As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your Warlock spell save DC.
Any creatures that fail their saving throw are charmed or frightened (your choice) of you until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
You can manipulate the forces of chance and chaos to gain Advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a Sorcerer spell of 1st level or higher. You then regain the use of this feature.
Immediately after you cast a Sorcerer spell of 1st level or higher, your DM can have you roll a d20.
If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
If the Wild Magic effect is a spell, it is not able to be affected by Metamagic. In addition, if the Wild Magic spell normally requires Concentration, it does not require Concentration and instead lasts for the maximum duration.
You have a number of Sorcery Points equal to your level. You regain all sorcery points when you finish a long rest.
You can use your sorcery points to create spell slots, with a cost as shown below. You cannot create spell slots at a level above the 5th.
You may also convert a spell slot into sorcery points, gaining sorcery points equal to the level of the spell slot. The created spell slots vanish at the end of a long rest.
Spell Slot Level and the Sorcery Point (sp) Cost,
1st level=2sp
2nd level= 3sp
3rd level= 5sp
4th level = 6sp
5th level =7sp
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.
Once per turn, you can deal extra damage to one creature you hit if you have Advantage on the attack roll. The attack must use a finesse or 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 already have Disadvantage on the attack roll.
Level advancement:
Level 1 (1d6) 3 (2d6), 5 (3d6), 7 (4d6), 9 (5d6), 11 (6d6), 13 (7d6), 15 (8d6), 17 (9d6), and 19 (10d6).
Second option for Channel Divinity use.
- Turn the Unholy. As an action, you present your holy symbol and use Channel Divinity to censure fiends and undead. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Your Oath allows you to channel divine energy to fuel magical effects. When you use Channel Divinity, you must then finish a short or long rest before you can Channel Divinity again.
If your Channel Divinity option requires a saving throw, you use your Paladin Spell Save DC, as detailed in the Spellcasting feature.
You gain the following two Channel Divinity options:
- Sacred Weapon. As an action, you can use your Channel Divinity to imbue one weapon that you are holding with positive energy. This effect lasts for 1 minute. For the duration, you add your Charisma modifier (minimum +1) to attack rolls made with that weapon. The weapon also emits bright light in a 20-foot radius, and dim light for 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying the weapon, or if you fall unconscious, the effect ends.
When you hit a creature with a melee attack, you can expend one spell slot to deal radiant damage in addition to the weapon's damage.
The extra damage is 2d8 + (1d8 per spell slot level beyond 1st), maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
(2 Uses per Short/Long rest) (Uses Wild Shape Slots) As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class.
While this feature is active, you gain the following benefits:
- When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
- Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby.
When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC.
The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th 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, with expended uses restored after a short or long rest.
Your druid level determines the beasts you can transform into.
At 2nd level, you can transform into a beast with a maximum Challenge Rating of ¼ that does not have a swimming or flying speed.
At 4th level, you can transform into a beast with a maximum Challenge Rating of ½ that does not having a flying speed.
At 8th level, you can transform into a beast with a maximum Challenge Rating of 1, with no limitations on speeds.
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 Wild Shape.
From level 2, During a short rest, you may play a soothing song. If you, or any friendly creatures, spend Hit Dice to regain hit points during the rest, they regain an extra die (based on your level).
You may use a bonus action to give one creature within 60 feet who can hear you, other than yourself, a bonus die.
Once in the next 10 minutes, that creature may roll that die and add it to any ability check, attack roll, or saving throw. A creature may only have one Bardic Inspiration die at a time.
You may use this feature a number of times equal to your Char mod, and expended uses are refilled after a long rest.
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus).
On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry (Silver = Cold). On a successful save, it takes half as much damage.
This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Metallic Breath Weapon
At 5th level, you gain a second breath weapon.
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus.
Whenever you use this trait, choose one:
-- Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
-- Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest.
(Beastheart ) When a creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use a reaction to give the affected creature resistance to that damage type (including against the triggering attack) until the end of their next turn.
When your companion hits a Large or smaller creature with a melee signature attack, you can use your reaction to command the companion to thrash the target from side to side, forcing them to make a Wisdom saving throw. On a failure, the target has disadvantage on attack rolls, and attack rolls against the target have advantage, until the start of your next turn
You can activate this exploit whenever you take the Attack action. The first time you hit a creature with a weapon attack this turn, your companion can take the Hide action as a reaction if they are able to hide.
When your companion hits a creature with their signature attack, you can use your reaction to command the companion to grapple the target.
The target must make a Dexterity saving throw. On a failure, the companion grabs the target and the target is grappled (escape DC equal to your exploit save DC) The grapple also ends if your companion attacks a creature other than the target.
At the start of your turn when your companion gains ferocity and doesn’t enter a rampage, you can spend up to your Wisdom modifier in ferocity (minimum 1, no action required) Until the start of your next turn, your speed or your companion’s speed (your choice) increases by 5 feet × the ferocity spent.
You can activate this exploit whenever you take the Attack action. The first time you hit a creature with a weapon attack this turn, the attack deals its normal effects, and you can push the target up to 10 feet away from you.
When you or your companion is hit by an attack, you can use your reaction to increase the target’s AC by 2 against the triggering attack.
When your companion hits a Large or smaller creature with their signature attack and both the companion and the target are standing on the ground, you can use your reaction to command your companion to move the target The target must make a Strength saving throw.
On a failure, the companion moves up to half their walking speed in any direction you choose and pulls the target with it.
When your companion hits a creature with their signature attack, you can use your reaction to command the companion to yank the target down The target must succeed on a Strength saving throw or fall prone
You can activate this exploit whenever you take the Attack action Before or after you attack, your companion can take the Help action as a bonus action
As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.