Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom,
and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your
beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
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.
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.
At 20th level, you can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
Also at 2nd level, you gain the ability to channel the magic of the ocean. As an action, you can expend a use of your wild shape feature to embody the power of water, choosing between on of the two forms, rather than transforming into a beast form.
Whenever you assume your aqueous form, choose between water guardian or warrior, your choice gives you certain benefits while in the form:
Guardian. As a guardian you can generate turbulent waters wich disrupts the movement of your foes and protect you.
•The area in a 5-foot radius circle centered on you fills with chaotic waters, becoming difficult terrain for hostile creatures. When a creature attempts to move while inside that difficult terrain, you can use your reaction to lock them in place. To do so they must succeed on a Dexterity saving throw against your spell save DC or have their movement speed reduced to 0 until the start of your next turn.
•You gain 3 temporary hit points for each level you have in this class.
Warrior. As a warrior, you can generate mighty blades of water wich empowers you in battle.
•You gain a bonus to your AC
equal to your Wisdom modifier, if you don't already add your Wisdom modifier to your AC (such as with the monk's unarmored defense) and don't don heavy armor or a shield.
•Deadly water covers your weapons, empowering them. When you attack with any simple weapon in that form you can use your Wisdom modifier, instead of Strength or Dexterity, for the Attack and damage rolls. In addition the damage dice of such weapon becomes one higher (d4 becomes d6, d6 becomes d8 and so on).
These benefits last for 1 minute, until you fall unconscious or until you use your wild shape again.
At level 2, you gain a swimming speed of 30 feet and can breath both air and water, and are immune to the pressure and cold effects of the deep ocean.
Starting at level 6, the powers of your aqueous form improves, you gain the following benefits in each respective from:
Guardian.
•You have resistance to bludgeoning, piercing and slashing damage attacks while in this form.
•The difficult terrain you generate now has a 10 foot radius centered on you.
Warrior.
•You can make two attacks instead of one when using the attack action.
•Your movement speed increases by 15 feet.
At 10th level your aqueous form improves once more, you gain the following benefits in each respective from:
Guardian.
•The area of difficult terrain you create while transformed now extends in a 15-foot radius centered on you.
•Any hostile creature that starts its turn within this area must make a Strength saving throw against your spell save DC. On a failed save, the creature becomes restrained until your transformation ends. A restrained creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.
Warrior.
•The reach of your Weapon extends by 5 feet.
•The damage dice of your simple Weapon is now two higher (a d4 becomes a d8, a d8 becomes a d12).
At level 14, you become a herald of the powers of the sea. You can focus all your might in a single transformation. When you use your aqueous form, you can expend both uses of your wild shape, instead of one. If you do so, you gain both the benefits of the guardian form and warrior form for 1 minute.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Starting at 3rd level, your audacity only matches your wit, as a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).
In addition you gain proficiency with the one of the following skills: Deception, Persuasion, or Slight of Hand
Additionally, when you choose this archetype at 3rd level, you begin constructing a custom firearm that suits your unique brand of renegade style. This process begins by selecting the form upon which to base your weapon. Each form grants you a new ability and unlocks certain upgrades you can add to your weapon at higher levels. Choose one of the following options:
Pistoleer: Favoring speed and style over raw power, a renegade who adopts the Pistoleer form wields a small flintlock handgun.
As an action on your turn, you can target a creature within 30 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d6 + your Dexterity modifier.
The number of shots you can fire during a single action increases when you reach higher levels in this subclass: two shots at 5th level, three shots at 11th level, and four shots at 20th level. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
Sniper: Armed with a large two-handed firearm, a renegade who adopts the Sniper form
can inflict massive damage in a single shot. As an action on your turn, you can target a creature within 120 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 2d6 + your Dexterity modifier.
You deal extra damage while using this form when you reach higher levels, dealing damage equal to 4d6 + your Dexterity modifier at 5th level, 7d6 at 11th level, and 10d6 at 20th level.
Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. When you choose this archetype at 3rd level, pick one minor upgrade and one major upgrade from the Firearm Upgrades list. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.
You gain one additional minor upgrade at 5th and 15th level, and one additional major upgrade at 10th level. When you gain a level in this class you swap upgrades for upgrades of the same tier.
By repurposing some salvaged Hextech parts, you equip your gun with an arcane net meant to trap opponents. As an action, choose a creature within range of your firearm. The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success.
Once you use this feature twice, you cannot use it again until you finish a short or long rest.
As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This cloud forms a 10-foot cube centered on a point of your choice within the firearm's range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes and cannot be dispersed.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Prerequisite: Pistoleer Form
You create a matching blade to accompany your firearm, this blade has the statistics of a shortsword, rendering you a deadly opponent in both melee and ranged combat. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Additionally, when you use your action to shoot using your Gunfighter Form, you can use your bonus action to strike at a creature within melee range with that blade. You can also attack normally using this blade.
Prerequisite: Sniper Form
You alter your ammunition to have explosive capabilities. Once per turn, when you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed a Dexterity saving throw or take 3d6 piercing damage.
This damage increases to 5d6 when you reach level 11 in this class.
Prerequisite: 5th level
You equip your firearm with a targeting mechanism. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on your next attack you make using your Gunfighter's Form feature until the end of your turn
Prerequisite: Sniper Form, 5th level
You add a second barrel to your firearm. When you use your Gunfighter Form to fire, you can use your bonus action to fire again. You have disadvantage on this second attack roll.
As an action, you can fire a barrage of bullets. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to 3d10 + your Dexterity modifier on a failure and half as much on a success.
Once you use this feature, you cannot use it again until you finish a short or long rest.
When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to twice your Dexterity modifier (minimum of two).
You can redirect a bullet in this way a number of times equal to your Intelligence modifier, and regain all expended uses after a short or long rest.
You equip your firearm with a volatile piece of stolen Hextech, allowing you to release a piercing bolt of electricity as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking 4d8 lightning damage on a failure and half as much on a success.
Once you use this feature, you cannot use it again until you finish a short or long rest. This damage increases to 7d8 at level 11.
As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra fire damage equal to half your fighter level, rounded up.
You can charge your weapons this way a number of times equal to your Intelligence modifier (minimum of once), and regain all uses after a short or long rest.
Starting at 7th level, you learn to exploit a foe's weak spots, even if they appear to have none. The damage dealt by your firearm, including damage dealt via Firearm Upgrades, is considered magical for the purposes of resistances and immunities and ignores resistances.
At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a bonus equal to your Intelligence modifier, your movement speed increases by 20 feet, and you don't trigger attacks of opportunity until the start of your next turn.
At 15th level, your skill with your firearm can adapt to any situation. When you finish a long rest, you can replace any of your Firearm Upgrades with a different one, though you cannot have more than two major upgrades equipped at a time. You must still meet the prerequisite of an upgrade in order to benefit from it.
In addition your handling of firearms is disturbing to the common folk, you gain proficiency in Intimidation. If you are already proficient, you can instead double your proficiency bonus for any ability checks made using Intimidation.
At 18th level, you learn to channel the volatile force of your firearm's black powder into a single concussive blast. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
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.
By 3rd level, the divine magic flowing through you makes you immune to disease.
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
br>At 18th level, the range of this aura increases to 30 feet.
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level 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.
You present your holy symbol as an action. In the next minute, the area in a 2 mile radius centered on you when you use this feature becomes covered by a violent storm. All creatures directly under that storm are considered lightly obscured. The storm vanishes after 1d4 hours.
As an action you present your Holy Symbol. One melee weapon of your choice becomes infused with the energy of the storm for 1 minute. Your hits deal an additional amount of thunder damage equal to your charisma modifier and once per turn when you hit a creature that is large or smaller with that weapon you can choose to push it back 10ft.
At 11th level you can push back creatures that are huge or smaller, and at 17th level creatures that are Gargantuan or smaller.
At 7th level your aura in a 10ft radius around you unleashes the fury of the storm, you inactivate this aura at will.
•The attack rolls of enemy ranged attacks have disadvantage if they pass in or out of the wind.
•It extinguishes unprotected flames in the area that are torch-sized or smaller.
•It hedges out vapor, gas, and fog that can be dispersed by strong wind.
At 18th level the range of the aura increases to 30ft.
At 15th level as a reaction to an enemy attacking an ally within your aura. You can teleport in a flash exchanging position between yourself and your ally, making you the new target. The attacker takes 2d6 + your charisma modifier thunder damage, as you appear in a thunderous explosion.
Beginning at 20th level, as an action you embody the true essence of the storm. You gain the following benefits for 1 minute:
•Flying speed of 60 ft
•As a bonus action you can teleport up to 30ft in a flash of lightning, all creatures within a 10ft radius of the point you reappear in must succeed on a Dexterity Saving Throw or take 5d8 lightning damage or half as much on a success.
•Immunity to thunder and lightning damage
Once you use this feature, you can't use it again until you finish a long rest.