
If you do so, choose a creature you can see within 5feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack.
That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die(d6) plus your Dexterity modifier.
The damage is the same type dealt by the attack
You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
You are Immune to the negative effects of being Drunk. Once per day, when you drink alcohol, you regain half your Ki Points (rounded down).
8
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.
FIENDISH VIGOR: 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(1d8) for the Temporary Hit Points, you automatically get the highest number on the die.
Pact of the Chain: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.
DEVIL'S SIGHT:You can see normally in Dim Light and Darknessboth magical and nonmagical-within 120 feet of yourself.
When you reduce an enemy to O 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.
Darkvision: You have Darkvision with a range of 120 feet.
Dwarven Resilience: You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Dwarven Toughness: Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Stonecunning: As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Darkvision: You have Darkvision with a range of 60 feet.
Fiendish Legacy:You have Resistance to Fire damage. You know the Fire Bolt cantrip. You know the Hellish Rebuke spell
Otherworldly Presence: You know the Thaumaturgy cantrip
Bardic Inspiration die:Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table.(lvl3-4 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
You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target
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.
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 equals10 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.
Knuckle-dusters:Damage: 1d4+proficency bonus+dexterity modifier
Type: Bludgeoning
Other: Light(When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn but you don't add your dexterity modifier to the damage roll) , Finesse
Unarmed strike: Damage: 1d6(bardic)+proficency bonus+dexterity modifier
Type: Bludgeoning
Other: Unarmed
You whisper a discordant melody that only 1 creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
You touch a creature and can end either 1 disease or 1 condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.Using a Higher-Level Spell Slot.
The damage increases by 1d10 for each spell slot level above 1.
* - which you take in response to taking damage from a creature that you can see within 60 feet of yourself
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.