BarbarianEnlightened . . . by ?: You gain proficiency in '''two''' of the following skills: Animal Handling, Arcana, Insight, Investigation, Nature, Perception, Religion, or Society.
BarbarianBeast . . . by ?: Also at 3rd level, your senses and survival instincts are heightened. You have proficiency in two of the following skills of your choice: Animal Handling, Athletics, Insight, Nature, Perception, Resilience, or Stealth.
Barbarian . . . by ?: '''Skills:''' Choose two from Animal Handling, Athletics, Insight, Nature, Perception, Resilience, and Stealth
BarbarianTalents . . . by ?: When you succeed on a Athletics or Resilience check, you may choose one ally, plus an additional ally for each increment of 5 you exceed the DC by. They gain advantage on their check they make to perform the same action. You gain proficiency in the Convince skill. If you are already proficient in it, you may instead choose to use Strength when making Convince checks. If you already can, you gain expertise in the Convince skill. After you spend at least 1 minute observing a creature, you gain advantage on checks made to track that specific creature. This effect ends if you use it on another creature, if you fail a Wisdom check to track the creature, or if you go a day without tracking that creature. You gain a swim speed equal to your Speed and can hold your breath for a number of minutes equal to 1 + twice your Constitution modifier. In addition, when you activate your Rage while swimming, you can move your swim speed in a straight line. You can make this movement before or after you move with your Feral Instinct class feature if you have it. You gain resistance to cold damage, but suffer disadvantage on attack rolls and ability checks when in hot weather conditions of 90° or more. Additionally, you have advantage on ability checks and saving throws made to resist the effects of starvation, and only require half as much food. You gain resistance to fire damage, but suffer disadvantage on attack rolls and ability checks when in cold weather conditions of 0° or less. You also gain advantage on ability checks and saving throws made to resist the effects of thirst, and only require half as much water.
MarshalGeneral . . . by ?: You gain proficiency in one of the following skills: Animal Handling, Convince, Insight, Leadership, or Society. If you are already proficient in the chosen skill, you gain expertise instead.
MarshalStrategist . . . by ?: You gain proficiency in the two of the following skills: Arcana, Investigation, Nature, Religion, or Society. If you are already proficient in the chosen skills, you gain expertise instead.
MarshalCommando . . . by ?: You and creatures within range of your Commanding Presence add your Leadership ability modifier to Dexterity (Athletics) and Dexterity (Stealth) checks.
MarshalAdmiral . . . by ?: You gain a climbing and swimming speed equal to your walking speed. Additionally, you gain proficiency with the Drive skill. At 15th level, you gain expertise with the Drive skill.
MarshalTalents . . . by ?: Whenever you visit a settlement, the commoners or local enforcement tell you all the valuable information they can about their home including nearby ruins, the general environment of nearby wilderness, and how populated the region is. You gain advantage on Nature and Society checks made within a number of miles equal to twice your proficiency bonus of any settlement you have visited.
Marshal . . . by ?: When you arrive in a settlement, people likely recognize you. Local authorities may reach out to make introductions and invite you to share a meal or drink, while commoners may seek aid, favors, or autographs. You gain proficiency in Convince. If you are already proficient, you gain expertise in Convince instead. ->'''Inspiring''' \ When you arrive in a settlement, people find you easy to trust. Local authorities and commoners alike listen to you, and are more inclined to be moved to action by your words.. You gain proficiency in Leadership. If you are already proficient, you gain expertise in Leadership instead.
WizardEnchanter . . . by ?: Additionally, choose '''one''' of the following skills: Convince, Deception, Insight, or Leadership. You gain proficiency in the chosen skill. If you are already proficient, you gain expertise instead.
WizardDynamicist . . . by ?: You gain proficiency in '''two''' of the following skills of your choice: Athletics, Nature, Leadership, or Precision.
WizardBladesinger . . . by ?: You also gain proficiency in one of the following skills of your choice: Athletics, Convince, Precision, or Stealth.
WizardTalents . . . by ?: You have advantage on Perception checks and Intelligence saving throws made against illusions. When you succeed on an ability check or saving throw to see through an illusion, all allies within 30 feet of you gain advantage on checks to see through that illusion for the next minute. You have advantage on Intelligence checks to recall information relating to myths and legends that are location-based. In addition, when you arrive at a settlement for the first time, choose one of the following subjects: culture, etiquette, government, or populace. The DM will give you a useful fact about that subject. You have advantage on ability checks pertaining to this fact.
Wizard . . . by ?: You have a particular set of skills that sets you a cut above a novice mage. Choose @@one@@ of the following: Choose @@two@@ from the following skills: [[Mechanics/Arcana]], [[Mechanics/Nature]], [[Mechanics/Religion]], and [[Mechanics/Society]]. You gain proficiency in the chosen skills. If you are already proficient in them, you gain expertise with that skill instead. You can apply your knowledge of physics to the manipulation of the world, including your own body. Choose @@one@@ of the following skills: [[Mechanics/Athletics]] or [[Mechanics/Precision]]. You gain proficiency in the chosen skill. If you are already proficient in it, you gain expertise with that skill instead. Additionally, when you make an [[Mechanics/Athletics]] or [[Mechanics/Precision]] check, if you can take at least 10 minutes to perform equations and tests, you can choose to use Intelligence on the check instead. You are an expert at speaking with logic, and are a natural conversationalist with your fellow scholars. Choose @@one@@ of the following skills: [[Mechanics/Convince]] or [[Mechanics/Leadership]]. You gain proficiency in the chosen skill. If you are already proficient in it, you gain expertise with that skill instead. Additionally, when you make a [[Mechanics/Convince]] or [[Mechanics/Leadership]] check against one or more creatures whose Intelligence score is 20 or higher, or that is no more than 4 points lower than yours, you can choose to use Intelligence on the check instead.
WarlockWyrm . . . by ?: At 1st level, you learn to speak, read, and write Draconic, and you become proficient in '''two''' of the following skills: Arcana, Convince, Insight, Perception, Society, or Stealth. Then, choose '''one''' of these skills. You gain expertise with the chosen skill.
WarlockAncestors . . . by ?: '''Skills''' Athletics +6, Perception +4, Society +6 \
WarlockTalents . . . by ?: As an Bonus Action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen. You can add vestigial horns, tails, wings or other features, or remove existing ones, but you cannot benefit from their game effects if you do not have them. For example, a creature with natural wings who removes them with this spell loses its fly speed. You can also add or remove arms, legs, and other functional appendages, but you can never add more arms or legs than is normal for your ancestry. Your clothing and equipment aren't changed by this trait. \\ You stay in the new form until you use a bonus action to revert to your true form or until you die.
Warlock . . . by ?: '''Skills:''' Choose two from Arcana, Convince, Deception, Investigation, Nature, Religion, or Society
SlayerHunter . . . by ?: Also at 3rd level, you train your Ranger abilities even further than before. You gain proficiency in '''two''' of the following skills of your choice: Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Resilience, or Stealth. You can alternatively choose harvesting kits, herbalism kits, navigating kits, or poisoner kits.
RangerHunter . . . by ?: Also at 3rd level, you train your Ranger abilities even further than before. You gain proficiency in '''two''' of the following skills of your choice: Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Resilience, or Stealth. You can alternatively choose harvesting kits, herbalism kits, navigating kits, or poisoner kits.
RangerTalents . . . by ?: '''''Prerequisite:''' proficiency with Nature'' \ Choose ''two'' creature types to be your favored enemies. You have '__Advantage__' on '''Wisdom checks''' to detect and track your favored enemies, as well as on '''Intelligence checks''' to recall information about them.. By imitating how a beast or studied adversary sounds, looks, and moves, you gain advantage on Deception and Convince checks made to convince a creature that it is seeing or hearing that beast or studied adversary. '''''Prerequisite:''' 9th level'' \
Slayer . . . by ?: You intuitively sense when another wilderness expert is nearby. You can tell whether any creature you can see is proficient with Nature or Stealth.
Ranger . . . by ?: You intuitively sense when another wilderness expert is nearby. You can tell whether any creature you can see is proficient with Nature or Stealth.
ArcaneWarrior . . . by ?: A gnomish archer grins as she draws a bead on the charging ogre. Her arrow finds its mark, then erupts into a torrent of flame. The ogre drops to its knees, its charge broken and its flesh smoldering. While an arcane warrior may never reach the same pinnacle of skill at arms as a fighter or the same lofty power as a wizard, having access to both traditions at once is a form of power in itself. Additionally, the arcane warrior does not keep these two disciplines isolated from one another, but instead blends them in new and unique ways to perform feats that neither fighters nor wizards can achieve.
Adept . . . by ?: '''Skills:''' Choose @@two@@ from [[Mechanics/Athletics]], [[Mechanics/Insight]], [[Mechanics/Perception]], [[Mechanics/Religion]], [[Mechanics/Resilience]], [[Mechanics/Society]], and [[Mechanics/Stealth]]
Artificer . . . by ?: '''Skills:''' Choose @@three@@ from [[Mechanics/Arcana]], [[Mechanics/Drive]], [[Mechanics/Investigation]], [[Mechanics/Medicine]], [[Mechanics/Nature]], [[Mechanics/Perception]], [[Mechanics/Precision]], [[Mechanics/Resilience]], or [[Mechanics/Society]]
Bard . . . by ?: '''Skills:''' Choose any @@three@@
Bloodhunter . . . by ?: '''Skills:''' Choose @@three@@ from [[Mechanics/Athletics]], [[Mechanics/Arcana]], [[Mechanics/Insight]], [[Mechanics/Investigation]], [[Mechanics/Nature]], [[Mechanics/Perception]], [[Mechanics/Religion]], [[Mechanics/Resilience]], and [[Mechanics/Streetwise]]
Cleric . . . by ?: '''Skills:''' Choose @@two@@ from [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Medicine]], [[Mechanics/Religion]], [[Mechanics/Resilience]], and [[Mechanics/Society]]
Druid . . . by ?: '''Skills:''' Choose @@three@@ from [[Mechanics/Arcana]], [[Mechanics/Animal Handling]], [[Mechanics/Insight]], [[Mechanics/Investigation]], [[Mechanics/Medicine]], [[Mechanics/Nature]], [[Mechanics/Perception]], [[Mechanics/Religion]], or [[Mechanics/Resilience]]
Fighter . . . by ?: '''Skills:''' Choose @@two@@ from [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Perception]], [[Mechanics/Resilience]], or [[Mechanics/Society]]
Paladin . . . by ?: '''Skills:''' Choose @@two@@ from [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Medicine]], [[Mechanics/Religion]], and [[Mechanics/Society]]
PaladinRedemption . . . by ?: ''As in '''Xanathar's Guide to Everything''''' except Emissary of Peace applies to all Convince checks.
PaladinGlory . . . by ?: ''As in '''Player's Handbook 2024''''' except Peerless Athlete grants advantage on all Athletics and Resilience checks.
PaladinAncients . . . by ?: You can use an action to be recognized by nature as one of its protectors for the next hour. For the duration, you gain advantage on Convince checks made to influence creatures with primal spellcasting as well as beast and plant creatures. If you fail a Animal Handling or Nature check during this time, you can end the blessing as a reaction to succeed instead.
PaladinTalents . . . by ?: Choose one type of terrain: arctic, coast, desert, forest, grassland, mountain, subterranean, or swamp. You have advantage on Animal Handling, Nature, and Resilience checks made in this terrain.
FighterSharpshooter . . . by ?: When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Perception, Insight, Investigation, or Resilience.
FighterDragoon . . . by ?: You have gained a wealth of knowledge about dragons. You have '__Advantage__' on '''Wisdom checks''' to detect and track dragons, as well as on '''Intelligence checks''' to recall information about them. When you gain this feature, you also learn to speak and read Draconic. If you already speak this language, you may select another.
FighterCrusader . . . by ?: At 3rd level, you become proficient in your choice of one of the following skills: Convince, Insight, Leadership, or Religion.
FighterChampion . . . by ?: *** You gain proficiency in one of the following skills of your choice: Athletics or Resilience. *** You gain proficiency in one of the following skills of your choice: Athletics or Convince. *** You gain proficiency in one of the following skills of your choice: Athletics or Leadership.
FighterCavalier . . . by ?: When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Convince, Insight, Leadership, or Society. You also learn one language of your choice.
FighterTalents . . . by ?: You gain advantage on Resilience checks and saving throws you make against cold and hot weather, as well as against any adverse effects from wind or precipitation.
Classes . . . by ?: ||Druid ||Light armor, medium armor, shields (druids will not wear armor or use shields made of metal), one skill from the class's skill list, herbalism kit ||
DruidHarvest . . . by ?: Also at 2nd level, you have developed techniques to seek and destroy those who defile the cycle of life and death. You have '__Advantage__' on '''Wisdom checks''' to detect and track undead, as well as on '''Intelligence checks''' to recall information about them.
DruidDreams . . . by ?: If you already the Fey Ancestry or Trance traits, you gain proficiency in one of the following skills: Arcana, Animal Handling, Insight, Medicine, Perception, Religion, or Resilience. If you have both, you also gain an additional Druid Secret of Nature.
DruidTalents . . . by ?: You can familiarize yourself with a 25-mile radius area around you by spending a minute studying your surroundings while at least 1,000 feet above the ground. Once you familiarize yourself with an area in this way, you gain advantage on any Wisdom (Perception) and Wisdom (Investigation) checks you make while outdoors in that area for the next 24 hours, and you cannot familiarize yourself with another area until you finish a long rest. '''''Prerequisites:''' proficiency with Nature'' \ You ignore penalties to ability checks from sandstorms or other desert phenomena, and you require half as much water as a typical member of your heritage does. In addition, you and a number of creatures equal to your proficiency bonus with Nature are naturally acclimatized to extreme heat. '''''Prerequisites:''' proficiency with Nature'' \ Moving through swamps, bogs, or muddy difficult terrain costs you no extra movement and can see out to 60 feet in fog, clouded water, and other similar areas of heavy obscurity. In addition, you and a number of creatures equal to your proficiency bonus with Nature are always considered to be under the effects of lavender paste. '''''Prerequisites:''' proficiency with Nature'' \ '''''Prerequisites:''' proficiency with Nature'' \
ClericWar . . . by ?: You learn '''one''' of the following cantrips: ''[[Spells/BladeWard | blade ward]], [[Spells/BoomingBlade | booming blade]], [[Spells/FrostStrike | frost strike]], [[Spells/GreenFlameBlade | green-flame blade]], [[Spells/SwordBurst | sword burst]]'', or ''[[Spells/TrueStrike | true strike]]''. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in '''one''' of the following skills of your choice: Athletics, Resilience, or Society.
ClericTrickery . . . by ?: At 1st level, you gain proficiency in '''two''' skills or tools of your choice: Deception, Precision, Stealth, disguise kit, forgery kit, poison kit, thieves' tools.
ClericTempest . . . by ?: You learn '''one''' [[Spells/DruidSpellList | druid cantrip]] of your choice. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in '''one''' of the following skills of your choice: Convince, Nature, Resilience.
ClericPeace . . . by ?: At 1st level, you learn '''one''' of the following cantrips: ''[[Spells/BladeWard | blade ward]], [[Spells/Guidance | guidance]], [[Spells/Message | message]], [[Spells/Resistance | resistance]]''. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency '''one''' skill of your choice: Convince, Insight, or Leadership.
ClericOrder . . . by ?: You gain proficiency in '''one''' skill of your choice: Convince, Insight, or Leadership.
ClericNature . . . by ?: You gain proficiency in '''one''' skill of your choice: Animal Handling, Nature, or Resilience.
ClericMoon . . . by ?: In addition, you gain proficiency in '''one''' of the following skills of your choice: Investigation, Insight, or Perception.
ClericKnowledge . . . by ?: At 1st level, you learn '''two''' languages of your choice. Additionally, you gain proficiency in '''two''' skills of your choice: Arcana, Nature, Religion, or Society
ClericCity . . . by ?: At 1st level, you learn the ''[[Spells/OnOff | on/off]]'' cantrip. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency with the Drive skill.
ClericTalents . . . by ?: You gain proficiency in the Convince skill. If you are already proficient in it, you may instead always use Wisdom when making Convince checks. You gain proficiency in the Society skill. If you are already proficient in it, you may instead always use Wisdom when making History checks. You gain proficiency in the Religion skill. If you are already proficient in it, you may instead always use Wisdom when making Religion checks. !!!! Voice of God You gain proficiency in the Leadership skill. If you are already proficient in it, you may instead always use Wisdom when making Leadership checks.
BardSatire . . . by ?: You also gain proficiency in two skills of your choice: Athletics, Convince, Deception, Insight, Investigation, Leadership, Perception, Precision, Resilience, Society, Stealth, or Streetwise.
ArtificerVoyager . . . by ?: !! Skill Proficiency You gain proficiency with the Drive skill. If you already have it, get expertise. You gain the Rider fighting style.
ArcaneWarriorTalents . . . by ?: You gain proficiency with cartography tools or navigating tools. As long as you have an accurate map, atlas, or literature of the region you are navigating in, you may choose to use Intelligence when making Investigation checks in the area.
AdeptTalents . . . by ?: You gain proficiency with one of the following skills: Animal Handling or Nature. If you have the Battlefield Etiquette talent, you consider beasts to be martial artists.
WarlockRavenQueen . . . by ?: When you use this ability on a creature, you may choose to remove the memory from the creature, or copy it. When used on a dead creature, the memory is always copied. If you remove a memory, it cannot be restored while the token exists. You choose whether the memory is restored or lost when the memory is released from the token. A remove curse or restoration spell cast at 5th level on the target restores a lost memory released from a memory token.
DruidMoon . . . by ?: ||'''Petrifying Gaze''' ||Monstrosity ||Any ||Any ||If a creature starts its turn within 30 feet of the two of you can see each other, you can force the creature to make a '''Constitution saving throw''' if you aren't '__Incapacitated__'. On a failed save, the creature magically begins to turn to stone and is '__Restrained__'. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is '__Petrified__' until the condition is removed. A creature that isn't '__Surprised__' can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see you until the start of its next turn, when it can avert its eyes again. If it looks at you in the meantime, it must immediately make the save. || ||'''Petrifying Breath''' ||Monstrosity ||Any ||Large, Huge ||Once per turn when you take the '__Attack__' action, you can replace one of your attacks with an exhalation petrifying gas in a 30-foot cone. Each creature in that line must make a '''Constitution saving throw'''. On a failed save, a target begins to turn to stone and is '__Restrained__'. The '__Restrained__' target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is '__Petrified__' until the condition is ended. You can use this ability twice, after which you cannot do so again until you spend another Wild Shape to assume this form again. ||
SorcererRuneSorcery . . . by ?: ||9th ||''[[Spells/PlanarBinding | planar binding]]'', ''[[Spells/WallOfForce | wall of force]]'' ||
BardGlamour . . . by ?: You know the Charm Creature and Mirror Image spells. They don't count against your spells known or reserved. Additionally, you can harness your seductive fey magic in one of two ways:
WizardTransmuter . . . by ?: ''As in the '''Player's Handbook''''' except the Restore Life option now casts ''[[Spells/Resurrection | resurrection]]'' at 7th level, but only targeting a single creature, and the note about the Restore Youth option not extending the creature's lifespan has been removed.
WarlockCelestial . . . by ?: ''As in '''PHB 2024''''' ''As in '''PHB 2024''''' except Fundamental Arcanum instead of Magical Cunning. ''As in '''PHB 2024'''''
WarlockArchfey . . . by ?: Also at 6th level, you have learned how to navigate the fey courts safely, without falling victim to their tricks. Whenever you make a Charisma check, or an Insight check, when interacting with fey, your proficiency bonus is doubled if it applies to the check.
RogueAssassin . . . by ?: You become a master of instant death. When you attack and hit a creature that hasn't taken a turn in the combat yet, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack and any poisons on the attack against the creature. If the attack is a critical hit, you deal max damage.
RogueArcaneTrickster . . . by ?: In addition, you can use use your bonus action control the hand using your Cunning Action feature.
SlayerGloomStalker . . . by ?: ''As in '''PHB 2024/Xanathar's Guide to Everything'''''
RangerGloomStalker . . . by ?: The psychic damage of your Dread Ambusher ability becomes 2d8. In addition, at the start of your turn, if it isn't the first turn of the combat, you can treat it like your first turn in the combat. You can use this benefit a number of times equal to your Ranger spellcasting ability modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
SlayerFeyWanderer . . . by ?: '''''Original Source:''' PHB 2024'' ''As in '''PHB 2024''''' ''As in '''PHB 2024''''' except change Wisdom modifier to Slayer spellcasting ability modifier. ''As in '''PHB 2024''''' except the reaction ability also deals %psychic% 3d10 psychic damage.%% to the target as well. As a bonus action, you can teleport to a space you can see within 30 feet. When you do, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. You can use this ability a number of times equal to your Proficiency bonus, and you regain all expended uses when you finish a long rest.
SlayerBeastMaster . . . by ?: ''''''^3rd-level Beast Master feature^'''''' [[<<]] * Your companion uses your proficiency bonus in several places. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls, as well as to all ability checks and saving throws it makes. * Whenever you gain the Ability Score Improvement class feature, your animal companions do as well. They cannot gain feats from this ability. ''''''^6th-level Beast Master feature^'''''' [[<<]] Your companion's rigorous training has enabled them to master the battlefield. It gains the following benefits: *'''Improved Companion.''' Your companion can take the Dash, Disengage, Dodge, or Help action as a bonus action on its turn. *'''Inspired Saving Throws.''' While your companion can see you, it has '__Advantage__' on all saving throws. *'''Magical Attacks.''' The companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
PaladinVengeance . . . by ?: At 20th level, you can assume the form of an angelic avenger. As a bonus action, you gain the following benefits for 1 minute:
AdeptShadow . . . by ?: You can use your focus to duplicate the effects of certain spells. As an '__Action__', you can spend '''2 focus''' to cast ''[[Spells/Darkness | darkness]], [[Spells/MirrorImage | mirror image]], [[Spells/PassWithoutTrace | pass without trace]]'', or ''[[Spells/Silence | silence]]'', without providing material components. Additionally, you learn the ''[[Spells/MinorIllusion | minor illusion]]'' cantrip if you don't already know it. While Darkness or Silence persist, you can move the area of Darkness or Silence to a space within 60 feet of yourself at the start of each of your turns.
AdeptMercy . . . by ?: You can use these benefits a total number of times equal to your Discipline ability modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
AdeptFourElements . . . by ?: '''''Casting Elemental Spells.''''' Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. You can spend additional focus to increase the level of an elemental discipline spell that you cast. The spell's level increases by 1 for each additional focus you spend. Your Discipline ability is your spellcasting ability for these spells.
AdeptOpenHand . . . by ?: When you spend a hit die to recover hit points, you recover additional hit points equal to your Discipline ability modifier (minimum 1). When you spend a hit die to recover focus, you recover additional focus equal to half your Discipline ability modifier (minimum 1).
DruidStars . . . by ?: You can use multiple uses of this ability to cast these spells at a higher level, up to the maximum level of spell you can cast.
ClericLight . . . by ?: As a '__Magic Action__', you can cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have '__Disadvantage__' on saving throws against your ''Radiance of the Dawn'' and any spell that deals %fire%fire%% or %radiant%radiant damage%%. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
ClericLife . . . by ?: 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.
BardValor . . . by ?: You can attack twice instead of once whenever you take the Attack action on your turn. In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.
BarbarianBerserker . . . by ?: Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
Sorcerer . . . by ?: Choose another option from the Manifestation class feature. You gain the benefits from it and the associated Explosive Manifestation.
RogueEnforcer . . . by ?: Starting at 3rd level, your expertise at inflicting pain allows you to bring the pain with weapons of any size. Your Sneak Attack and Improved Critical can be used with any weapons, but if they are not finesse or ranged weapons, the extra dice from sneak attack is halved (rounded down) unless that creature is frightened of you.
WizardWarMage . . . by ?: (:title Wizard: War Mage:) '''''Original Source:''' Xanathar's Guide to Everything'' !! Arcane Deflection ''''''^2nd-level War Mage feature^'''''' [[<<]] You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your '__Reaction__' to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. !! Tactical Wit ''''''^2nd-level War Mage feature^'''''' [[<<]]
WizardSynergeticist . . . by ?: The hammerspace can hold a number of pounds equal to @@100 x your proficiency bonus@@, with a functionally unlimited amount of volume. Retrieving an item from hammerspace requires an action.
WizardOnomancer . . . by ?: You can magically compel a creature to divulge its true name. As a '__Bonus Action__', you target one creature you can see within 60 feet of you. The target must make a '''Wisdom saving throw''' against your spell save DC. On a successful save, you discern that this magic failed, and you can’t use this feature on the target again. On a failed save, the target is [[Mechanics/Conditions#charmed | %condition%Charmed%%]] by you until the end of your next turn, and you mentally learn the charmed target’s name or the fact that the target lacks a name. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a '__Long Rest__'.
WizardNecromancer . . . by ?: When you cast ''[[Spells/AnimateDead | animate dead]]'', ''[[Spells/CreateUndead | create undead]]'', or ''[[Spells/DanseMacabre | danse macabre]]'', you can target one additional corpse or pile of bones, creating another undead creature, as appropriate. You have resistance to %necrotic% necrotic damage,%% and your hit point maximum, Strength, Dexterity, and Constitution scores can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
WizardMagister . . . by ?: The blood of the highborne flows within you, and the legacy of the great elven mages of the past compels you to greatness. You gain a bonus to spell attack rolls and to the saving throw DCs of your Wizard spells equal to half your proficiency bonus (rounded down). This bonus stacks with similar bonuses from magic items to a maximum of +3. Your attunement to magic can carry you to great heights of spellcasting. When you take this tradition, you gain 2 additional mana, and you gain an additional mana for every level you take in this class. You gain a bonus to Constitution saving throws equal to your Intelligence modifier (minimum 1). You can dominate laws of the universe to bring order to the chaos. When you Enhance a spell, you may alter the spell in two ways, instead of one. Arcane magic bends to your whims. You may Enhance a spell a number of times equal to your Intelligence modifier.
WizardGraviturgist . . . by ?: When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your '__Reaction__' to roll a d10. Add your Intelligence modifier to the number rolled, and reduce the damage by that total. If the damage is reduced to 0, the attack becomes a miss.
WizardChronurgist . . . by ?: (:title Wizard: Chronurgist:) '''''Original Source:''' Explorer's Guide to Wildmount'' !! Chronal Shift ''''''^2nd-level Chronurgist feature^'''''' [[<<]] ''As in '''Explorer's Guide to Wildmount''''' !! Temporal Awareness ''''''^2nd-level Chronurgist feature^'''''' [[<<]] ''As in '''Explorer's Guide to Wildmount'''''
Minstrel . . . by ?: When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure. You don't benefit from this feature if you are Incapacitated.
SorcererStormSorcery . . . by ?: ||9th ||''commune with nature'', ''storm of radiance'' ||
ArcaneWarriorSpellshot . . . by ?: Beginning at 11th level, you can use your arrows to deliver your spells. Whenever you cast a spell, you may infuse the spell into a piece of ammunition by spending additional mana equal to half the level of the spell. The spell must affect other creatures, and must have a casting time of 1 action. Starting at 15th level, you can make your arrows incorporeal, allowing them to pass through solid objects. As a bonus action, spend 2 mana. For 1 minute, your ranged weapon attacks ignore cover, including total cover. This includes total cover, though a target behind total cover is likely to be unseen as well.
ArcaneWarriorSpellblade . . . by ?: Beginning at 7th level, you can weave swordplay and spellcraft together in dizzying combinations. Whenever you make a melee spell attack or a ranged spell attack, you may spend 1 extra mana to make a melee weapon attack with a weapon instead, provided the target is within range of your weapon. If the melee weapon attack hits, the spell hits as well. Starting at 11th level, you can cast ''haste'' on yourself by spending 3 mana. When cast in this manner, the duration is 5 rounds, but does not require concentration.
ArcaneWarriorRitualist . . . by ?: Beginning at 7th level, you can speed up your ritual magic. Whenever you cast a spell as a ritual, you can choose to expend mana equal to half the spell's level (minimum 1) instead of increasing the casting time. For the duration, the item becomes magical if it wasn't already magical, and confers a +1 bonus for every 1 mana you spend during the ritual (with a maximum of +3) to attack and damage rolls (if a weapon) or to AC (if a shield or suit of armor). If it is a magic item that already has a bonus, the bonuses are additive, to a maximum of +3. Starting at 15th level, you no longer have to concentrate while ritual casting. Additionally, when you cast a ritual spell with a duration other than instantaneous, you can spend mana equal to half the spell's level. If you do, and the duration is less than 24 hours, it becomes 24 hours. Additionally, if the spell requires concentration, it no longer requires concentration.
ArcaneWarriorAegis . . . by ?: Starting when you select this tradition at 3rd level, you can reduce the impact of incoming attacks. Whenever you are hit by an attack while wielding a shield and while benefiting from your Arcane Deflection ability, you can expend 1 mana to reduce the damage you take by an amount equal to your Intelligence modifier (minimum 1) plus your shield's AC bonus. Starting at 7th level, you have learned how to absorb energy with your shield. Whenever you take acid, cold, fire, lightning, or thunder damage while holding a shield, you can use your reaction and spend 2 mana to gain resistance to the triggering damage type as long as you aren't incapacitated. You retain this resistance as long as you are holding your shield or until you use this ability again. Beginning at 11th level, attacking you becomes dangerous. Whenever a creature misses you with a melee attack while you're wielding a shield, you can use your reaction and expend 1 mana to blast the attacker with energy. The attacker takes 2d8 force damage and must make a Strength saving throw against your spell save DC. On a failed save, the creature is either pushed 10 feet away from you or knocked prone (your choice).
RogueSeeker . . . by ?: [deleted] (Spells and Mana table = Eldritch Knight)
RangerHorizonWalker . . . by ?: ''As in '''Xanathar's Guide to Everything''''' except you can spend 5 mana to use the ability again before you finish a short or long rest.
ArtificerTalents . . . by ?: Over the course of 1 minute, you may spend 3 mana to erect a prefabricated shelter. This shelter works like the tiny hut spell, but it cannot be dispelled. This shelter is an object that can be attacked, has immunity to psychic and poison damage, and has hit points equal to 10 x your level.
PaladinWatchers . . . by ?: Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 mana to use it again.
PaladinValkyrie . . . by ?: * Whenever you see a friendly creature within 60 feet of you fall to 0 hit points but not die outright, you can spend '''1 mana''' to make them fall to 1 hit point instead. You can only do this once per round on the same creature. Once you use this feature, you can't use it again until you finish a long rest, unless you spend '''5 mana''' to use it again.
PaladinOpenSea . . . by ?: Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 5 mana to use it again.
PaladinHellknight . . . by ?: Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 mana to use it again.
PaladinHearth . . . by ?: Once you use this feature, you can't use it again until you finish a long rest, unless you spend '''5 mana''' to use it again.
PaladinErudition . . . by ?: Once you use this feature, you can't use it again until you finish a long rest, unless you spend '''5 mana''' to use it again.
PaladinDeathKnight . . . by ?: Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 mana to use it again.
SorcererArcaneSorcery . . . by ?: At 1st level, you can cast any sorcerer spell you have reserved as a ritual if that spell has the ritual tag. At 14th level, whenever you spend mana on your Font of Magic ability, such as for metamagic or Magical Multitasking, you gain temporary hit points equal to the mana you spent. These temporary hit points stack, but only with other temporary hit points granted by this ability, and only to a maximum of your Sorcerer level. Once you use this ability, you can’t use it again until you finish a long rest, unless you spend 7 mana to use it again.
WarlockHexblade . . . by ?: ''''''^1st-level Hexblade feature^'''''' [[<<]] ''''''^1st-level Hexblade feature^'''''' [[<<]] You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. ''''''^6th-level Hexblade feature^'''''' [[<<]] ''''''^6th-level Hexblade feature^'''''' [[<<]] You are familiar with cursed objects. As an action, you can scrutinize an item. Make an Arcana check using your spellcasting ability modifier. The DC is based on the rarity of the item (see the Curse Bearer table). On a success, you can tell the item is cursed. If you exceed the DC by 5 or more, you also learn the nature of the curse, as well as any detrimental effects the item might have. ''''''^10th-level Hexblade feature^'''''' [[<<]] ''''''^14th-level Hexblade feature^'''''' [[<<]]
SorcererShadowSorcery . . . by ?: Starting at 1st level, you gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.
RogueTalents . . . by ?: You gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet.
FighterArcaneArcher . . . by ?: At 10th level, you gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.
BloodhunterReaper . . . by ?: ||Darkvision 120 ft. (or +90 ft.) || 1 ||
BloodhunterMutant . . . by ?: You have darkvision out to a range of 120 feet. If you already have darkvision, its range increases by 90 feet. You can also see through magical darkness using this darkvision. However, you have '__Disadvantage__' on attack rolls and on '''Wisdom (Perception) checks''' that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
AdeptZerth . . . by ?: ''''''^3rd-level Way of Zerth feature^'''''' [[<<]] ''''''^3rd-level Way of Zerth feature^'''''' [[<<]]
AdeptSunSoul . . . by ?: (:div class="introduction":) (:divend:) You have cultivated your inner light to shine through with exceptional radiance. You have resistance to %fire%fire damage%% and %radiant%radiant damage%%, and you can't be [[Mechanics/Conditions#blinded | %condition%Blinded%%]].
AdeptLongDeath . . . by ?: (:div class="introduction":) (:divend:) Additionally, you have resistance to %necrotic%necrotic damage%%, and your maximum hit points and attributes can't be reduced.
AdeptLivingWeapon . . . by ?: (:div class="introduction":) (:divend:) When you choose this tradition, your Martial Arts damage die increases for unarmed strikes. Unarmed strikes deal damage one step higher than the die granted by your Martial Arts ability, to a maximum of d12. This increased damage can only be applied to an unarmed strike, and not to a monk weapon. You also have the power to alter your natural weapons, growing claws or reinforcing your fists. When you use Martial Arts to make an unarmed strike, you can choose whether you inflict %physical%slashing, bludgeoning, or piercing damage%% with the attack. '''''Weretouched.''''' Once per turn, when you hit a creature with an unarmed attack, you can spend '''1 focus''' to rend your target and inflict deep bleeding wounds. The creature begins [[Mechanics/Conditions#bleeding | %condition%Bleeding%%]] for %necrotic%1d4 necrotic damage%%. The saving throw DC for this effect is equal to 15 or your Discipline save DC. Starting at 11th level, when you make a Strength or Dexterity check, you can spend '''1 focus''' to grant yourself '__Advantage__' on the check.
FighterEchoKnight . . . by ?: Also at 10th level, your control over various timelines allows you to conjure larger images and flicker in and out of existence. You may cast ''blink'' or ''major illusion'' at third level, expending two used of your Unleash Incarnation ability instead of spending mana.
MarshalWarlord . . . by ?: When a hostile creature targets another friendly creature within range of your Commanding Presence with an attack or a harmful spell or ability, the creature must first make a Wisdom saving throw (DC = 8 + your Leadership ability modifier + your proficiency bonus). On a failed save, the creature must target you instead or lose the Attack, ability, or spell. A target that successfully saves is immune to this ability for the next 24 hours. When you or a friendly creature who can see or hear you within range of your Commanding Presence would take damage, be knocked prone, or be moved against their will, you can use your reaction to hold the line, and shout to a number of allies equal to your Leadership ability modifier (minimum 1) to allow them to use their reaction to do the same. A creature who does this has resistance to all damage until the start of its next turn, and during this time, they cannot be knocked prone or moved against their will. Once you use this feature, you cannot do so again until you finish a long or short rest.
WarlockUndead . . . by ?: You learn additional spells when you reach certain levels in this class, as shown on the Undead Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know. ||! Table: Undead Patron Spells !||
WarlockGhostInTheMachine . . . by ?: You learn additional spells when you reach certain levels in this class, as shown on the Ghost in the Machine Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know. You also learn the [[Spells/OnOff | on/off]] cantrip.
WarlockGenie . . . by ?: You learn additional spells when you reach certain levels in this class, as shown on the Genie Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know. One of these spells at each level is shared among all Genie patrons, while the other is associated with the kind of genie your patron is: dao, djinni, efreeti, or marid.
WarlockFathomless . . . by ?: You learn additional spells when you reach certain levels in this class, as shown on the Fathomless Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
ArtificerArtillerist . . . by ?: The damage bonus of your Arcane Firearm feature increases to 2d8, and the cannon's damage and temporary hit point rolls all increase by 1d8.
RogueThief . . . by ?: ''''''^3rd-level Thief feature^'''''' [[<<]] You learn two additional Skill Tricks of your choice. These Skill Tricks do not count against your total number of Skill Tricks you know. ''''''^9th-level Thief feature^'''''' [[<<]] When you flourish with an attack that deals sneak attack damage while you are hidden, you can spend the flourish to stay hidden as long as you end the turn behind three-quarters or total cover. ''''''^13th-level Thief feature^'''''' [[<<]] You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you, and maximize their use, granting you the following benefits: ''''''^17th-level Thief feature^'''''' [[<<]]
RogueSwashbuckler . . . by ?: You can use a bonus action granted by your Cunning Action on your turn to gain advantage on the next Acrobatics or Athletics check you make during the same turn.
BardLore . . . by ?: Starting at 14th level, when you make an ability check or an attack roll, you can expend one use of Bardic Inspiration, roll a Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.
SorcererTalents . . . by ?: (:notoc:) !! Requires 5th Level (:div class="feature":) !!!! Magnetic Step '''''Prerequisite:''' 5th level, Spellcasting or Pact Magic'' \ By spending 1 mana, you gain a climb speed and you can move along vertical surfaces without needing to make an ability check until the end of your turn. If you end your turn on such a surface, you may spend 1 mana to maintain the climb speed until the end of your next turn. If you don’t, you immediately fall unless you have some other way to support yourself. (:div class="feature":)
BardTalents . . . by ?: (:div class="subclass-feature":) (:div class="subclass-feature":) (:div class="subclass-feature":) !!!! Inspirational Interjection '''''Prerequisite:''' Bardic Inspiration'' \ When another creature within 60 feet of you that can see or hear you fails a d20 test, you can use your reaction to give the creature a bardic inspiration die. The creature immediately rolls that die and adds the number rolled to the d20, potentially turning the failure into a success. !!!! Marching Song When travelling, you and allies within 30 feet of you increase their speed when calculating Travel Pace by 10 feet. Your party cannot use Stealth while traveling in this manner.
BloodhunterTalents . . . by ?: !! Requires 3rd Level !!!! Ritual Scarring '''''Prerequisite:''' Stigmata'' \ Choose a second option from the Stigmata class feature. You gain the benefits and detriments from it. (:divend:) !! Requires 7th Level (:div class="subclass-feature":)
BarbarianHeadhunter . . . by ?: Starting at 3rd level, your training with throwing weapons allows you to use your barbarian class features with throwing weapons. Your Rage and Brutal Critical class features affect ranged weapon attacks you make with melee weapons, and you can use Reckless Attack when you make a ranged weapon attack with a melee weapon. Additionally, you may take the Use an Object action as a bonus action.
SorcererDraconicBloodline . . . by ?: Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
ArtificerMastermaker . . . by ?: You gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
ArtificerMaverick . . . by ?: (:div class="introduction":) In the world of artifice, the Maverick is a jack of all trades and master of none. A Maverick is always experimenting with new designs, forever abandoning yesterday’s work in pursuit of a new obsession. While often dismissed by other artificers as eccentric amateurs, in their refusal to follow established tradition, a Maverick may stumble on remarkable breakthroughs—though their idiosyncratic techniques can rarely be replicated by others. (:divend:)
WizardBladesinging . . . by ?: (:title Wizard: Bladesinging:) '''''Source:''' Tasha's Cauldron of Everything'' !! Bladesong ''''''^2nd-level Bladesinging feature^'''''' [[<<]] ''As in '''Tasha's Cauldron of Everything''''' !! Training in War and Song ''''''^2nd-level Bladesinging feature^'''''' [[<<]] ''As in '''Tasha's Cauldron of Everything'''''
BarbarianSkybreaker . . . by ?: (:title Barbarian: Path of the Skybreaker:) '''''Original Source:''' [[https://www.gmbinder.com/share/-MmL39j0MgwcWlsPM1df | ROYal Brews]]'' (:div class="introduction":) To many, the wrath of a barbarian is only to be feared when one is within their reach. At that point, it is better to wish for a miracle than to fight. These individuals have not meant a Skybreaker. Capable of using their rage and might to fire upon their distant enemies, they earn their name out of the sheer fear that one day they might sunder the sky itself with their wrath. (:divend:) !! Power Shot ''''''^3rd-level Path of the Skybreaker feature^'''''' [[<<]] You use pure bulk over aim for ranged fights. You can use your Strength modifier, instead of Dexterity, for the attack and damage rolls of ranged weapon attacks. Additionally, as long as you are using your Strength to make a ranged weapon attack, you can use Reckless Attack and add your Rage damage to the damage roll.
BloodhunterLycan . . . by ?: ''As on '''D&D Beyond''''' except Blood Curse of the Howl is a bonus action.
FighterMedic . . . by ?: ''''''^18th-level Medic feature^'''''' [[<<]]
SorcererRunechild . . . by ?: (:div class="introduction":) (:divend:)
BarbarianBattlerager . . . by ?: Additionally, when you use the '__Attack__' action to grapple a creature, the target takes %physical%piercing damage%% equal to your proficiency bonus if your grapple succeeds.
BarbarianAncestralGuardian . . . by ?: '''''Original Source:''' Xanathar's Guide to Everything'' ''''''^3rd-level Path of the Ancestral Guardian feature^'''''' [[<<]] ''''''^3rd-level Path of the Ancestral Guardian feature^'''''' [[<<]] ''''''^6th-level Path of the Ancestral Guardian feature^'''''' [[<<]] ''''''^10th-level Path of the Ancestral Guardian feature^'''''' [[<<]] ''''''^14th-level Path of the Ancestral Guardian feature^'''''' [[<<]]
BarbarianStormHerald . . . by ?: '''''Original Source:''' Xanathar's Guide to Everything''
RangerSwarmkeeper . . . by ?: ''''''^3rd-level Swarmkeeper feature^'''''' [[<<]] ''''''^3rd-level Swarmkeeper feature^'''''' [[<<]] ''''''^3rd-level Swarmkeeper feature^'''''' [[<<]] Also at 3rd level, you have a symbiotic relationship with the creatures that make up your swarm. You are under the constant effects of the ''[[Spells/SpeakWithAnimals | speak with animals]]'' spell, but can only use it to speak with animals similar to those who make up your swarm. This magical effect cannot be dispelled. If you know the spell, you can still cast it to speak with other types of beasts. Additionally, you can't be '__Surprised__', except when '__Incapacitated__' by something other than nonmagical sleep. Your swarm awakens you and your companions within 30 feet if any of you are sleeping naturally when combat begins. ''''''^7th-level Swarmkeeper feature^'''''' [[<<]] You can condense part of your swarm into a focused mass that aids your mobility. As a bonus action, you gain '''one''' of the following benefits for 1 minute or until you are '__Incapacitated__': ''''''^11th-level Swarmkeeper feature^'''''' [[<<]]
RangerPrimevalGuardian . . . by ?: ''''''^3rd-level Primeval Guardian feature^'''''' [[<<]] ||! Table: Primeval Guardian Spells !|| ||3rd ||''[[Spells/FaerieFire | faerie fire]]'' || ||5th ||''[[Spells/WitherAndBloom | wither and bloom]]'' || ||9th ||''[[Spells/AuraOfVitality | aura of vitality]]'' || ||13th ||''[[Spells/AuraOfPurity | aura of purity]]'' || ||17th ||''[[Spells/CircleOfPower | circle of power]]'' || ''''''^3rd-level Primeval Guardian feature^'''''' [[<<]] Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a '__Bonus Action__', you assume this guardian form, which lasts until you end it as a '__Bonus Action__' or until you are '__Incapacitated__'.
WizardGraviturgy . . . by ?: At 6th level, when another creature that you can see within 60 feet of you hits with a weapon attack, you can use your '__Reaction__' to roll a d10. Add your Intelligence modifier to the number rolled, and reduce the damage by that total. If the damage is reduced to 0, the attack becomes a miss. Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your '__Reaction__' to prevent the fall's damage.
ClericGrave . . . by ?: Starting at 1st level, choose '''one''' of the following: (:div class="feature":) !!!! Arms of the Grave '''''Prerequisite:''' Spirit Soldier'' \ You gain proficiency with martial weapons and heavy armor. (:div class="feature":) !!!! Graveyard Shift You learn '''one''' cantrip of your choice from the necromancy school from any class. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in '''one''' of the following skills of your choice: Arcana, Medicine, Religion.
ClericForge . . . by ?: At 1st level, you gain proficiency with smithing tools. Additionally, choose '''one''' of the following:
ClericDeath . . . by ?: (:div class="feature":) !!!! Arms of Death '''''Prerequisite:''' Spirit Soldier'' \ You gain proficiency with martial weapons. (:div class="feature":) !!!! Acolyte of Death You also gain proficiency in '''one''' of the following skills of your choice: Arcana, Medicine, Religion. (:divend:)
RogueGambler . . . by ?: Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the Guidance cantrip. When you cast this spell, you may count your rogue levels twice when determining the spell's effects.
RogueSurgeon . . . by ?: (:title Rogue: Surgeon:) '''''Original Source:''' Original Homebrew'' !! Acupuncture ''''''^3rd-level Surgeon feature^'''''' [[<<]] At 3rd level, you gain the ability to decipher an opponent’s weak points and target them. As a bonus action, you make a Wisdom or Intelligence (Medicine) check against a creature you can see that isn’t incapacitated, with a DC equal to the target’s Constitution score. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target. !! Doctor
BarbarianDepths . . . by ?: ''''''^3rd-level Path of the Depths feature^'''''' [[<<]] ''''''^3rd-level Path of the Depths feature^'''''' [[<<]] ''''''^6th-level Path of the Depths feature^'''''' [[<<]] ''''''^10th-level Path of the Depths feature^'''''' [[<<]] ''''''^14th-level Path of the Depths feature^'''''' [[<<]]
MinstrelValor . . . by ?: Starting at 6th level, you excel at inspiring and directing soldiers in battle. A creature with your Bardic Inspiration can expend it to make a single weapon attack as a bonus action.
BardSwords . . . by ?: [deleted] ->'''Blind Fighting''' [[<<]] You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. ->'''Dueling''' [[<<]] 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. ->'''Free-Hand Fighting''' [[<<]] When you make an attack roll against a creature within 5 feet of you, the d20 die result required to activate a flourish is reduced by 2 as long as you have at least one free hand. ->'''Mariner''' [[<<]] As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. ->'''Two-Weapon Fighting''' [[<<]] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
MinstrelLore . . . by ?: When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Also at 3rd level, you learn how to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself succeeds on an Ability Check or Attack Roll, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll, potentially turning it into a failure. Alternatively, you can use this ability to reduce a Damage Roll by the amount rolled. !! Improved Cutting Words By 6th level, whenever you use your Cutting Words feature on a creature, you can deal Psychic damage to that creature equal to the number rolled on the Bardic Inspiration die plus your spellcasting ability modifier. Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration, roll a Bardic Inspiration die, and add the number rolled to your ability check. If the check fails, the Bardic Inspiration isn't expended.
BardWhispers . . . by ?: The psychic damage increases by 1d6 for every two levels you gain in this class (3d6 at 5th level, 4d6 at 7th level, and so on).
ArtificerArmorer . . . by ?: Heavy armor proficiency has been relocated to this feature.
ArtificerBattleSmith . . . by ?: '''''Original Source:''' Tasha's Cauldron of Everything''
ArtificerForgeAdept . . . by ?: (:title Artificer: Forge Adept:) '''''Original Source:''' Exploring Eberron'' !! Tool Proficiency ''As in '''Exploring Eberron''''' !! Forge Adept Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Forge Adept Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. ||width=500px
SorcererSeaSorcery . . . by ?: Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an evocation spell from the [[Spells/DruidSpellList | druid]], [[Spells/SorcererSpellList | sorcerer]], or [[Spells/WizardSpellList | wizard]] spell list.
RogueSoulknife . . . by ?: (:title Rogue: Soulknife:) '''''Original Source:''' Tasha's Cauldron of Everything'' !! Psionic Power ''As in '''Tasha's Cauldron of Everything''''' !! Psychic Blades ''As in '''Tasha's Cauldron of Everything''''' !! Soul Blades
RoguePhantom . . . by ?: (:title Rogue: Phantom:) '''''Original Source:''' Tasha's Cauldron of Everything'' !! Whispers of the Dead ''As in '''Tasha's Cauldron of Everything''''' !! Wails from the Grave ''As in '''Tasha's Cauldron of Everything''''' !! Phantom Thief
RogueInquisitive . . . by ?: (:title Rogue: Inquisitive:) '''''Original Source:''' Xanathar's Guide to Everything'' !! Ear for Deceit ''As in '''Xanathar's Guide to Everything''''' !! Cunning Action: Eye for Detail Starting at 3rd level, you learn the Cunning Action: Eye for Detail Skill Trick. This Skill Trick does not count against your total number of Skill Tricks known, and you do not need to meet the prerequisites for it. !! Insightful Fighting
MinstrelSatire . . . by ?: (:title Minstrel: College of Satire:)
MinstrelGlamour . . . by ?: ->'''Glamour Save DC''' = 8 + proficiency bonus + glamour ability
MinstrelWhispers . . . by ?: (:title Minstrel: College of Whispers:) '''''Original Source:''' Xanathar's Guide to Everything'' !! Psychic Blades When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases by 1d6 for every 2 levels you gain in this class (3d6 at 5th level, 4d6 at 7th level, and so on).
BardCreation . . . by ?: '''''Original Source:''' Tasha's Cauldron of Everything''
SlayerSwarmkeeper . . . by ?: (:title Slayer: Swarmkeeper:) '''''Original Source:''' Tasha's Cauldron of Everything'' !! Gathered Swarm ''As in '''Tasha's Cauldron of Everything''''' with the following addition: Additionally, you learn the ''mage hand'' cantrip, which you use by manipulating your swarm as if it were the spell. This effect is not magic, so it cannot be dispelled. !! Symbiotic Swarm Also at 3rd level, you have a symbiotic relationship with the creatures that make up your swarm. You are under the constant effects of the ''speak with animals'' spell, but can only use it to speak with animals similar to those who make up your swarm. This magical effect cannot be dispelled. If you know the spell, you can still cast it to speak with other types of beasts.
SlayerPrimevalGuardian . . . by ?: (:title Slayer: Primeval Guardian:) '''''Original Source:''' [[https://media.wizards.com/2016/dnd/downloads/2017_01_UA_RangerRogue_0117JCMM.pdf | Unearthed Arcana: Ranger and Rogue]]'' !! Guardian Form Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form: * Your size becomes Large, unless you were larger. * Any speed you have becomes 5 feet, unless the speed was lower. * Your reach increases by 5 feet.
SlayerHorizonWalker . . . by ?: (:title Slayer: Horizon Walker:) '''''Original Source:''' Xanathar's Guide to Everything'' !! Detect Portal ''As in '''Xanathar's Guide to Everything''''' !! Planar Warrior ''As in '''Xanathar's Guide to Everything''''' !! Ethereal Step
SlayerDrakewarden . . . by ?: (:title Slayer: Drakewarden:) '''''Original Source:''' Fizban's Treasury of Dragons'' !! Draconic Gift he bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits: ->'''''Draconic Charisma.''''' Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. ->'''''Tongue of Dragons.''''' You learn to speak, read, and write Draconic or one other language of your choice. !! Drake Companion
DruidWildfire . . . by ?: (:title Druid: Circle of Wildfire:) '''''Original Source:''' Tasha's Cauldron of Everything'' !! Circle of Wildfire Spells You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. '''Table: Circle of Wildfire Spells''' || width=45%
DruidSpores . . . by ?: (:title Druid: Circle of Spores:) '''''Original Source:''' Tasha's Cauldron of Everything'' !! Circle of Spores Spells Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells when you reach certain levels in this class, as shown on the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. '''Table: Circle of Spores Spells''' || width=45%
EchoKnightFighter . . . by ?: '''''Original Source:''' Explorer's Guide to Wildemount''
WhispersBard . . . by ?: (:title College of Whispers:) !! Psychic Blades When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases by 1d6 for every 2 levels you gain in this class (3d6 at 5th level, 4d6 at 7th level, and so on). !! Words of Terror
SwordsBard . . . by ?: (:title College of Swords:) !! Bonus Proficiencies ''As in '''Xanathar's Guide to Everything''''' !! Fighting Style ''As in '''Xanathar's Guide to Everything''' except the following options have been added'' ->'''Blind Fighting''' [[<<]] You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. ->'''Dueling''' [[<<]] 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.
SatireBard . . . by ?: (:title College of Satire:) Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king's royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand's affair with an aged duchess or a mocking satire of a paladin of Helm's cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh. While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester's barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth. For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester's satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her. Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist's treachery or exposing a baron's plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm.
LoreBard . . . by ?: (:title College of Lore:) !! Bonus Proficiencies ''As in the '''Player's Handbook''''' !! Cutting Words ''As in the '''Player's Handbook''''' !! Additional Universal Secrets At 6th level, you gain two Universal Secrets of your choice, as per the Bard ability.
CreationBard . . . by ?: (:title College of Creation:) !! Mote of Potential ''As in '''Tasha's Cauldron of Everything''''' !! Performance of Creation ''As in '''Tasha's Cauldron of Everything''' except the following'' Must expend 3 mana to use the ability again before you finish a long rest.
ValorBard . . . by ?: (:title College of Valor:) !! Bonus Proficiencies ''As in the '''Player's Handbook''''' !! Combat Inspiration ''As in the '''Player's Handbook''''' !! Extra Attack ''As in the '''Player's Handbook'''''
GlamourBard . . . by ?: (:title College of Glamour:) !! Mantle of Inspiration ''As in '''Xanathar's Guide to Everything''''' !! Enthralling Performance ''As in '''Xanathar's Guide to Everything''''' !! Mantle of Majesty ''As in '''Xanathar's Guide to Everything'''''
BattleSmithArtificer . . . by ?: (:title Battle Smith:) !! Tool Proficiency ''As in '''Tasha's Cauldron of Everything''''' !! Battle Smith Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ||width=500px ||! Artificer Level ||!Spells ||
ArtilleristArtificer . . . by ?: (:title Artillerist:) !! Tool Proficiency ''As in '''Tasha's Cauldron of Everything''''' !! Artillerist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ||width=500px ||! Artificer Level ||!Spells ||
ArmorerArtificer . . . by ?: (:title Armorer:) !! Tool Proficiency At 3rd level, you gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice. !! Armorer Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ||width=500px ||! Artificer Level ||!Spells ||
TotemWarriorBarbarian . . . by ?: ->'''''Tiger.''''' While you are raging, your jump distance is tripled, you are immune to fall damage, and the d20 die result required to activate a flourish is reduced by 2. The spirit of the tiger turns you into the consummate hunter. !! Aspect of the Beast ''As in the '''Player's Handbook''' except the following'' ->'''''Wolf.''''' You gain the hunting sensibilities of a wolf. You and up to ten companions within 60 feet of you can track other creatures while traveling at a fast pace, and can move stealthily while traveling at a normal pace, as long as you're not incapacitated. !! Spirit Walker ''As in the '''Player's Handbook'''''
StormHeraldBarbarian . . . by ?: (:title Path of the Storm Herald:) !! Storm Aura ''As in '''Xanathar's Guide to Everything''''' !! Storm Caller Also at 3rd level, you gain the ability to manipulate the elements that flow through you. When you finish a long rest, you may choose a cantrip from the environment you chose for your Storm Aura. You may cast this cantrip while raging. Constitution is your spellcasting ability for these spells. ->'''''Desert.''''' You learn ''control flames'', ''gust'', or ''produce flame''. ->'''''Sea.''''' You learn ''gust'', ''shape water'', or ''jolt''.
DepthsBarbarian . . . by ?: (:title Path of the Depths:) !! Gift of the Drowned Ones At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater. !! Dredge Line Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history. While you are raging, you can use this appendage to strike at one creature of your choice that you can see within 15 feet as a bonus action. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.
BerserkerBarbarian . . . by ?: (:title Path of the Berseker:) !! Enrage At 3rd level, your anger can be sparked by the smallest slight. You can enter a rage using a bonus action or a reaction when you take damage. !! Frenzy Also at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns. When your rage ends, if you have gone into a frenzy twice since your last short or long rest, you gain one level of fatigue.
BeastBarbarian . . . by ?: (:title Path of the Beast:) !! Form of the Beast ''As in '''Tasha's Cauldron of Everything''''' !! Primal Instincts Also at 3rd level, your senses and survival instincts are heightened. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Nature, Perception, Stealth, or Survival. !! Bestial Soul ''As in '''Tasha's Cauldron of Everything'''''
BattleragerBarbarian . . . by ?: (:title Path of the Battlerager:) !! Battlerager Armor When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes piercing damage equal to your proficiency bonus if your grapple check succeeds. !! Fighting Style
AncestralGuardianBarbarian . . . by ?: ''As in '''Xanathar's Guide to Everything''''' ''As in '''Xanathar's Guide to Everything''''' ''As in '''Xanathar's Guide to Everything'''''
WardenBarbarian . . . by ?: When you choose this archetype at 3rd level, you begin to embody one of the aspects of the natural world. Choose one of the following aspects of nature to exemplify, which decide what spells you can learn, as well as granting you benefits at certain levels. Once this decision is made, it is final and cannot be changed.
CrusaderFighter . . . by ?: Not all holy warriors are paladins and clerics. The Crusader is a relentless warrior who act as the closed fists of a god or gods. While these fighters may have the zeal of a paladin and the devotion of a cleric, they are knights single-minded in their pursuit of justice, and inexorable in the spreading of their faiths. From warrior-monk to missionary to executioner and justicar, the faithful breathe a sigh of relief at the approach of the crusader - while the faithless hold their breath in fear. (:toc:)
SharpshooterFighter . . . by ?: !! Careful Aim At 10th level, you regain all of your expended uses of Careful Aim when you finish a short or long rest. Starting at 15th level, you have learned to fall into a deep focus when you take aim. When you use your Careful Aim bonus action, as long as you haven't moved this turn, you may reduce your speed to 0 until the end of your turn. If you do, in addition to its normal effects, you gain the following two benefits:
CavalierFighter . . . by ?: (:title Cavalier:) !! Cavalier Technique When you choose this archetype at 3rd level, you gain proficiency in one of the following combat traditions: [[Maneuvers/Cavalry]], [[Maneuvers/Determination]], [[Maneuvers/Teamwork]]. When you gain this feature, you may choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition. !! Born to the Saddle Starting at 3rd level, your mastery as a rider becomes apparent. You gain the Rider fighting style in addition to your other fighting styles. !! Unwavering Mark Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
ArcaneArcherFighter . . . by ?: ->'''''Banishing Arrow.''''' You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow takes 2d6 force damage and must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
ChampionFighter . . . by ?: *** You could as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ->'''Duelist''' \ Duelists are deft and cunning fighters who are experts at dominating opponents. Swashbucklers, fencers, and nobles often study this discipline of combat. *** You gain proficiency in one of the following combat traditions: [[Maneuvers/Duelist]], [[Maneuvers/Skirmisher]], [[Maneuvers/Skulduggery]]. When you gain this feature, you may choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition. *** You gain proficiency in one of the following skills of your choice: Acrobatics or Persuasion. *** All one-handed weapons you wield gain the light and finesse qualities. ->'''Gladiator''' \ Gladiators are skilled combatants who are tenacious and charismatic. Captains, crime lords, and pit fighters are natural fits for this archetype.