CLASSES quick reference — D&D 5E — Contents Barbarian...... 1 Ranger ...... 31 Primal Paths ...... 2 Favored Enemy ...... 31 Ranger Archetype ...... 32 Bard ...... 3 Ranger Spells ...... 34 Bard College...... 4 Bard Spell List ...... 5 Rogue ...... 35 Roguish Archetypes...... 36 Cleric ...... 8 Arcane Trickster Spells . . . . . 38 Divine Domains ...... 9 Cleric Spell List ...... 13 Sorcerer...... 39 Sorcerous Origin ...... 40 Druid ...... 14 Sorcerer Spells ...... 42 Druid Circle...... 15 Wild Table...... 43 Druidic Spells...... 17 Warlock...... 44 Fighter ...... 18 Otherworldly Patron ...... 46 Martial Archetypes...... 18 Warlock Spells...... 49 Eldritch Knight Spells . . . . . 21 Wizard...... 50 ...... 22 Arcane Traditions...... 51 Monastic Tradition ...... 23 Wizard Spells ...... 54 Paladin ...... 26 Sacred Oath ...... 27 Paladin Spells...... 30

PAGE i Barbarian Unarmored Defense While not wearing armor, your AC equals 10 + your Hit Points Dexterity modifier + your Constitution modifier. You Hit Dice: 1d12 per Barbarian level may still use a shield. Hit Points at 1st Level: 12 + Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st Reckless Attack At 2nd level, you may attack recklessly on your first Proficiencies attack each turn. You gain advantage on melee weapon Armor: Light Armor, Medium Armor, Shields attack rolls using Strength this turn, but attack rolls Weapons: Simple weapons, Martial weapons against you have advantage until your next turn. Saving Throws: Strength, Constitution Skills: Two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival Danger Sense At 2nd level, you have advantage on Dexterity saving Equipment throws against effects you can see, such as traps You start with the following equipment: and spells. To gain this benefit, you can’t be blinded, • (a) a greataxe or (b) any martial melee weapon deafened, or incapacitated. • (a) two handaxes or (b) any simple weapon • An explorer’s pack and four javelins Ability Score Increase Rage At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You On your turn, you can enter a rage as a bonus action. can’t bring an ability score above 20 using this feature. While raging, you gain the following benefits if you aren’t wearing heavy armour: • Advantage on Strength checks and saving throws. Extra Attack • When making melee weapon attacks with Strength, At 5th level, you can attack twice, instead of once, add bonus damage as per the Barbarian table. whenever you take the Attack action on your turn. • Resistance to bludgeoning, piercing, and slashing. • You are unable to cast spells or concentrate on them. Fast Movement Rage lasts 1 minute. Ends early if incapacitated, or if your turn ends and you haven’t attacked a hostile At 5th level, your speed increases by 10 ft when not creature or taken damage since your last turn. You can wearing heavy armor. also end it on your turn as a bonus action. You have a limited number of rages, as shown on the Feral Instinct Barbarian table. You regain all your rages when you At 7th level, you gain advantage on initiative rolls. If finish a long rest. you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, Prof. Rage Level Bonus Features Rages Damage but only if you enter a rage at the start of your turn. Rage, 1st +2 2 +2 Unarmored Defense Brutal Critical Reckless Attack, At 9th level, you can roll one additional weapon damage 2nd +2 2 +2 Danger Sense die when you crit with a melee attack. This increases by 3rd +2 Primal Path 3 +2 one additional dice at 13th and 17th level. 4th +2 Ability Score Increase 3 +2 Extra Attack, Relentless Rage 5th +3 3 +2 Fast Movement At 11th level, if you drop to 0 hit points when raging and 6th +3 Path Feature 4 +2 don’t die outright, you can make a DC 10 Constitution saving throw. On a success, drop to 1 hit point instead. 7th +3 Feral Instinct 4 +2 Each time you use this feature after the first, the DC 8th +3 Ability Score Increase 4 +2 increases by 5. When you finish a rest, the DC resets. 9th +4 Brutal Critical (1 Die) 4 +3 10th +4 Path Feature 4 +3 Persistent Rage 11th +4 Relentless Age 4 +3 At 15th level, your rage only ends early if you fall 12th +4 Ability Score Increase 5 +3 unconscious or choose to end it. 13th +5 Brutal Critical (2 Dice) 5 +3 Indomitable Might 14th +5 Path Feature 5 +3 15th +5 Persistent Rage 5 +3 At 18th level, if your total for a Strength check is less than your Strength score, you can use that score 16th +5 Ability Score Increase 5 +4 instead. 17th +6 Brutal Critical (3 Dice) 6 +4 18th +6 Indomitable Might 6 +4 Primal Champion 19th +6 Ability Score Increase 6 +4 At 20th level, your Strength and Constitution scores 20th +6 Primal Champion ∞ +4 increase by 4. Your max for those scores are now 24.

PAGE 1 Primal Paths able to discern fine details as though they were 100 At 3rd level, choose a path that shapes your rage. You ft away. Dim light no longer imposes disadvantage on gain different features for this path at 3rd, 6th, 10th, Perception checks. and 14th level. Wolf: You can track creatures while travelling at a fast pace, and can move stealthily while travelling at a normal pace. Path of the Berserker Elk (SCAG .122): While mounted or on foot, your travel Frenzy pace is doubled, as is the travel pace of up to 10 At 3rd level, you can go into a frenzy when you rage. If companions within 60 ft and not incapacitated. you do, you can make a single melee weapon attack as a Tiger (SCAG .122): You gain proficiency in two skills from bonus action of each subsequent turn. When your rage the following list: Athletics, Acrobatics, Stealth, Survival ends, you suffer one level of exhaustion. Spirit Walker Mindless Rage At 10th level, you can cast the Commune with Nature At 6th level, you can’t be charmed or frightened while (PHB .224) spell, but only as a ritual. When you do, a raging. If you are already charmed or frightened when spiritual version of one of your totem animals appears entering a rage, the effects are suspended for the to convey the information you speak. duration of the rage. Totemic Attunement Intimidating Presence At 14th level, you gain a magical benefit based on the At 10th level, you can use your action to frighten one totem animal of your choice. You can choose the same creature within 30 ft of you. If the creature can see animal as before, or a different one. or hear you, it must succeed on a Wisdom saving Bear: While raging, any hostile within 5 ft has throw (DC equal to 8 + your proficiency bonus + your disadvantage on attack rolls against targets other than Charisma modifier) or be frightened of you till the end you or another character with this feature. An enemy is of your next turn. immune to this effect if it can’t see or hear you, or if it On subsequent turns, you can use your action to can’t be frightened. extend the duration for another turn. This effect ends Eagle: While raging, you have a flying speed equal to if the creature ends its turn out of line of sight or more your current walking speed. This only works in short than 60 ft away from you. If the creature succeeds on burts, and you fall if you end your turn in the air. its save, you can’t use this feature on it again for 24 hrs. Wolf: While raging, you can use a bonus action on your turn to knock a Large or smaller creature prone Retaliation when you hit with a melee weapon attack. At 14th level, when you take damage from a creature Elk (SCAG .122): While raging, you can use a bonus ac- within 5 ft of you, you can use your reaction to make a tion while moving to pass through the space of a Large melee weapon attack against it. or smaller creature. They must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength Path of the Totem Warrior modifier) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier. Spirit Seeker Tiger (SCAG .122): While raging, if you move at least 20 ft At 3rd level, you gain the ability to cast the Beast Sense in a straight line towards a Large or smaller creature (PHB .217) and Speak with Animals (PHB .277) spells, but right before making a melee weapon attack against it, only as rituals. you can use a bonus action to make an additional melee weapon attack against it. Totem Spirit At 3rd level, you choose a totem spirit and gain its feature. You must make or acquire a physical totem Path of the Battlerager scag .121 object that incorporates something from the animal. Restriction: Dwarves Only Bear: While raging, you gain resistance to all damage Battlerager Armor except psychic. At 3rd level, while wearing Spiked Armor and raging, Eagle: While raging and not wearing heavy armor, you can use a bonus action to make one melee weapon other creatures have disadvantage on opportunity attack with your armor spikes against a target within attacks against you, and you can use the Dash action as 5 ft. The spikes deal 1d4 piercing damage. Use your a bonus action on your turn. Strength modifier for the attack and damage rolls. Wolf: While raging, your allies have advantage on When you successfully grapple a creature, it takes melee attack rolls against any hostile creature within 3 piercing damage. 5 ft of you. Elk (SCAG .122): While raging and not wearing heavy Reckless Abandon armor, your walking speed is increased by 15 ft. At 6th level, when you use Reckless Attack while raging, Tiger (SCAG .122): While raging, you can add 10 ft to you gain temporary hit points equal to your Constitution your long jump distance, and 3 ft to your high jump modifier (min. 1). They vanish when your rage ends. distance. Battlerager Charge Aspect of the Beast At 10th level, you can take the Dash action as a bonus At 6th level, you gain a magical benefit based on the action while raging. totem animal of your choice. You can choose the same animal as before, or a different one. Spiked Retribution Bear: Your carrying capacity is doubled, and you have At 14th level, when a creature within 5 ft hits you with advantage on Strength checks made to push, pull, lift, melee, it takes 3 piercing damage if you are raging, or break objects. aren’t incapacitated, and are wearing spiked armor. Eagle: You can see up to 1 mile with no difficulty,

PAGE 2 Prof. Spells Level Bonus Features 0th Knwn 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 — — — — — — — — 2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3 — — — — — — — — 3rd +2 Bard College, Expertise 2 6 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 7 4 3 — — — — — — — Bardic Inspiration (d8), 5th +3 3 8 4 3 2 — — — — — — Font of Inspiration 6th +3 Countercharm, Bard College Feature 3 9 4 3 3 — — — — — — 7th +3 — 3 10 4 3 3 1 — — — — — 8th +3 Ability Score Increase 3 11 4 3 3 2 — — — — — 9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 — — — — Bardic Inspiration (d10), Expertise, 10th +4 4 14 4 3 3 3 2 — — — — Magical Secrets 11th +4 — 4 15 4 3 3 3 2 1 — — — 12th +4 Ability Score Increase 4 15 4 3 3 3 2 1 — — — 13th +5 Song of Rest (d10) 4 15 4 3 3 3 2 1 1 — — 14th +5 Magical Secrets, Bard College Feature 4 18 4 3 3 3 2 1 1 — — 15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 — 17th +6 Song of Rest (d12) 4 20 4 3 3 3 3 1 1 1 1 18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Increase 4 22 4 3 3 3 3 2 1 1 1 20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

Spells Known of 1st level and higher Bard You know four 1st level spells of your choice from the bard spell list. The bard table shows when you learn Hit Points more spells. Each of these spells must be of a level for Hit Dice: 1d8 per bard level which you have spell slots. When you gain a level in this Hit Points at 1st Level: 8 + Constitution modifier class, you may replace a spell you know with another Hit Points at Higher Levels: 1d8 (or 5) + your one you don’t know. Constitution modifier per bard level after 1st Spellcasting Ability Proficiencies Charisma is your spellcasting ability for bard spells. Armor: Light armor Weapons: Simple weapons, hand crossbows, Spell save DC = 8 + Proficiency + longswords, rapiers, shortswords Charisma Modifier Tools: Three musical instruments of your choice Spell attack modifier = Proficiency + Saving Throws: Dexterity, Charisma Charisma Modifier Skills: Choose any three Ritual Casting Equipment You can cast any bard spell you know as a ritual if that You start with the following equipment: spell has the ritual tag. • (a) a rapier, (b) a longsword, or (c) any simple weapon Spellcasting Focus • (a) a diplomat’s pack or (b) an entertainer’s pack You can use a musical instrument as a spellcasting • (a) a lute or (b) any other musical instrument focus for your bard spells. • Leather armor and a dagger Bardic Inspiration Spellcasting You can use a bonus action on your turn to choose Cantrips another creature within 60 ft who can hear you. That You know two cantrips of your choice from the bard creature gains one Bardic Inspiration die, a d6. spell list. You learn more as you level up, as per the Once within the next 10 minutes, the creature can roll Bard table. the die and add it to one ability check, attack roll, or saving throw. Can wait until after it rolls the d20, but Spell Slots before the DM says whether the roll succeeds or fails. The bard table shows how many spell slots you have Once it is rolled it is lost. A creature can only have one for spells 1st level or higher. To cast a spell, you must die at a time. expend a slot. You regain all spell slots when you finish You can use this feature a number of times equal to a long rest. your Charisma modifier (min 1). You regain all charges on a long rest. The bonus increases to a d8 at 5th level, d10 at 10th level, d12 at 15th level.

PAGE 3 Jack of All Trades Bard College At 2nd level, you can add half your proficiency to any At 3rd level, you may choose a Bard College. It grants ability check you aren’t proficient in. you features at 3rd level, 6th level, and 14th level.

Song of Rest College of Lore At 2nd level, you can use music to heal your allies Bonus Proficiencies during a short rest. Any friendly creatures who use a hit At 3rd level, gain proficiency with three skills. dice at this time regains an extra 1d6 hit points. Cutting Words This increases to 1d8 at 9th level, 1d10 at 13th level, At 3rd level, when a creature you can see within 60 ft 1d12 at 17th level. of you makes an attack roll, ability check, or damage roll, you can use your reaction to expend a use of Expertise Bardic Inspiration, rolling a Bardic Inspiration die and At 3rd level, choose two of your skill proficiencies, and subtracting it from the creatures roll. You can choose double your proficiency bonus for them. At 10th level, to use it after the roll is made, but before the DM choose an addition two skills for this effect. determines the outcome. The creature is immune if it cant hear you, or if its immune to being charmed.

Ability Score Increase Additional Magical Secrets At 4th, 8th, 12th, 16th, and 19th level, you can increase At 6th level, you learn two spells of your choice from one ability score by 2, or two ability scores by 1. You any class. Must be of a level you can cast. Chosen spells can’t bring an ability score above 20 using this feature. count as bard spells, but don’t count against the number of spells you know.

Font of Inspiration Peerless Skill At 5th level, you regain all charges of Bardic Inspiration At 14th level, when you make an ability check, you can on a short rest. use Bardic Inspiration on yourself

Countercharm College of Valor At 6th level, you can use an action to start a song that Bonus Proficiencies lasts until the end of your next turn. During that time, At 3rd level, gain proficiency with medium armor, you and any friendly creatures within 30 ft of you who shields, and martial weapons. can hear you have advantage on saving throws against Combat Inspiration being frightened or charmed. Ends early if you are At 3rd level, a creature that has a Bardic Inspiration incapacitated, silenced, or if you voluntarily end it. die from you can add the die to a weapon damage roll. Alternatively, it can use its reaction to use the die to Magical Secrets gain AC against an attack, before knowing if it hits. At 10th level, choose two spells from any class at a level Extra Attack you can cast. These spells count as bard spells for you, At 6th level, you can attack twice per turn. and are included in the number of spells known on the bard table. Battle Magic You learn an additional two spells from any class at At 14th level, when you use your action to cast a bard 14th level, and 18th level. spell, you can make an weapon attack as a bonus action. Superior Inspiration At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

PAGE 4 Bard Spell List

Cantrips (0 Level) 2nd Level Major Image PHB .258 6th Level Blade Ward PHB .218 Animal Messenger Nondetection PHB .263 Eyebite PHB .238 Dancing Lights PHB .230 PHB .212 Plant Growth PHB .266 Find the Path PHB .240 Friends PHB .244 Blindness/Deafness Sending PHB .274 Guards and Wards Light PHB .255 PHB .219 Speak with Dead PHB .277 PHB .248 Mage Hand PHB .256 Calm Emotions PHB .221 Speak with Plants Mass Suggestion PHB .258 Mending PHB .259 Cloud of Daggers PHB .222 PHB .277 Otto’s Irresistible Dance Message PHB .259 Crown of Madness Stinking Cloud PHB .278 PHB .264 Minor Illusion PHB .260 PHB .229 Tongues PHB .283 Programmed Illusion Prestidigitation PHB .267 Detect Thoughts PHB .231 PHB .269 Thunderclap EE .22 Enhance Ability PHB .237 4th Level True Seeing PHB .284 True Strike PHB .284 Enthrall PHB .238 Compulsion PHB .224 Vicious Mockery PHB .285 Heat Metal PHB .250 Confusion PHB .224 7th Level Hold Person PHB .251 Dimension Door PHB .233 Etherealness PHB .238 1st Level Invisibility PHB .254 Freedom of Movement Forcecage PHB .243 Animal Friendship Knock PHB .254 PHB .244 Mirage Arcane PHB .260 PHB .212 Lesser Restoration Greater Invisibility Mordenkainen’s Bane PHB .216 PHB .255 PHB .246 Magnificent Mansion Charm Person PHB .221 Locate Animals or Hallucinatory Terrain PHB .261 Comprehend Languages Plants PHB .256 PHB .249 Mordenkainen’s Sword PHB .224 Locate Object PHB .256 Locate Creature PHB .256 PHB .262 Cure Wounds PHB .230 Magic Mouth PHB .257 Polymorph PHB .266 Project Image PHB .270 Detect Magic PHB .231 Phantasmal Force Regenerate PHB .271 Disguise Self PHB .233 PHB .264 5th Level Resurrection PHB .272 Animate Objects PHB .213 Dissonant Whispers Pyrotechnics EE .21 Symbol PHB .280 Awaken PHB .216 PHB .234 See Invisibility PHB .274 Teleport PHB .281 Dominate Person Earth Tremor EE .17 Shatter PHB .275 PHB .235 8th Level Faerie Fire PHB .239 Silence PHB .275 Dream PHB .236 Dominate Monster Feather Fall PHB .239 Skywrite EE .22 Geas PHB .244 PHB .235 Healing Word PHB .250 Suggestion PHB .279 Greater Restoration Feeblemind PHB .239 Heroism PHB .250 Warding Wind EE .23 PHB .246 Glibness PHB .245 Identify PHB .252 Zone of Truth PHB .289 Illusory Script PHB .252 Hold Monster PHB .251 Mind Blank PHB .259 Longstrider PHB .256 3rd Level Legend Lore PHB .254 Power Word Stun Silent Image PHB .276 Bestow Curse PHB .218 Mass Cure Wounds PHB .267 Sleep PHB .276 Clairvoyance PHB .222 PHB .258 9th Level Speak with Animals Dispel Magic PHB .234 Mislead PHB .260 Foresight PHB .244 PHB .277 Fear PHB .239 Modify Memory PHB .261 Power Word Heal Tasha’s Hideous Feign Death PHB .240 Planar Binding PHB .265 PHB .266 Laughter PHB .280 Glyph of Warding Raise Dead PHB .270 Power Word Kill PHB .266 Thunderwave PHB .282 PHB .245 Scrying PHB .273 True Polymorph PHB .283 Unseen Servant PHB .284 Hypnotic Pattern PHB .252 Seeming PHB .274 Leomund’s Tiny Hut Teleportation Circle PHB .255 PHB .282

PAGE 5 Prof. Level Bonus Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — — 2nd +2 Channel Divinity (1/ rest), Divine Domain Feature 3 3 — — — — — — — — 3rd +2 — 3 4 2 — — — — — — — 4th +2 Ability Score Increase 4 4 3 — — — — — — — 5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — — 6th +3 Channel Divinity (2/ rest), Divine Domain Feature 4 4 3 3 — — — — — — 7th +3 — 4 4 3 3 1 — — — — — Ability Score Increase, Destroy Undead (CR 1), 8th +3 4 4 3 3 2 — — — — — Divine Domain Feature 9th +4 — 4 4 3 3 3 1 — — — — 10th +4 Divine Intervention 5 4 3 3 3 2 — — — — 11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Increase 5 4 3 3 3 2 1 — — — 13th +5 — 5 4 3 3 3 2 1 1 1 — 14th +5 Destroy Undead (CR 3) 5 4 3 3 2 1 1 — — 15th +5 — 5 4 3 3 3 2 1 1 1 16th +5 Ability Score Increase 5 4 3 3 3 2 1 1 1 — 17th +6 Destroy Undead (CR 4), Divine Domain Feature 5 4 3 3 3 2 1 1 1 1 18th +6 Channel Divinity (3/ rest) 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Increase 5 4 3 3 3 3 2 1 1 1 20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

your Wisdom modifier + your cleric level (min 1). The Cleric spells must be of a level for which you have spell slots. Hit Points Casting the spell doesn’t remove it from your list of Hit Dice: 1d8 per cleric level prepared spells. Hit Points at 1st level: 8 + your Constitution modifier You can change your prepared spells when you finish Hit Points at Higher levels: 1d8 (or 5) + your a long rest. Changing spells requires time: at least 1 Constitution modifier per cleric level after 1st minute per spell level for each spell on your list. Spellcasting Ability Proficiencies Wisdom is your spellcasting ability for your cleric spells. Armor: Light armor, medium armor, shields Weapons: All simple weapons Spell Save DC = 8 + proficiency + Wisdom modifier Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Medicine, Spell Attack Modifier = proficiency + Wisdom modifier Persuasion, and Religion Ritual Casting You can cast cleric spells as a ritual if that spell has the Equipment ritual tag and you have it prepared. You start with the following equipment: • (a) a mace or (b) a warhammer (if proficient) Spellcasting Focus • (a) scale mail, (b) leather armor, Your holy symbol is a spellcasting focus for cleric spells. or (c) chain mail (if proficient) • (a) a light crossbow and 20 bolts or Channel Divinity (b) any simple weapon At 2nd level, you gain the ability to channel divine • (a) a priest’s pack or (b) an explorer’s pack energy with one of two such effects: Turn Undead and • A shield and a holy symbol an effect determined by your domain. When you use your Channel Divinity, you choose which effect to create. Spellcasting At 6th level, you can use it twice, and at 18th level, you Cantrips can use it thrice. Regain charges on a short or long rest. At 1st level, you know three cantrips of your choice Channel Divinity: Turn Undead from the cleric spell list. You learn more cleric cantrips As an action, you present your holy symbol and speak a at higher levels, as shown in the Cleric table. prayer censuring the undead. Each undead that can see or hear you within 30 ft of you must make a Wisdom Preparing And Casting Spells saving throw. If they fails its saving throw, it is turned The Cleric table shows how many spell slots you have for 1 minute or until it takes any damage. of 1st level and higher. Casting spells expends a slot of Turned creatures must spend its turns trying to move the spell’s level or higher. You regain all spell slots when away from you, and it can’t willingly move to a space you take a long rest. within 30 ft of you. It can’t take reactions. It can use You prepare a list of cleric spells that are available only the Dash action or try to escape from an effect that for you to cast, choosing from all cleric spells. When prevents it from moving. If there’s nowhere to move, the you do, choose a number of cleric spells equal to creature can use the Dodge action.

PAGE 6 Destroy Undead A turned creature must spend its turns trying to move At 5th level, if an undead fails its saving throw against away from you, and it can’t willingly end its move in a your Turn Undead feature, they is instantly destroyed if space within 30 ft of you. It can’t take reactions. It can its challenge rating is at or below a certain threshold. only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to Cleric level Destroys Undead of CR... move, the creature can use the Dodge action. 5th 1/2 or lower At 5th level, if a creature fails its saving throw against 8th 1 or lower it, the creature is banished for 1 minute if it isn’t on its plane of origin and its challenge rating is at or below a 11th 2 or lower certain threshold. 14th 3 or lower Cleric level Banishes creatures of CR... 17th 4 or lower 5th 1/2 or lower Ability Score Increase 8th 1 or lower 11th 2 or lower At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You 14th 3 or lower can’t bring an ability score above 20 using this feature. 17th 4 or lower

Spell Breaker Divine Intervention At 6th level, when you heal an ally with a spell of 1st At 10th level, you can call on your deity to intervene on level or higher, you can also end one spell of your your behalf. Imploring your deity’s aid requires you to choice on that creature. The level of the ended spell use your action. Describe the assistance you seek, and must be equal to or lower than the level of the spell slot roll percentile dice. If you roll a number equal to or you expended. lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention. Potent Spellcasting If your deity intervenes, you can’t use this feature At 8th level, you add your Wisdom modifier to the again for 7 days. Otherwise, you can use it again after damage you deal with cleric cantrips. you finish a long rest. At 20th level, your call for intervention succeeds Arcane Mastery automatically, no roll required. At 17th level, choose four spells from the wizard spell list, one each from 6th, 7th, 8th, and 9th level. You add them to your list of domain spells. They are always Divine Domains prepared and count as cleric spells. At 1st level, choose a domain related to your deity. It grants bonuses at 1st, 2nd, 6th, 8th, and 17th levels. Knowledge Domain Each domain has a list of domain spells that you gain at the noted level. Domain spells are always prepared, Cleric Level Spells and don’t acount against the number of spells you can 1st Command (PHB.223) prepare each day. These spells count as cleric spells. Identify (PHB.252) 3rd Augury (PHB.215) Arcana Domain Suggestion (PHB.279) 5th Nondetection (PHB.263) Cleric level Spells Speak With Dead (PHB.277) 1st Detect Magic (PHB.231) 7th Arcane Eye (PHB.214) Magic Missile (PHB.257) Confusion (PHB.224) 3rd Magic Weapon (PHB.257) 9th Legend Lore (PHB.254) Nystul’s Magic Aura (PHB.263) Scrying (PHB.273) 5th Dispel Magic (PHB.234) Magic Circle (PHB.256) Blessing of Knowledge At 1st level, you learn two languages, and become 7th Arcane Eye (PHB.214) proficient in two of the following: Arcana, History, Leomund’s Secret Chest (PHB.254) Nature, or Religion. Your proficiency bonus is doubled 9th Planar Binding (PHB.265) for any check you make with either skill. Teleportation Circle (PHB.282) Channel Divinity: Knowledge of the Ages Arcane Initiate At 2nd level, you can use your Channel Divinity to At 1st level, you gain proficiency in Arcana, and gain choose one skill or tool. For 10 minutes, you have two cantrips from the wizard spell list. These cantrips proficiency with the chosen with it. count as cleric cantrips. Channel Divinity: Read Thoughts Channel Divinity: Arcane Abjuration At 6th level, you can use your Channel Divinity to read At 2nd level, you can use your Channel Divinity to a creatures thought, and command it. As an action, abjure otherworldly creatures. choose one creature within 60 ft that you can see. As an action, you present your holy symbol, and one That creature must make a Wisdom saving throw. If it celestial, elemental, fey, or fiend of your choice within succeeds, you can’t use this feature on it again until you 30 ft must make a Wisdom saving throw, provided that take a long rest. the creature can see or hear you. If it fails, it is turned for 1 minute or until it takes any damage.

PAGE 7 If it fails, for 1 minute you can read its surface Divine Strike thoughts when its within 60 ft. During that time, you At 8th level, once on each of your turns when you hit a can use your action to end this effect, and cast the creature with a weapon attack, the attack may deal an Suggestion (PHB .279) spell without expending a spell slot. extra 1d8 radiant damage. When you reach 14th level, It automatically fails its saving throw against the spell. the extra damage increases to 2d8.

Potent Spellcasting Supreme Healing At 8th level, you add your Wisdom modifier to any At 17th level, when you would roll dice to restore hit damage you deal with cleric cantrips. points with a spell, you instead heal for the maximum.

Visions of the Past At 17th level, you can spent at least a minute in Light Domain meditation to receive glimpses of recent events. You Cleric level Spells can meditate for a number of minutes equal to your 1st Burning Hand (PHB.220) Wisdom score, and must maintain concentration. You Faerie Fire (PHB.239) can use it again until you finish a short or long rest. Object Reading: Holding an object as you meditate 3rd Flaming Sphere (PHB.242) for 1 minute, you can learn how the owner acquired Scorching Ray (PHB.273) and lost the object, as well as the most recent 5th Daylight (PHB.230) significant event involving the two. If it was owned by Fireball (PHB.241) another creature within a number of days equal to your 7th Guardian of Faith (PHB.246) Wisdom score, you can spend an additional minute for Wall of Fire (PHB.285) each owner to learn the same information. 9th Flame Strike (PHB.242) Area Reading: You see recent events going back a Scrying (PHB.273) number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant Bonus Cantrip event, in reverse chronological order. At 1st level, you gain the Light (PHB .255) cantrip.

Warding Flare Life Domain At 1st level, when you are attacked by a creature within Cleric Level Spells 30 ft of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light 1st Bless (PHB.219) to flare before the attacker before it hits or misses. An Cure Wounds (PHB.230) attacker that can’t be blinded is immune. 3rd Lesser Restoration (PHB.255) You can use this feature a number of times equal to Spiritual Weapon (PHB.278) your Wisdom modifier (min 1). You regain all uses 5th Beacon of Hope (PHB.217) when you finish a long rest. Revivify (PHB.272) 7th Death Ward (PHB.230) Channel Divinity: Radiance Of The Dawn Guardian of Faith (PHB.246) At 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing 9th Mass Cure Wounds (PHB.258) radiant damage to your foes. Raise Dead (PHB.270) As an action, you present your holy symbol, and any Bonus Proficiency magical darkness within 30 ft of you is dispelled. Each At 1st level, you gain proficiency with heavy armor. hostile creature within 30 ft of you makes a Constitution saving throw. A creature takes radiant damage equal to Disciple Of Life 2d10 + your cleric level on a failed saving throw, and half At 1st level, whenever you use a spell of 1st level or as much damage on a successful one. A creature that higher to restore hit points to a creature, the creature has total cover from you is not affected. gains additional hit points equal to 2 + the spell’s level. Improved Flare Channel Divinity: Preserve Life At 6th level, you can also use your Warding Flare when At 2nd level, you can use your Channel Divinity to heal a creature that you can see within 30 ft of you attacks the badly injured. As an action, choose any creatures another creature. within 30 ft of you, and divide hit points equal to five times your cleric level among them. This feature can Potent Spellcasting only restore a creature to half its hit point maximum. At 8th level, you add your Wisdom modifier to the You can’t use this feature on an undead or a construct. damage you deal with cleric cantrips.

Blessed Healer Corona Of Light At 6th level, when you cast a spell of 1st level or higher At 17th level, you can use your action to activate an aura that restores hit points to a creature other than you, you of sunlight that lasts for 1 minute or until you dismiss regain hit points equal to 2 + the spell’s level. it using another action. You emit bright light in a 60 ft radius and dim light 30 ft beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

PAGE 8 Nature Domain Wrath Of The Storm At 1st level, you can thunderously rebuke attackers. Cleric Level Spells When a creature within 5 ft of you that you can see hits 1st Animal Friendship (PHB.212) you with an attack, you can use your reaction to cause Speak with Animals (PHB.277) the creature to make a Dexterity saving throw. It takes 2d8 lightning or thunder damage on a fail, and half as 3rd Barkskin (PHB.217) much damage on a success. Spike Growth (PHB.277) You can use this feature a number of times equal to 5th Plant Growth (PHB.266) your Wisdom modifier (min 1). You regain all uses Wind Wall (PHB.288) when you finish a long rest. 7th Dominate Beast (PHB.234) Grasping Vine (PHB.246) Channel Divinity: Destructive Wrath 9th Insect Plague (PHB.254) At 2nd level, you can use your Channel Divinity to wield Tree Stride (PHB.283) the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can instead Acolyte Of Nature use your Channel Divinity to deal maximum damage. At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of Thunderbolt Strike your choice: Animal Handling, Nature, or Survival. At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 ft Bonus Proficiency away from you. At 1st level, you gain proficiency with heavy armor. Divine Strike Channel Divinity: Charm Animals And Plants At 8th level, once on each of your turns when you hit At 2nd level, you can use your Channel Divinity to a creature with a weapon attack, you the attack deals charm animals and plants. an extra 1d8 thunder damage. At 14th level, the extra As an action, you present your holy symbol and invoke damage increases to 2d8. the name of your deity. Each beast or plant creature that can see you within 30 ft of you must make a Stormborn Wisdom saving throw. If it fails, it is charmed by you for At 17th level, you have a flying speed equal to 1 minute or until it takes damage. your current walking speed whenever you are not While it is charmed by you, it is friendly to you and underground or indoors. other creatures you designate. Trickery Domain Dampen Elements At 6th level, when you or a creature within 30 ft of you Cleric Level Spells takes acid, cold, fire, lightning, or thunder damage, 1st Charm Person (PHB.221) you can use your reaction to grant resistance to the Disguise Self (PHB.233) creature against that instance of the damage. 3rd Mirror Image (PHB.260) Divine Strike Pass Without Trace (PHB.264) At 8th level, once on each of your turns when you hit a 5th Blink (PHB.219) creature with a weapon attack, you can cause the attack Dispel Magic (PHB.234) to deal an extra 1d8 cold, fire, or lightning damage to 7th Dimension Door (PHB.233) the target. At 14th level, the damage increases to 2d8. Polymorph (PHB.266) 9th Dominate Person (PHB.235) Master Of Nature Modify Memory (PHB.261) At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by Blessing Of The Trickster your Charm Animals and Plants feature, you can take At 1st level, you can use your action to touch another a bonus action on your turn to verbally command what willing creature to give it advantage on Stealth checks. each of those creatures will do on its next turn. This lasts for 1 hour, or until you use this feature again. Tempest Domain Channel Divinity: Invoke Duplicity At 2nd level, you can use your Channel Divinity to Cleric Level Spells create an illusory duplicate of yourself. As an action, 1st Fog Cloud (PHB.243) you create a perfect illusion of yourself that lasts for 1 Thunderwave (PHB.282) minute, or until you lose your concentration. The illusion appears in an unoccupied space that you 3rd Gust of Wind (PHB.248) can see within 30 ft of you. As a bonus action on your Shatter (PHB.275) turn, you can move it up to 30 ft to a space you can see, 5th Call Lightning (PHB.220) but within 120 ft of you. For the duration, you can cast Sleet Storm (PHB.276) spells as though you were in the illusion’s space, but 7th Control Water (PHB.227) you must use your own senses. When both you and your Ice Storm (PHB.252) illusion are within 5 ft of a creature that can see the 9th Destructive Wave (PHB.231) illusion, you have advantage on attack rolls against it. Insect Plague (PHB.254) Channel Divinity: Cloak Of Shadows Bonus Proficiencies At 6th level, you can use your Channel Divinity to At 1st level, you gain proficiency with martial weapons vanish. As an action, you become invisible until the end and heavy armor. of your next turn. This ends if you attack or cast a spell.

PAGE 9 Divine Strike Death Domain (dmg 96). At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack Cleric Level Spells to deal an extra 1d8 poison damage to the target. At 1st False Life (PHB.239) 14th level, the extra damage increases to 2d8. Ray of Sickness (PHB.271) Improved Duplicity 3rd Blindness / Deafness (PHB.219) At 17th level, you can create up to four duplicates of Ray of Enfeeblement (PHB.271) yourself when you use Invoke Duplicity. As a bonus 5th Animate Dead (PHB.212) action on your turn, you can move any number of them Vampiric Touch (PHB.285) up to 30 ft, to a maximum range of 120 ft. 7th Blight (PHB.219) Death Ward (PHB.230) War Domain 9th Antilife Shell (PHB.213) Cloudkill (PHB.222) Cleric Level Spells 1st Divine Favor (PHB.234) Bonus Proficiency Shield of Faith (PHB.275) At 1st level, you gain proficiency with martial weapons. 3rd Magic Weapon (PHB.257) Reaper Spiritual Weapon (PHB.278) At 1st level, you learn one necromancy cantrip of your 5th Crusader’s Mantle (PHB.230) choice from any spell list. When you cast a necromancy Spirit Guardians (PHB.278) cantrip that normally targets only one creature, it can 7th Freedom of Movement (PHB.244) instead target two creatures within range and within Stoneskin (PHB.278) 5 ft of each other. 9th Flame Strike (PHB.242) Hold Monster (PHB.251) Channel Divinity: Touch of Death At 2nd level, you can use your Channel Divinity to Bonus Proficiencies destroy another creatures life force by touch. When you At 1st level, you gain proficiency with martial weapons hit a creature with a melee attack, you can use Channel and heavy armor. Divinity to deal extra necrotic damage tot he target. The damage is equal to 5 + twice your cleric level. War Priest At 1st level, when you use the Attack action, you can Inescapable Destruction make one weapon attack as a bonus action. At 6th level, necrotic damage dealt by your cleric spells You can use this feature a number of times equal to and Channel Divinity options ignores resistance to your Wisdom modifier (min 1). You regain all expended necrotic damage. uses when you finish a long rest. Divine Strike Channel Divinity: Guided Strike At 8th level, once on each of your turns when you hit a At 2nd level, you can use your Channel Divinity to strike creature with a weapon attack, the attack deals an extra with supernatural accuracy. When you make an attack 1d8 necrotic damage. At 14th level, the extra damage roll, you can use your Channel Divinity to gain a +10 increases to 2d8. bonus to the roll. You make this choice after you see the roll, but before the DM says if the attack hits. Improved Reaper At 17th level, when you cast a necromancy spell of 1st Channel Divinity: War God’s Blessing through 5th level that targets only one creature, the At 6th level, when a creature within 30 ft of you makes spell can instead target two creatures within range and an attack roll, you can use your reaction to grant that within 5 ft of each other. If the spell consumes material creature a +10 bonus to the roll, using your Channel components, you must provide them for each target. Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Divine Strike At 8th level, once on each of your turns when you hit a creature with a weapon attack, the attack deals an extra 1d8 damage of the same type dealt by the weapon. At 14th level, the extra damage increases to 2d8.

Avatar Of Battle At 17th level, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.

PAGE 10 Cleric Spell List

Cantrips (0 Level) Find Traps PHB .241 4th Level 6th Level Guidance PHB .248 Gentle Repose PHB .245 Banishment PHB .217 Blade Barrier PHB .218 Light PHB .255 Hold Person PHB .251 Control Water PHB .227 Create Undead PHB .229 Mending PHB .259 Lesser Restoration Death Ward PHB .230 Find the Path PHB .240 Resistance PHB .272 PHB .255 Divination PHB .234 Forbiddance PHB .243 Sacred Flame PHB .272 Locate Object PHB .256 Freedom of Movement Harm PHB .249 Spare the Dying PHB .277 Prayer of Healing PHB .244 Heal PHB .250 Thaumaturgy PHB .282 PHB .267 Guardian of Faith Heroes’ Feast PHB .250 Protection from Poison PHB .246 Planar Ally PHB .265 1st Level PHB .270 Locate Creature PHB .256 True Seeing PHB .284 Bane PHB .216 Silence PHB .275 Stone Shape PHB .278 Word of Recall PHB .289 Bless PHB .219 Spiritual Weapon Command PHB .223 PHB .278 5th Level 7th Level Create or Destroy Water Warding Bond PHB .287 Commune PHB .223 Conjure Celestial PHB .225 PHB .229 Zone of Truth PHB .289 Contagion PHB .227 Divine Word PHB .234 Cure Wounds PHB .230 Dispel Evil and Good Etherealness PHB .238 Detect Evil and Good 3rd Level PHB .233 Fire Storm PHB .242 PHB .231 Animate Dead PHB 212. Flame Strike PHB .242 Plane Shift PHB .266 Detect Magic PHB .231 Beacon of Hope PHB .217 Geas PHB .244 Regenerate PHB .271 Detect Poison and Bestow Curse PHB .218 Greater Restoration Resurrection PHB .272 Disease PHB .231 Clairvoyance PHB .222 PHB .246 Symbol PHB .280 Guiding Bolt PHB .248 Create Food and Water Hallow PHB .249 Healing Word PHB .250 PHB .229 Insect Plague PHB .254 8th Level Inflict WoundsPHB .253 Daylight PHB .230 Legend Lore PHB .254 Antimagic Field PHB .213 Protection from Evil and Dispel Magic PHB .234 Mass Cure Wounds Control Weather PHB .228 Good PHB .270 Feign Death PHB .240 PHB .258 Earthquake PHB .236 Purify Food and Drink Glyph of Warding Planar Binding PHB .265 Holy Aura PHB .251 PHB .270 PHB .245 Raise Dead PHB .270 9th Level Sanctuary PHB .272 Magic Circle PHB .256 Scrying PHB .273 Astral Projection PHB .215 Shield of Faith PHB .275 Mass Healing Word PHB .244 PHB .258 Gate Mass Heal PHB .258 2nd Level Meld into Stone PHB .259 Aid PHB .211 True Resurrection Protection from Energy PHB .284 Augury PHB .215 PHB .270 Blindness/Deafness Remove Curse PHB .271 PHB .219 Revivify PHB .272 Calm Emotions PHB .221 Sending PHB .274 Continual Flame PHB .227 Speak with Dead PHB .277 Enhance Ability PHB .237 Spirit Guardians PHB .278 Tongues PHB .283 Water Walk PHB .287

PAGE 11 Prof. Level Bonus Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Druidic 2 2 — — — — — — — — 2nd +2 Wild Shape, Druic Circle 2 3 — — — — — — — — 3rd +2 — 2 4 2 — — — — — — — 4th +2 Ability Score Increase, Wild Shape Improvement 3 4 3 — — — — — — — 5th +3 — 3 4 3 2 — — — — — — 6th +3 Druid Circle Feature 3 4 3 3 — — — — — — 7th +3 — 3 4 3 3 1 — — — — — 8th +3 Ability Score Increase, Wild Shape Improvement 3 4 3 3 2 — — — — — 9th +4 — 3 4 3 3 3 1 — — — — 10th +4 Druid Circle Improvement 4 4 3 3 3 2 — — — — 11th +4 — 4 4 3 3 3 2 1 — — — 12th +4 Ability Score Increase 4 4 3 3 3 2 1 — — — 13th +5 — 4 4 3 3 3 2 1 1 1 — 14th +5 Druid Circle Improvement 4 4 3 3 2 1 1 — — 15th +5 — 4 4 3 3 3 2 1 1 1 16th +5 Ability Score Increase 4 4 3 3 3 2 1 1 1 — 17th +6 — 4 4 3 3 3 2 1 1 1 1 18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Increase 4 4 3 3 3 3 2 1 1 1 20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

Preparing And Casting Spells Druid The Druid table shows how many spell slots you have of 1st level and higher. Casting spells a slot of the spell’s Hit Points level or higher. You regain all expended spell slots when Hit Dice: 1d8 per druid level you take a long rest. Hit Points at 1st level: 8 + your Constitution modifier You prepare the list of druid spells that are available Hit Points at Higher levels: 1d8 (or 5) + your for you to cast, choosing from all druid spells. When Constitution modifier per druid level after 1st you do, choose a number of spells equal to your Proficiencies Wisdom modifier + your druid level (min 1). They must Armor: Light armor, medium armor, shields (druids will be of a level for which you have spell slots. Casting the not wear armor or use shields made of metal) spell doesn’t remove it from your list of prepared spells. Weapons: Clubs, daggers, darts, javelins, maces, You can change your prepared spells when you finish quarterstaffs, scimitars, sickles, slings, spears a long rest. Changing spells requires time: at least 1 Tools: Herbalism kit minute per spell level for each spell on your list. Saving Throws: Intelligence, Wisdom Spellcasting Ability Skills: Choose two from Arcana, Animal Handling, Wisdom is your spellcasting ability for your druid spells. Insight, Medicine, Nature, Perception, Religion, and Survival Spell save DC = 8 + proficiency + Wisdom modifier Spell attack modifier = proficiency + Wisdom modifier Equipment You start with the following equipment: Ritual Casting • (a) a wooden shield or (b) any simple weapon You can cast a druid spell as a ritual if that spell has the • (a) a scimitar or (b) any simple melee weapon ritual tag and you have the spell prepared. • Leather armor, an explorer’s pack, and a druidic focus Spellcasting Focus A druidic focus is a spellcasting focus for druid spells. Druidic You know Druidic, the secret language of druids. You Wild Shape can speak the language and use it to leave hidden At 2nd level, you can use your action to magically messages. You and others who know this language assume the shape of a beast that you have seen before, automatically spot such a message. Others spot the you can use this feature twice. You regain all uses when message’s presence on a successful DC 15 Perception you finish a short or long rest. check but can’t decipher it without magic. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. Spellcasting Level Max. CR Limitations Cantrips At 1st level, you know two cantrips of your choice from 2nd 1/4 No fiying or swimming speed the druid spell list. You learn additional druid cantrips 4th 1/2 No fiying speed at higher levels, as shown on the Druid table. 8th 1 —

PAGE 12 You can stay in a beast shape for a number of hours Natural Recovery equal to half your druid level (rounded down). You then At 2 level, you can regain some spell slots on a short revert to your normal form unless you expend another rest. These spell slots can have a combined level that use of this feature. You can revert earlier by using a is less than or equal to half of your Druid Level bonus action on your turn, and automatically revert if rounded up, none 6th level or higher. You can’t use this you fall unconscious, drop to 0 hit points, or die. again until you take a long rest. While you are transformed, the following rules apply: Circle Spells • You gain stats of the beast, keeping your alignment, At 3rd, 5th, 7th and 9th level, you gain spells based on personality, and Intelligence, Wisdom, and Charisma where you became a druid. These spells are always scores. You retain all of your proficiencies, in addition prepared, and don’t count against those you can to gaining those of the creature. If it has the same prepare each day. These count as druid spells. proficiency as you, use the higher bonus. You can’t use any legendary or lair actions. Arctic • When transformed, you have the beast’s hit points Druid Level Circle Spells and Hit Dice. When you revert, you return to the hit points you had before. If you revert because you hit 3rd Hold Person (PHB.251) Spike Growth (PHB.277) 0 hit points, any excess damage carries over to your normal form. 5th Sleet Storm (PHB.276) • You can’t cast spells, and your ability to speak or Slow (PHB.277) take actions is limited to the capabilities of your beast 7th Freedom of Movement (PHB.244) form. Transforming doesn’t break your concentration Ice Storm (PHB.252) or prevent you from taking actions that are part of a 9th Commune with Nature (PHB.224) spell that you’ve already cast. Cone of Cold (PHB.224) • You retain any features, and can use them if the new form is physically capable of doing so. You can’t use Coast any of your special senses unless your new form also Druid Level Circle Spells has that sense. 3rd Mirror Image (PHB.260) • You choose if your equipment falls to the ground, Misty Step (PHB.260) merges into your new form, or is worn by it. Worn 5th Water Breathing (PHB.287) equipment functions as normal, but doesn’t change Water Walk (PHB.287) size or shape to match the new form, and any 7th Control Water (PHB.227) equipment that the new form can’t wear must either Freedom of Movement (PHB.244) fall to the ground or merge with it. Equipment that merges has no effect. 9th Conjure Elemental (PHB.225) Scrying (PHB.273) Ability Score Increase Desert At 4th, 8th, 12th, 16th, and 19th level, you can increase Druid Level Circle Spells one ability score by 2, or two ability scores by 1. You 3rd Blur (PHB.219) can’t bring an ability score above 20 using this feature. Silence (PHB.275) 5th Create Food and Water (PHB.229) Timeless Body Protection from Energy (PHB.270) Starting at 18th level, the primal magic that you wield 7th Blight (PHB.219) Hallucinatory Terrain (PHB.249) causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. 9th Insect Plague (PHB.254) Wall of Stone (PHB.287) Beast Spells Forest Beginning at 18th level, you can cast many of your druid Druid Level Circle Spells spells in any shape you assume using Wild Shape. You 3rd Barkskin (PHB.217) can perform the somatic and verbal components of a Spider Climb (PHB.277) druid spell while in a beast shape, but you aren’t able to 5th Call Lightning (PHB.220) provide material components. Plant Growth (PHB.266) 7th Divination (PHB.234) Archdruid Freedom of Movement (PHB.244) At 20th level, you can use your Wild Shape an unlimited 9th Commune with Nature (PHB.224) number of times. Tree Stride (PHB.283) Grassland Druid Circle Druid Level Circle Spells At 2nd level, you choose a circle of druids to identify with. 3rd Invisibility (PHB.254) It grants bonuses at 2nd, 6th, 10th, and 14th levels. Pass Without Trace (PHB.264) 5th Daylight (PHB.230) Circle of the Land Haste (PHB.250) 7th Divination (PHB.234) Bonus Cantrip Freedom of Movement (PHB.244) At 2 level, you learn an additional druid cantrip. 9th Dream (PHB.236) Insect Plague (PHB.254)

PAGE 13 Mountain Nature’s Ward Druid Level Circle Spells At 10th level, you can’t be charmed or frightened by elementals or fey, and are immune to poison/disease. 3rd Spider Climb (PHB.277) Spike Growth (PHB.277) Nature’s Sanctuary 5th Lightning Bolt (PHB.255) At 14th level, when a beast or plant creature attacks Meld into Stone (PHB.259) you, it must make a Wisdom saving throw against 7th Stone Shape (PHB.278) your spell save DC. On a failed save, it must choose a Stoneskin (PHB.278) different target, or miss automatically. On a success, it 9th Passwall (PHB.264) is immune to this effect for 24 hours. The creature is Wall of Stone (PHB.287) aware of this effect before it makes the attack. Swamp Circle of the Moon Druid Level Circle Spells Combat Wild Shape Darkness (PHB.230) 3rd At 2nd level, you can use Wild Shape on your turn as a Melf’s Acid Arrow (PHB.259) bonus action. Additionally, while you are transformed Water Walk (PHB.287) 5th by Wild Shape. you can use a bonus action to expend a Stinking Cloud (PHB.278) spell slot to regain 1d8 hit points per spell slot level. Freedom of Movement (PHB.244) 7th Locate Creature (PHB.256) Circle Forms Insect Plague (PHB.254) At 2nd level, you can use your Wild Shape to transform 9th Scrying (PHB.273) into a beast with a challenge rating as high as 1. At 6th level, you can transform into a beast with a Underdark challenge rating as high as your druid level divided by 3, Druid Level Circle Spells rounded down. (PHB.277) 3rd Spider Climb Primal Strike Web (PHB.287) At 6th level, your attacks in beast form count as magical. 5th Gaseous Form (PHB.244) Stinking Cloud (PHB.278) Elemental Wild Shape 7th Greater Invisibility (PHB.246) At 10th level, you can expend two uses of Wild Shape to Stone Shape (PHB.278) transform into an air, earth, fire, or water elemental. 9th Cloudkill (PHB.222) Thousand Forms Insect Plague (PHB.254) At 14th level, you can cast the alter self spell at will. Land’s Stride At 6th level, moving through nonmagical difficult terrain cost you no extra movement. You may also walk through nonmagical plants without being slowed or taking damage. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement.

PAGE 14 Druidic Spells

Cantrips (0 Level) 2nd Level 4th Level 6th Level Control Flames EE .16 Animal Messenger Blight PHB .219 Bones of the Earth EE .15 Create BonfireEE .16 PHB .212 Confusion PHB .224 Conjure Fey PHB .226 Druidcraft PHB .236 Barkskin PHB .217 Conjure Minor Find the Path PHB .240 Frostbite EE .18 Beast Sense PHB .217 Elementals PHB .226 Heal PHB .250 Guidance PHB .248 Darkvision PHB .230 Conjure Woodland Heroes’ Feast PHB .250 Gust EE .19 Dust Devil EE .17 Beings PHB .226 Investiture of Flame Magic Stone EE .20 Earthbind EE .17 Control Water PHB .227 EE .19 Mending PHB .259 Enhance Ability PHB .237 Dominate Beast PHB .234 Investiture of Ice EE .19 Mold Earth EE .21 Find Traps PHB .241 Elemental Bane EE .17 Investiture of Stone Poison Spray PHB .266 Flame Blade PHB .242 Freedom of Movement EE .19 Produce Flame PHB .269 Flaming Sphere PHB .242 PHB .244 Investiture of Wind EE .20 Resistance PHB .272 Gust of Wind PHB .248 Giant Insect PHB .245 Move Earth PHB .263 Shape Water EE .21 Heat Metal PHB .250 Grasping Vine PHB .246 Primordial Ward EE .21 Shillelagh PHB .275 Hold Person PHB .251 Hallucinatory Terrain Sunbeam PHB .279 Thorn Whip PHB .282 Lesser Restoration PHB .249 Transport via Plants Thunderclap EE .22 PHB .255 Ice Storm PHB .252 PHB .283 Locate Animals or Locate Creature PHB .256 Wall of Thorns PHB .287 1st Level Plants PHB .256 Polymorph PHB .266 Wind Walk PHB .288 Absorb Elements EE .15 Locate Object PHB .256 Stone Shape PHB .278 Animal Friendship Moonbeam PHB .261 Stoneskin PHB .278 7th Level PHB .212 Pass without Trace Wall of Fire PHB .285 Fire Storm PHB .242 Beast Bond EE .15 PHB .264 Watery Sphere EE .23 Mirage Arcane PHB .260 Charm Person PHB .221 Protection from Poison Plane Shift PHB .266 Create or Destroy Water PHB .270 5th Level Regenerate PHB .271 PHB .229 Skywrite EE .22 Antilife Shell PHB .213 Reverse Gravity PHB .272 Cure Wounds PHB .230 Spike Growth PHB .277 Awaken PHB .216 Whirlwind EE .24 Detect Magic PHB .231 Warding Wind EE .23 Commune with Nature Detect Poison and PHB .224 8th Level Disease PHB .231 3rd Level Conjure Elemental Animal Shapes PHB .212 Earth Tremor EE .17 Call Lightning PHB .220 PHB .225 Antipathy/Sympathy Entangle PHB .238 Conjure Animals PHB .225 Contagion PHB .227 PHB .214 Faerie Fire PHB .239 Daylight PHB .230 Control Winds EE .16 Control Weather PHB .228 Fog Cloud PHB .243 Dispel Magic PHB .234 Geas PHB .244 Earthquake PHB .236 Goodberry PHB .246 Erupting Earth EE .17 Greater Restoration Feeblemind PHB .239 Healing Word PHB .250 Feign Death PHB .240 PHB .246 Sunburst PHB .279 Ice Knife EE .19 Flame Arrows EE .18 Insect Plague PHB .254 Tsunami PHB .284 Jump PHB .254 Meld into Stone PHB .259 Maelstrom EE .20 9th Level Longstrider PHB .256 Plant Growth PHB .266 Mass Cure Wounds Foresight PHB .244 Purify Food and Drink Protection from Energy PHB .258 Shapechange PHB .274 PHB .270 PHB .270 Planar Binding PHB .265 Storm of Vengeance Speak with Animals Sleet Storm PHB .276 Reincarnate PHB .271 PHB .279 PHB .277 Speak with Plants Scrying PHB .273 True Resurrection Thunderwave PHB .282 PHB .277 Transmute Rock EE .22 PHB .284 Tidal Wave EE .22 Tree Stride PHB .283 Wall of Water EE .23 Wall of Stone PHB .287 Water Breathing PHB .287 Water Walk PHB .287 Wind Wall PHB .288

PAGE 15 Great Weapon Fighting Fighter When you roll a 1 or 2 on a damage die for attacks made with two handed weapons, you can reroll that die, Hit points and must use the new roll. Hit Dice: 1d10 per fighter level Hit points at 1st Level: 10 + your Constitution modifier Protection Hit Points at Higher Level: 1d10 (or 6) + your When a creature you can see attacks a target other than Constitution modifier per fighter level after 1st you who is within 5 ft of you, you can use your reaction to impose disadvantage on the attack. You must be Proficiencies wielding a shield. Armor: All armor, shields Weapons: Simple weapons, Martial weapons Two-Weapon Fighting Tools: None While dual-wielding weapons, you can add your ability Saving Throws: Strength, Constitution modifier to the damage of the second attack Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Second Wind and Survival On your turn, you can use a bonus action to regain 1d10 + your fighter level. You must finish a short or long Equipment rest before using this feature again. You start with the following equipment: • (a) chain mail or (b) leather, longbow, and 20 arrows Action Surge • (a) a martial weapon and a shield or, At 2nd level, on your turn, you can take one additional (b) two martial weapons action on top of your regular action and a possible • (a) a light crossbow and 20 bolts or (b) two handaxes bonus action. • (a) a dungeoneer’s pack or (b) an explorers pack You must finish a short or long rest before using this feature again. Starting at 17th level, you can use it Fighting Style twice before a rest, but only once on the same turn Choose one of the following. You cannot take a Fighting Style option more than once. Ability Score Increase At 4th, 6th, 8th, 12th, 14th, 16th, and 19th level, you Archery can increase one ability score by 2, or two ability scores You gain +2 bonus to attack rolls with ranged weapons by 1. You can’t bring an ability score above 20 using Defense this feature. While wearing armor, you gain +1 bonus to AC Extra Attack Dueling At 5th level, you can attack twice, instead of once, When wielding a melee weapon in one hand and no whenever you take the Attack action on your turn. This other weapons, gain +2 bonus to attack damage rolls increases to three attacks at 11th level, and four attacks with that weapon at 20th level. Prof. Indomitable Level Bonus Features At 9th level, you can reroll a saving throw that you fail. 1st +2 Fighting Style, Second Wind If you do, you must use the new roll, and cannot use 2nd +2 Action Surge (one use) this feature again until you finish a long rest. 3rd +2 Martial Archetype You can use this feature twice between long rests at 4th +3 Ability Score Increase 13th level, and three times at 17th level. 5th +3 Extra Attack 6th +3 Ability Score Increase Martial Archetypes At 3rd level, you choose an archetype of combat. It 7th +3 Martial Archetype feature grants bonuses at 3rd, 7th, 10th, 15th, and 18th levels. 8th +3 Ability Score Increase Battle Master 9th +4 Indomitable (one use) Combat Superiority 10th +4 Martial Archetype Feature At 3rd level, you gain maneuvers that are fueled by 11th +4 Extra Attack (2) superiority dice. 12th +4 Ability Score Increase Maneuvers: You learn three maneuvers of your 13th +5 Indomitable (two uses) choice, from the list below. You can only use one maneuver per attack. 14th +5 Ability Score Increase You learn two additional maneuvers of your choice 15th +5 Martial Archetype feature at 7th, 10th, and 15th level. Each time you learn new 16th +5 Ability Score Increase maneuvers, you may replace one you already know. Superiority Dice: You have four superiority dice, Action Surge (two uses), 17th +6 which are d8s. They are expended if you use them. You Indomitable (three uses) regain all superiority dice when you finish a short or 18th +6 Martial Archetype feature long rest. You gain another die at 7th and 15th level. 19th +6 Ability Score Increase Saving Throws: The saving throw DC is 8 + 20th +6 Extra Attack (3) Proficiency Bonus + Strength or Dexterity modifier (your choice)

PAGE 16 Maneuvers or smaller, it must make a Strength saving throw. On a Commander’s Strike: When you take the Attack failed save, you push the target up to 15 ft away. action on your turn, you can forgo one of your Rally: On your turn, you can use a bonus action and attacks and use a bonus action to direct one of your expend a superiority die to bolster the resolve of one companions to strike. When you do so, choose a of your companions. When you do so, choose a friendly friendly creature who can see or hear you and expend creature who can see or hear you. They gain temporary a superiority die. That creature can immediately use hit points equal to the superiority die roll + your its reaction to make one weapon attack, adding the Charisma modifier. superiority die to the attack’s damage roll. Riposte: When a creature misses you with a melee Disarming Attack: When you hit a creature with a attack, you can use your reaction and expend a weapon attack, you can expend a superiority die to superiority die to make a melee weapon attack against attempt to disarm it, forcing it to drop an item of your the creature. If you hit, you add the superiority die to choice that it’s holding. You add the superiority die to the attack’s damage roll. the attack’s damage roll, and the target must make a Sweeping Attack: When you hit a creature with a Strength saving throw. On a failed save, it drops the melee weapon attack, you can expend a superiority object you choose. The object lands at its feet. die to attempt to damage another creature with the Distracting Strike: When you hit a creature with same attack. Choose another creature within 5 ft a weapon attack, you can expend a superiority die to of the original target and within your reach. If the distract the creature. You add the superiority die to the original attack roll would hit the second creature, it attack’s damage roll. The next attack roll against the takes damage equal to the number you roll on your target by another has advantage if the attack is made superiority die. The damage is of the same type dealt by before the start of your next turn, the original attack, Evasive Footwork: When you move, you can expend Trip Attack: When you hit a creature with a weapon a superiority die, rolling the die and adding the number attack, you can expend a superiority die to attempt to rolled to your AC until you stop moving, knock the target down. You add the superiority die to Feinting Attack: You can expend a superiority die the attack’s damage roll, and if the target is Large or and use a bonus action on your turn to feint, choosing smaller, it must make a Strength saving throw. On a one creature within 5 ft of you as your target. You have failed save, you knock the target prone. advantage on your next attack roll against that creature during this turn. If that attack hits, add the superiority Student of War die to the attack’s damage roll. At 3rd level, you gain proficiency with one type of Goading Attack: When you hit a creature with a artisan’s tools of your choice weapon attack, you can expend a superiority die to Know Your Enemy attempt to goad the target into attacking you. You add At 7th level, if you spend at least 1 minute observing the superiority die to the attack’s damage roll, and the or interacting with another creature outside combat, target makes a Wisdom saving throw. On a failed save, you learn certain information about its capabilities the target has disadvantage on all attack rolls against compared to your own. The DM tells you if the creature targets other than you until the end of your next turn. is your equal, superior, or inferior in regard to two of Lunging Attack: When you make a melee weapon the following characteristics of your choice: attack on your turn, you can expend a superiority die to Strength score, Dexterity score, Constitution score, increase your reach for that attack by 5 ft. If you hit, you Armor Class, Current Hit points, total class levels (if add the superiority die to the attack’s damage roll. any), or Fighter class levels (if any). Maneuvering Attack: When you hit a creature with a weapon attack, you can expend a superiority die to maneuver one of your comrades into a more Champion advantageous position. Add the superiority die to the Improved Critical attack’s damage roll, and you choose a friendly creature Your weapon attacks score a critical on a 19 or 20. who can see or hear you. That creature can use its reaction to move up to half its speed without provoking Remarkable Athlete opportunity attacks from the target of your attack. At 7th level, you can add half your proficiency bonus Menacing Attack: When you hit a creature with a (round up) to any Strength, Dexterity, or Constitution weapon attack, you can expend a superiority die to check you make that you aren’t proficient in. attempt to frighten the target. You add the superiority In addition, when you make a running long jump, the die to the attack’s damage roll, and the target must distance you can cover increases by a number of feet make a Wisdom saving throw. On a failed save, it is equal to your Strength modifier. frightened of you until the end of your next turn. Parry: When another creature damages you with a Additional Fighting Style melee attack, you can use your reaction and expend a At 10th level, you can choose a second Fighting Style. superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier, Superior Critical Precision Attack: When you make a weapon attack At 15th level, your weapon attacks score a critical on an roll against a creature, you can expend a superiority die attack roll of 18-20. to add it to the roll. You can use this maneuver before or Survivor after making the attack roll, but before any effects of the At 18th level, at the start of each of your turns, you attack are applied. regain hit points equal to 5 + your Constitution modifier Pushing Attack: When you hit a creature with a if you have no more than half your hit points. You don’t weapon attack, you can expend a superiority die to gain this benefit if you have 0 hit points. attempt to drive the target back. Add the superiority die to the attack’s damage roll, and if the target is Large

PAGE 17 Eldritch Knight Weapon Bond At 3rd level, your learn a ritual to create a bond between Spellcasting you and a weapon. You perform this ritual over the At 3rd level, you gain the ability to cast spells. course of 1 hour, which can be done during a short rest. Cantrips: You learn two cantrips of your choice from The weapon must be within your reach throughout the the wizard spell list. You learn an additional wizard ritual, at the conclusion of which you forge the bond. cantrip of your choice at 10th level. Once you have bonded with a weapon, you can’t be Spell Slots: The Eldritch Knight Spellcasting table disarmed of that weapon unless incapacitated. If it’s on shows how many spell slots you have to cast your the same plane of existence, you can summon it to your spells of 1st level and higher. To cast one of these spells, hand as a bonus action. you expend a slot of the spell’s level or higher. You You can have up to two bonded weapons, but can only regain all spell slots when you finish a long rest. summon one at a time with your bonus action. If you Spells Known of 1st-Level and Higher: You know attempt to bond with a third weapon, you must break three 1st level wizard spells of your choice, two of the bond with one of the other two. which you must choose from the abjuration and evocation spells on the wizard spell list. War Magic The following table shows when you learn more spells At 7th level, when you use your action to cast a cantrip, of 1st level or higher. Each of these spells must be an you can make one weapon attack as a bonus action. abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. Eldritch Strike The spells you learn at 8th, 14th, and 20th level can At 10th level, when you hit a creature with a weapon come from any school of magic. attack, it has disadvantage on the next saving throw it Whenever you gain a level in this class, you can makes against a spell you cast before the end of your replace one of the spells you know with another spell next turn. of your choice from the wizard spell list. The new spell Arcane Charge must be of a level for which you have spell slots, and it At 15th level, you can the ability to teleport up to 30 ft must be an abjuration or evocation spell, unless you’re to an unoccupied space you can see when you use replacing the spell you gained at 8th, 14th, or 20th level. your Action Surge. You can teleport before or after the Spellcasting Ability: Intelligence is your spellcasting additional action. ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In Improved War Magic addition, you use your Intelligence modifier when At 18th level, when you use your action to cast a spell, setting the saving throw DC for a wizard spell you cast you can make one weapon attack as a bonus action. and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Purple Dragon Knight (scag) Intelligence modifier Restriction: Knighthood Purple Dragon Knights are tied to a specific order of Spell attack modifier = your proficiency bonus + your Cormyrean knighthood. Intelligence modifier Banneret serves as the generic term for this archetype Eldritch Knight Table if you use it in other campaign settings, or to model warlords other than Purple Dragon Knights. Fighter Spells Level 0th Knwn 1st 2nd 3rd 4th Rallying Cry At 3rd level, when you use your Second Wind feature, 3rd 2 3 2 — — — you can choose up to three creature within 60 ft of you 4th 2 4 3 — — — that are allied with you. Each gains hit points equal to 5th 2 4 3 — — — your fighter level, providing they can see or hear you. 6th 2 4 3 — — — Royal Envoy 7th 2 5 4 2 — — At 7th level, you gain proficiency in Persuasion. If you are already proficient in it, you gain proficiency in 8th 2 6 4 2 — — one of the following of your choice: Animal Handling, 9th 2 6 4 2 — — Insight, Intimidation, or Performance. 10th 3 7 4 3 — — Your proficiency bonus is doubled for any checks you 11th 3 8 4 3 — — make that uses Persuasion. 12th 3 8 4 3 — — Inspiring Surge 13th 3 9 4 3 3 — At 10th level, when you use your Action Surge, you can choose one allied creature with 60 ft. That creature 14th 3 10 4 3 3 — can make one melee or ranged weapon attack with its 15th 3 10 4 3 3 — reaction, provided that it can see or hear you. At 17th 16th 3 11 4 3 3 — level, you can choose two allies, rather than one. — 17th 3 11 4 3 3 Bulwark 18th 3 11 4 3 3 — At 15th level, when you use Indomitable Will to reroll 19th 3 12 4 3 3 1 an Intelligence, Wisdom, or Charisma saving throw and you aren’t incapacitated, you can choose one ally within 20th 3 13 4 3 3 1 60 ft of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

PAGE 18 Eldritch Knight Spells bold and asterix denote abjuration or evocation

Cantrips (0 Level) Identify PHB .252 Melf’s Acid Arrow* Remove Curse* PHB .271 Acid Splash PHB .211 Illusory Script PHB .252 PHB .259 Sending* PHB .274 Blade Ward* PHB .218 Jump PHB .254 Mirror Image PHB .260 Sleet Storm PHB .276 Booming Blade* Longstrider PHB .256 Misty Step PHB .260 Slow PHB .277 SCAG .142 Mage Armor* PHB .256 Nystul’s Magic Aura Stinking Cloud PHB .278 Chill Touch PHB .221 Magic Missile* PHB .257 PHB .263 Tidal Wave EE .22 Control Flames EE .16 Protection from Evil Phantasmal Force Tongues PHB .283 Create BonfireEE .16 and Good* PHB .270 PHB .264 Vampiric Touch PHB .285 Dancing Lights* PHB .230 Ray of Sickness PHB .271 Pyrotechnics EE .21 Wall of Sand* EE .23 Fire Bolt* PHB .242 Shield* PHB .275 Ray of Enfeeblement Wall of Water* EE .23 Friends PHB .244 Silent Image PHB .276 PHB .271 Water Breathing PHB .287 Frostbite* EE .18 Sleep PHB .276 Rope Trick PHB .272 Green-Flame Blade* Tasha’s Hideous Scorching Ray* PHB .273 4th Level SCAG .143 Laughter PHB .280 See Invisibility PHB .274 Arcane Eye PHB .214 Gust EE .19 Tenser’s Floating Disk Shatter* PHB .275 Banishment* PHB .217 Light* PHB .255 PHB .282 Skywrite EE .22 Blight PHB .219 Lightning Lure* Thunderwave* PHB .282 Snilloc’s Snowball Confusion PHB .224 SCAG .143 Unseen Servant PHB .284 Swarm* EE .22 Conjure Minor Mage Hand PHB .256 Witch Bolt* PHB .289 Spider Climb PHB .277 Elementals PHB .226 Mending PHB .259 Suggestion PHB .279 Control Water PHB .227 Message PHB .259 2nd Level Web PHB .287 Dimension Door PHB .233 Minor PHB .260 Aganazzar’s Scorcher* Elemental Bane EE .17 Mold Earth EE .21 EE .15 3rd Level Evard’s Black Tentacles Poison Spray PHB .266 Alter Self PHB .211 Animate Dead PHB .212 PHB .238 Prestidigitation PHB .267 Arcane Lock* PHB .215 Bestow Curse PHB .218 Fabricate PHB .239 Ray of Frost* PHB .271 Blindness/Deafness Blink PHB .219 Fire Shield* PHB .242 Shape Water EE .21 PHB .219 Clairvoyance PHB .222 Greater Invisibility Shocking Grasp* Blur PHB .219 Counterspell* PHB .228 PHB .246 PHB .275 Cloud of Daggers PHB .222 Dispel Magic* PHB .234 Hallucinatory Terrain Sword Burst SCAG .143 Continual Flame* Erupting Earth EE .17 PHB .249 Thunderclap* EE .22 PHB .227 Fear PHB .239 Ice Storm* PHB .252 True Strike PHB .284 Crown of Madness Feign Death PHB .240 Leomund’s Secret Chest PHB .229 Fireball* PHB .241 PHB .254 1st Level Darkness* PHB .230 Flame Arrows EE .18 Locate Creature PHB .256 Absorb Elements* EE .15 Darkvision PHB .230 Fly PHB .243 Mordenkainen’s Faithful Alarm* PHB .211 Detect Thoughts PHB .231 Gaseous Form PHB .244 Hound PHB .261 Burning Hands* PHB .220 Dust Devil EE .17 Glyph of Warding* Mordenkainen’s Catapult EE .15 Earthbind EE .17 PHB .245 Private Sanctum* Charm Person PHB .221 Enlarge/Reduce PHB .237 Haste PHB .250 PHB .262 Chromatic Orb* PHB .221 Flaming Sphere PHB .242 Hypnotic Pattern PHB .252 Otiluke’s Resilient Color Spray PHB .222 Gentle Repose PHB .245 Leomund’s Tiny Hut* Sphere* PHB .264 Comprehend Languages Gust of Wind* PHB .248 PHB .255 Phantasmal Killer PHB .224 Hold Person PHB .251 Lightning Bolt* PHB .255 PHB .265 Detect Magic PHB .231 Invisibility PHB .254 Magic Circle* PHB .256 Polymorph PHB .266 Disguise Self PHB .233 Knock PHB .254 Major Image PHB .258 Stone Shape PHB .278 Earth Tremor* EE .17 Levitate PHB .255 Melf’s Minute Meteors* Stoneskin* PHB .278 Expeditious Retreat Locate Object PHB .256 EE .20 Storm Sphere* EE .22 PHB .238 Magic Mouth PHB .257 Nondetection* PHB .263 Vitriolic Sphere* EE .23 False Life PHB .239 Magic Weapon PHB .257 Phantom Steed PHB .265 Wall of Fire* PHB .285 Feather Fall PHB .239 Maximilian’s Earthen Protection from Watery Sphere EE .23 Find Familiar PHB .240 Grasp EE .20 Energy* PHB .270 Fog Cloud PHB .243 Grease PHB .246 Ice Knife EE .19

PAGE 19 Prof. Martial Ki Unarmored Level Bonus Arts Points Movement Features 1st +2 1d4 — — Unarmored Defense, Martial Arts 2nd +2 1d4 2 +10ft Ki, Unarmored Movement 3rd +2 1d4 3 +10ft Monastic Tradition, Deflect Missiles 4th +2 1d4 4 +10ft Ability Score Improvement, Slow Fall 5th +3 1d6 5 +10ft Extra Attack, Stunning Strike 6th +3 1d6 6 +15ft Ki-Empowered Strikes, Monastic Tradition feature 7th +3 1d6 7 +15ft Evasion, Stillness of Mind 8th +3 1d6 8 +15ft Ability Score Improvement 9th +4 1d6 9 +15ft Unarmored Movement Improvement 10th +4 1d6 10 +20ft Purity of Body 11th +4 1d8 11 +20ft Monastic Tradition feature 12th +4 1d8 12 +20ft Ability Score Improvement 13th +5 1d8 13 +20ft Tongue of the Sun and Moon 14th +5 1d8 14 +25ft Diamond Soul 15th +5 1d8 15 +25ft Timeless Body 16th +5 1d8 16 +25ft Ability Score Improvement 17th +6 1d10 17 +25ft Monastic Tradition feature 18th +6 1d10 18 +30ft Empty Body 19th +6 1d10 19 +30ft Ability Score Improvement 20th +6 1d10 20 +30ft Perfect Self

Monk Ki At 2nd level, you gain access to Ki Points. You can Hit points spend these to use various features. When you use a Ki Hit Dice: 1d8 per monk level point, it is unavailable until you finish a short or long Hit points at 1st Level: 8 + your Constitution modifier rest. You must spend at least 30 minutes of the rest Hit Points at Higher Level: 1d8 (or 5) + your meditating to regain your ki points. Constitution modifier per monk level after 1st Ki Save DC = 8 + your proficiency bonus Proficiencies + your Wisdom modifier Armor: None Weapons: Simple weapons, shortswords Flurry of Blows Tools: Choose one type of artisan’s tools or Immediately after taking the attack action on your turn, one musical instrument you can spend 1 ki point to make two unarmed strikes Saving Throws: Strength, Dexterity as a bonus action. Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth Patient Defense You can spend 1 ki point to take the Dodge action as a Equipment bonus action on your turn. You start with the following equipment: • (a) a shortsword or (b) any simple weapon Step of the Wind • (a) a dungeoneer’s pack or (b) an explorer’s pack You can spend 1 ki point to take the Disengage or Dash • 10 darts action as a bonus action on your turn, and your jump distance is doubled for the turn. Unarmored Defense At 1st level, while wearing no armor and not wielding Unarmored Movement a shield, your AC equals 10 + your Dexterity modifier + At 2nd level, your speed increases by 10 ft while not your Wisdom modifier wearing armor or wielding a shield. This increases as you gain monk levels. Martial Arts At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling At 1st level, you gain the following benefits while you during the move. are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, when making an attack with unarmed strike or monk weapons: Deflect Missiles You can use Dexterity instead of Strength for the At 3rd level, you can use your reaction to deflect or attack and damaged rolls. You can roll a d4 in place of catch a missile when you are hit by a ranged weapon the normal damage. This increases as you gain monk attack. When you do, the damage is reduced by 1d10 + levels. When you use the attack action on your turn, you your Dexterity modifier + your monk level. can make one unarmed strike as a bonus action.

PAGE 20 If you reduce the damage to 0, you can catch it if it is Empty Body small enough for you to hold in one hand, and you have a hand free. If you catch a missile in this way, you can At 18th level, you can use your action to spend 4 ki spend 1 ki point to make a ranged weapon attack with points to become invisible for 1 minute. During that the weapon or ammunition you caught, as part of the time, you also have resistance to all but force damage. same reaction. You make this attack with proficiency, Additionally, you can spend 8 ki points to cast the Astral and the missile counts as a monk weapon for the attack. Projection (PHB.215) spell, without needing material The range of this attack is 20/60 ft. components, targeting only yourself.

Ability Score Increase Perfect Self At 4th, 8th, 12th, 16th, and 19th level, you can increase At 20th level, when you roll initiative, and have no ki one ability score by 2, or two ability scores by 1. You points remaining, you regain 4 ki points. can’t bring an ability score above 20 using this feature. Monastic Tradition Slow Fall At 3rd level, you choose a monastic tradition. It grants At 4th level, you can use your reaction to reduce any bonuses at 3rd, 6th, 11th, and 17th level. falling damage you take by an amount equal to five times your monk level. Way of the Open Hand Open Hand Technique Extra Attack At 3rd level, whenever you hit a creature with one of At 5th level, you can attack twice, instead of once, the attacks granted by your Flurry of Blows, you can whenever you take the Attack action on your turn. impose one of the following effects on that target: • It must succeed on a Dexterity saving throw or be Stunning Strike knocked prone. • It must succeed on a Strength saving throw, or be At 5th level, when you hit another creature with a pushed up to 15 ft away from you. melee weapon attack, you can spend 1 ki point to • It can’t take reactions until the end of your next turn. attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of Wholeness of Body your next turn. At 6th level, you can use an action to regain hit points equal to three times your monk level. You must finish a Ki-Empowered Strikes long rest before you can use this feature again. At 6th level, your unarmed strikes count as magical. Tranquility At 11th level, at the end of a long rest, you gain the Evasion effect of aSanctuary (PHB .272) spell that lasts until the start of your next long rest (the spell can end early At 7th level, when you are subjected to an effect that as normal). The saving throw DC is equal to 8 + your allows you to make a Dexterity save to take only half Wisdom modifier + your proficiency bonus. damage, you instead take no damage if you succeed, and half if you fail. Quivering Palm At 17th level, when you hit a creature with an unarmed Stillness of Mind strike, you can spend 3 ki points to start imperceptible vibrations, which last for a number of days equal to At 7th level, you can use your action to end one effect your monk level. They are harmless unless you use on yourself. your action to end them. To do so, you must be on the same plane of existence. When you use this action, the Purity of Body creature must make a Constitution saving throw. If it At 10th level, you are immune to disease and poison. fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can only have one creature under the effect of this Tongue of the Sun and Moon feature at a time. You can choose to end the vibrations At 13th level, you understand all spoken languages. harmlessly without using an action. Additionally, any creature who can understand a language can understand you. Way of Shadow Shadow Arts Diamond Soul At 3rd level, you can spend 2 ki points to cast Darkness At 14th level, you gain proficiency in all saving throws. (PHB .230), Darkvision (PHB .230), Pass Without Trace Additionally, if you make a saving throw and fail, you (PHB .264), or Silence (PHB .275), without providing can spend 1 ki point to reroll it and use the result. material components. Additionally, you know the Minor Illusion (PHB .260) cantrip. Timeless Body Shadow Step At 6th level, when in dim light or darkness, as a bonus At 15th level, you suffer none of the frailty of old age, action you can teleport up to 60 ft to an unoccupied and you can’t be aged magically. You can still die of old space you can see that is also in dim light or darkness. age. Additionally, you no longer need food or water. You then have advantage on the first melee attack you make before the end of the turn.

PAGE 21 Cloak of Shadows Fist of Unbroken Air. As an action, you can spend At 11th level, when you are in dim light or darkness, 2 ki points and choose a creature within 30 ft of you. you can use your action to become invisible. You remain That creature must make a Strength saving throw. On invisible until you make an attack, cast a spell, or are in a failed save, the creature takes 3d10 bludgeoning an area of bright light. damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push Opportunist the creature up to 20 ft away from you and knock it At 17th level, whenever a creature within 5 ft of you is prone. On a successful save, the creature takes half as hit by an attack made by a creature other than you, you much damage, and it isn’t knocked away or prone. can use your reaction to make a melee attack against Flames of the Phoenix (11TH LEVEL REQUIRED). You that creature. can spend 4 ki points to cast Fireball (PHB .241). Gong of the Summit (6TH LEVEL REQUIRED). You can Way of the Four Elements spend 3 ki points to cast Shatter (PHB .275). Mist Stance (11TH LEVEL REQUIRED). You can spend 4 Discipline of the Elements ki points to cast Gaseous Form (PHB .244) on yourself. At 3rd level, you know the Elemental Attunement Ride the Wind (11TH LEVEL REQUIRED). You can spend discipline and one other elemental discipline of your 4 ki points to cast Fly (PHB .243) on yourself. choice. You learn an additional elemental discipline of River of Hungry Flame (17TH LEVEL REQUIRED). You your choice at 6th, 11th, and 17th level. can spend 5 ki points to cast Wall of Fire (PHB .285). Whenever you learn a new elemental discipline, you Rush of the Gale Spirits. You can spend 2 ki points can also replace one that you already know. to cast Gust of Wind (PHB .248). Casting Elemental Spells. Some elemental Shape the Flowing River. As an action, you can disciplines allow you to cast spells. You don’t need to spend 1 ki point to choose an area of ice or water no provide material components for these spells. larger than 30 ft on a side within 120 ft of you. You can At 5th level, you can spend additional ki points to change the water to ice and vise versa, and you can increase the level of an elemental spell you cast. The reshape ice in the area in any manner to you choose. spell’s level is increase by 1 for each additional ki point The extent of such changes can’t exceed half the area’s you spend. largest dimension. You can’t shape the ice to trap or The maximum number of ki points you can spend to injure a creature in the area. cast a spell in this way (including the base ki point cost Sweeping Cinder Strike. You can spend 2 ki points to and any additional ki points spent to increase its level) is cast Burning Hands (PHB .220). determined by your monk level, as per the table below. Water Whip. You can spend 2 ki points as an action Monk level Maximum Ki Points for a Spell to create a whip of water. A creature that you can 5th - 8th 3 see within 30 ft of you must make a Dexterity saving throw. On a failed save, it takes 3d10 bludgeoning 9th - 12th 4 damage, plus an extra 1d10 bludgeoning damage for 13th - 16th 5 each additional ki point you spend, and you can either 17th - 20th 6 knock it prone or pull it up to 25 ft closer to you. On a successful save, it takes half as much damage, and isn’t Elemental Disciplines pulled or knocked prone. Breath of Winter (17TH LEVEL REQUIRED). You can Wave of Rolling Earth (17TH LEVEL REQUIRED). You can spend 6 ki points to cast Cone of Cold (PHB.224). spend 6 ki points to cast Wall of Stone (PHB .287). Clench of the North Wind (6TH LEVEL REQUIRED). You can spend 3 ki points to cast Hold Person (PHB .251). Way of the Long Death (scag .130) Elemental Attunement. You can use your action to cause one of the following effects of your choice: Touch of Death • Create a harmless, instantaneous sensory effect At 3rd level, when you reduce a creature within 5 ft of related to air, earth, fire, or water. you to 0 hit points, you gain temporary hit points equal • Instantaneously light or snuff out a candle, a torch, to your Wisdom modifier + your monk level (minimum or a small campfire. of 1 temporary hit point). • Chill or warm up to 1 pound of nonliving material for up to 1 hour. Hour of Reaping • Cause earth, fire, water, or mist that can fit inside At 6th level, you gain the ability to unsettle or terrify a 1-foot cube to shape itself into a crude form you those around you. When you take this action, each designate for 1 minute. creature within 30 ft of you that can see you must Eternal Mountain Defence (17TH LEVEL REQUIRED). succeed on a Wisdom saving throw or be frightened of You can spend 5 ki points to cast Stoneskin (PHB.278) you until the end of your next turn. on yourself. Mastery of Death Fangs of the Fire Snake. When you use the attack At 11th level, when reduced to 0 hit points, you can action on your turn, you can spend 1 ki point to cause expend 1 ki point (no action required) to have 1 hit tendrils of flame to stretch out from your fists and point instead. feet. Your reach with unarmed strikes increases by 10 ft for that action, as well as the rest of the turn. A Touch of the Long Death hit with such an attack deals fire damage instead of At 17th level, as an action, you touch one creature bludgeoning damage, and if you spend 1 ki point when within 5 ft of you, and expend 1 to 10 ki points. The the attack hits, it deals an extra 1d10 fire damage. target must make a Constitution saving throw. On a Fist of Four Thunders. You can spend 2 ki points to failed save, it takes 2d10 necrotic damage, or half as cast Thunderwave (PHB .282). much on a success.

PAGE 22 Way of the Sun Soul (scag .131) Searing Sunburst At 11th level, as an action, you create an orb and hurl it at a point you choose within 150 ft. Each creature in Radiant Sun Bolt a 20 ft-radius sphere must succeed on a Constitution At 3rd level, you gain a ranged spell attack that you can saving throw or take 2d6 radiant damage. use with the Attack action. The attack has a range of A creature doesn’t need to make the save if the 30 ft. You can proficient with it, and add your Dexterity creature is behind total cover that is opaque. You can modifier to its attack and damage rolls. Its damage is increase the sphere’s damage by spending ki points. radiant, and its damage die is a d4. This changes as you Each point you spend, up to a maximum of 3, increases gain monk levels, as per the Martial Arts column of the the damage by 2d6. monk table. Sun Shield Searing Arc Strike At 17th Level, shed bright light in a 30 ft radius and At 6th level, immediately after you take the Attack dim light for an additional 30 ft. You can extinguish or action on your turn, you can spend 2 ki points to cast restore the light as a bonus action. (PHB.220) Burning Hands as a bonus action. If a creature hits you with melee while this light You can spend additional ki points to cast it at a higher shines, you can use your reaction to deal radiant level. Each additional ki point you spend increases the damage to the creature. The damage equals 5 + your spell’s level by 1. The maximum number of ki points (2 Wisdom modifier. plus any additional points) that you can spend equals half your monk level (round down)

PAGE 23 Prof. Level Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Divine Sense, Lay on Hands — — — — — 2nd +2 Fighting Style, Spellcasting, Divine Smite 2 — — — — 3rd +2 Divine Health, Sacred Oath 3 — — — — 4th +3 Ability Score Increase 3 — — — — 5th +3 Extra Attack 4 2 — — — 6th +3 Aura of Protection 4 2 — — — 7th +3 Sacred Oath Feature 4 3 — — — 8th +3 Ability Score Improvement 4 3 — — — 9th +4 — 4 3 2 — — 10th +4 Aura of Courage 4 3 2 — — 11th +4 Improved Divine Smite 4 3 3 — — 12th +4 Ability Score Improvement 4 3 3 — — 13th +5 — 4 3 3 1 — 14th +5 Cleansing Touch 4 3 3 1 — 15th +5 Sacred Oath Feature 4 3 3 2 — 16th +5 Ability Score Improvement 4 3 3 2 — 17th +6 — 4 3 3 3 1 18th +6 Aura Improvement 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Sacred Oath Feature 4 3 3 3 2

Defense Paladin While wearing armor, you gain +1 bonus to AC. Hit Points Dueling Hit Dice: 1d10 per paladin level When wielding a melee weapon in one hand and no Hit Points at 1st level: 10 + your Constitution modifier other weapons, gain +2 bonus to attack damage rolls Hit Points at Higher levels: 1d10 (or 8) + your with that weapon. Constitution modifier per paladin level after 1st Great Weapon Fighting Proficiencies When you roll a 1 or 2 on a damage die for attacks Armor: All armor, shields made with two handed weapons, you can reroll that die, Weapons: Simple weapons, martial weapons and must use the new roll. Saving Throws: Wisdom, Charisma Skills: Choose two from Athletics, Insight, Intimidation, Protection Medicine, Persuasion, and Religion When a creature you can see attacks a target other than you who is within 5 ft of you, you can use your reaction Equipment to impose disadvantage on the attack. You must be You start with the following equipment: wielding a shield. • (a) a martial weapon and a shield or (b) two martial weapons Divine Sense • (a) five javelins or(b) any simple melee weapon • (a) a priest’s pack or (b) an explorer’s pack As an action, you can detect good and evil. Until the end • Chain mail and a holy symbol of your next turn, you know the location of any celestial, fiend, or undead within 60 ft of you that is not behind total cover. You know the type of any these beings, but Lay on Hands not its identity. You also detect the presence of any You have a pool of healing power, with points equal to place or object that has been consecrated or desecrated. 5 times your paladin level. As an action, you can touch You can use this feature a number of times equal to 1 a creature and draw from the pool, healing them for up + your Charisma modifier. When you finish a long rest, to the remaining points in the pool. Alternatively, you you regain all uses. can spend 5 points from the pool to cure the target of one disease or neutralize one poison affecting it. You Spellcasting can cure multiple diseases and poisons in one use, expending the points separately for each one. At 2nd level, you have learned to cast divine magic. This feature has no effect on undead and constructs. Preparing And Casting Spells The Paladin table shows how many spell slots you have Fighting Style of 1st level and higher. Casting spells expends a slot of Choose one of the following. You cannot take a Fighting the spell’s level or higher. You regain all spell slots when Style option more than once. you take a long rest.

PAGE 24 You prepare a list of paladin spells that are available You can use this feature a number of times equal to for you to cast, choosing from all paladin spells. When your Charisma modifier (min 1). You regain uses when you do, choose a number of paladin spells equal to your you finish a long rest. Charisma modifier + half your paladin level, rounded down (min 1). The spells must be of a level for which Aura Improvement you have spell slots. Casting the spell doesn’t remove it from your list of prepared spells. At 18th level, the range of all of your auras are You can change your prepared spells when you finish increased to 30 ft. a long rest. Changing spells requires time: at least 1 minute per spell level for each spell on your list. Sacred Oath At 3rd level, you swear an oath that binds you as a Spellcasting Ability paladin forever. It grants bonuses at 3rd, 7th, 15th, and Charisma is your spellcasting ability for paladin spells. 20th level. = 8 + proficiency bonus Spell Save DC Oath Spells + Charisma modifier Each oath has a list of oath spells that you gain at the Spell Attack Modifier= proficiency bonus noted level. Oath spells are always prepared, and don’t + Charisma modifier account against the number of spells you can prepare each day. These spells count as paladin spells. Spellcasting Focus Your holy symbol is a spellcasting focus for paladin spells. Channel Divinity Your oath allows you to channel divine energy. When you use your Channel Divinity, you choose which option Divine Smite to use. You must then finish a short or long rest to use At 2nd level, when you hit a creature with a melee it again. weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the Oath of Devotion weapon’s damage. The extra damage is 2d8 for a 1st- level spell slot, plus 1d8 for each spell level higher than Paladin 1st, to a maximum of 5d8. The damage increases by Level Spells 1d8 if the target is an undead or a fiend. 3rd Protection from Evil and Good (PHB.270), Sanctuary (PHB.272) Divine Health 5th Lesser Restoration (PHB.255), Zone of Truth (PHB.289) At 3rd level, you are immune to disease. 9th Beacon of Hope (PHB.217), Ability Score Increase Dispel Magic (PHB.234) 13th Freedom of Movement (PHB.244), At 4th, 8th, 12th, 16th, and 19th level, you can increase Guardian of Faith (PHB.246) one ability score by 2, or two ability scores by 1. You 17th Commune (PHB.223), can’t bring an ability score above 20 using this feature. Flame Strike (PHB.242) Extra Attack Channel Divinity Sacred Weapon. As an action, you can imbue one At 5th level, you can attack twice, instead of once, weapon you’re holding with Channel Divinity. For 1 whenever you take the Attack action on your turn. minute, you add your Charisma modifier to attack rolls made with that weapon (min 1). It also emits bright Aura of Protection light in a 20 ft radius and dim light 20 ft beyond that. At 6th level, whenever you or a friendly creature within The weapon is considered magical for the duration. 10 ft of you makes a saving throw, the creature gains You can end this effect on your turn as a part of any a bonus to the saving throw equal to you Charisma other action. It also ends if you drop the weapon, or fall modifier (minimum of 1). You must be conscious to unconscious. grant this bonus. Turn the Unholy. As an action, you turn fiends and undead. Each fiend or undead that can see or hear you within 30 ft of you must make a Wisdom saving throw. Aura of Courage On a fail, it is turned for 1 minute or until it’s damaged. At 10th level, you and friendly creatures within 10 ft of Turned creatures must spend its turns trying to move you cant be frightened while you are conscious. away from you, and it can’t willingly move to a space within 30 ft of you. It can’t take reactions. It can use only the Dash action or try to escape from an effect that Improved Divine Smite prevents it from moving. If there’s nowhere to move, the At 11th level, whenever you hit a creature with a melee creature can use the Dodge action. weapon, it takes an extra 1d8 radiant damage. You can also use Divine Smite. Aura of Devotion At 7th level, you and friendly creatures within 30 ft of Cleansing Touch you can’t be charmed while you are conscious. At 14th level, you can use your action to end one spell Purity of Spirit on yourself or on one willing creature that you touch. At 15th level, you are always under the effects of a Protection from Evil and Good (PHB .270) spell.

PAGE 25 Holy Nimbus Oath of Vengeance At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a Paladin 30 ft radius, and dim light shines 30 ft beyond that. Level Spells Whenever a creature starts its turn in the bright 3rd Bane (PHB.216), light, it takes 10 radiant damage. In addition, you have Hunter’s Mark (PHB.251) advantage on saving throws against spells cast by 5th Hold Person (PHB.251), fiends or undead. Misty Step (PHB.260) Once you use this feature, you can’t use it again until you finish a long rest. 9th Haste (PHB.250), Protection from Energy (PHB.270) Oath of the Ancients 13th Banishment (PHB.217), Dimension Door (PHB.233) Paladin 17th Hold Monster (PHB.251), Level Spells Scrying (PHB.273) Ensnaring Strike (PHB.237), 3rd Speak with Animals (PHB.277) Channel Divinity Moonbeam (PHB.261), Abjure Enemy. As an action, choose one creature 5th Misty Step (PHB.260) within 60 ft that you can see. That creature must make Plant Growth (PHB.266), a Wisdom saving throw, unless it is immune to being 9th Protection from Energy (PHB.270) frightened. Fiends and undead have disadvantage on this saving throw. Ice Storm (PHB.252), 13th On a failed save, it is frightened for 1 minute or until it Stoneskin (PHB.278) takes any damage. While frightened, its speed is 0, and Commune with Nature (PHB.224), 17th can’t benefit from any bonus to its speed. Tree Stride (PHB.283) On a successful save, the creature’s speed is halved for 1 minute, or until it takes any damage. Channel Divinity Vow of Enmity. As a bonus action, you can target Nature’s Wrath. As an action, you can cause spectral a creature you can see within 10 ft of you. You gain vines to spring up and reach for a creature within 10 ft advantage on attack rolls against it for 1 minute, or of you that you can see. It must succeed on a Strength until it drops to 0 hit points or falls unconscious. of Dexterity throw (its choice) or be restrained. While restrained, it repeats the saving throw at the end of Relentless Avenger each of its turns. On a success, the vines vanish. At 7th level, when you hit a creature with an opportunity Turn the Faithless. As an action, you turn fey and attack, you can move up to half your speed immediately fiends. Each fiend or fey that can see or hear you within after the attack as part of the same reaction. This 30 ft of you must make a Wisdom saving throw. On a movement doesn’t provoke opportunity attacks. fail, it is turned for 1 minute or until it takes damage. Turned creatures must spend its turns trying to move Soul of Vengeance away from you, and it can’t willingly move to a space At 15th level, when the creature you targeted with Vow within 30 ft of you. It can’t take reactions. It can use of Enmity makes an attack, you can use your reaction to only the Dash action or try to escape from an effect that make a melee weapon attack against it . prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Avenging Angel If the creature’s true form is concealed by an illusion, At 20th level, using your action, you transform. For 1 shapeshifting, or other effect, that form is revealed hour, you gain the following benefits: while it is turned. • Wings sprout from your back and grant a flying speed of 60 ft. Aura of Warding • You emanate an aura of menace in a 30 ft radius. At 7th level, you and friendly creatures within 10 ft of The first time an enemy enters the aura or starts you have resistance to damage from spells. its turn there during a battle, it must succeed on a Undying Sentinel Wisdom saving throw or become frightened of you for At 15th level, when you are reduced to 0 hit points and 1 minute or until it takes damage. Attack rolls against aren’t killed outright, you can choose to drop to 1 hit the frightened creature have advantage. point instead. Once you use this ability, you can’t use it Once you use this feature, you can’t use it again until again until you finish a long rest. you finish a long rest Additionally, you suffer no drawbacks from old age, and can’t be aged magically. Elder Champion At 20th level, you can use an action to transform. For 1 minute, you gain the following benefits: • At the start of your turns, you regain 10 hit points. • Whenever you cast a paladin spell with a casting time of 1 action, you can cast it as a bonus action. • Enemy creatures within 10 ft of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. Once you use this feature, you can’t use it again until you finish a long rest.

PAGE 26 Oath of the Crown (scag .132) Oathbreaker (dmg 97).

Paladin Restriction: 3rd level and Evil Level Spells An Oathbreaker is a paladin who broke their sacred oath to pursue their dark ambitions. This replaces the 3rd Command (PHB.223), Compelled Duel (PHB.224) features specific to their Sacred Oath. 5th Warding Bond (PHB.287), Oathbreaker Spells Zone of Truth (PHB.289) An Oathbreaker loses previously gained oath spells and 9th Aura of Vitality (PHB.216), gains the following spells instead. Spirit Guardians (PHB.278) Paladin 13th Banishment (PHB.217), level Spells Guardian of Faith (PHB.246) 3rd Hellish Rebuke (PHB.250), 17th Circle of Power (PHB.221), Inflict Wounds(PHB.253) Geas (PHB.244) 5th Crown of Madness (PHB.229), Channel Divinity Darkness (PHB.230) Champion Challenge. You issue a challenge to each 9th Animate Dead (PHB.212), creature of your choice that you can see within 30 ft Bestow Curse (PHB.218) of you must make a Wisdom saving throw. On a failed 13th Blight (PHB.219), save, it can’t willingly move more than 30 ft away from Confusion (PHB.224) you. This effect ends if you are incapacitated or die or if it moved more than 30 ft away from you. 17th Contagion (PHB.227), Dominate Person (PHB.235) Turn the Tide. As a bonus action, each creature of your choice that can hear you within 30 ft regains hit Channel Divinity points equal to 1d6 + your Charisma modifier (min 1) if Control Undead. As an action, target one undead it has no more than half of its hit points. creature you can see within 30 ft. The target must make Divine Allegiance a Wisdom saving throw, or must obey your command At 7th level, when a creature within 5 ft of you takes for the next 24 hours, or until the paladin uses this damage, you can use your reaction to take the damage feature again. An undead whose CR is equal to or instead of them. This damage cannot be reduced or greater than the your level is immune to this effect. prevented in any way. Dreadful Aspect. As an action, each creature of the your choice within 30 ft must make a Wisdom Unyielding Spirit saving throw if it can see the paladin. On a failed save, At 15th level, you have advantage on saving throws to the target is frightened for 1 minute. If a creature avoid becoming paralysed or stunned. frightened this way ends its turn more than 30 ft away Exalted Champion from the paladin, it can attempt another Wisdom saving At 20th level, you can use your action to gain the throw to end the effect. following benefits for 1 hour: Aura of hate • You have resistance to bludgeoning, piercing, and At 7th level, you and any fiends or undead within 10 ft slashing damage from nonmagical weapons. of you gain a bonus to melee weapon damage equal to • Your allies have advantage on death saving throws your Charisma modifier (min 1). A creature can benefit while within 30 ft of you. from this feature from only one paladin at a time. • You have advantage on Wisdom saving throws, as do your allies within 30 ft of you. Supernatural Resistance • This effect ends early if you are incapacitated or die. At 15th level, you gain resistance to bludgeoning, piercing, Once you use this feature you can’t use it again until in and slashing damage from nonmagical weapons. you finish a long rest. Dread Lord At 20th level, as an action surround yourself with an aura of gloom for 1 minute. Any bright light within a 30 ft radius is reduced to dim light. Whenever an enemy that is frightened of you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, creatures that rely on sight have disadvantage on attack rolls against you and creatures you choose within the aura. While this aura lasts, you can use a bonus action to make the shadows attack a creature. Make a melee spell attack against the target. If it hits, the target takes 3d10 + Charisma modifier in necrotic damage. After activating the aura, you can’t do so again until you finish a long rest.

PAGE 27 Paladin Spells

1st Level 2nd Level 4th Level Bless PHB .219 Aid PHB .211 Aura of Life PHB .216 Command PHB .223 Branding Smite PHB .219 Aura of Purity PHB .216 Compelled Duel PHB .224 Find Steed PHB .240 Banishment PHB .217 Cure Wounds PHB .230 Lesser Restoration Death Ward PHB .230 Detect Evil and Good PHB .255 Locate Creature PHB .256 PHB .231 Locate Object PHB .256 Staggering Smite Detect Magic PHB .231 Magic Weapon PHB .257 PHB .278 Detect Poison and Protection from Poison Disease PHB .231 PHB .270 5th Level Divine Favor PHB .234 Zone of Truth PHB .289 Banishing Smite PHB .216 Heroism PHB .250 Circle of Power PHB .221 Protection from Evil and 3rd Level Destructive Wave PHB .231 Good PHB .270 Aura of Vitality PHB .216 Dispel Evil and Good Purify Food and Drink Blinding Smite PHB .219 PHB .233 PHB .270 Create Food and Water Geas PHB .244 Searing Smite PHB .274 PHB .229 Raise Dead PHB .270 Shield of Faith PHB .275 Crusader’s Mantle Thunderous Smite PHB .230 PHB .282 Daylight PHB .230 Wrathful Smite PHB .289 Dispel Magic PHB .234 Elemental Weapon PHB .237 Magic Circle PHB .256 Remove Curse PHB .271 Revivify PHB .272

PAGE 28 Prof. Spells Level Bonus Features Known 1st 2nd 3rd 4th 5th 1st +2 Favored Enemy, Natural Explorer — — — — — — 2nd +2 Fighting Style, Spellcasting 2 2 — — — — 3rd +2 Ranger Archetype, Primeval Awareness 3 3 — — — — 4th +3 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — Favored Enemy and 6th +3 4 4 2 — — — Natural Explorer improvements 7th +3 Ranger Archetype feature 5 4 3 — — — 8th +3 Ability Score Improvement, Land’s Stride 5 4 3 — — — 9th +4 — 6 4 3 2 — — Natural Explorer improvement, 10th +4 6 4 3 2 — — Hide in Plain Sight 11th +4 Ranger Archetype feature 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 — 8 4 3 3 1 — 14th +5 Favored Enemy improvement, Vanish 8 4 3 3 1 — 15th +5 Ranger Archetype feature 9 4 3 3 2 — 16th +5 Ability Score Improvement 9 4 3 3 2 — 17th +6 — 10 4 3 3 3 1 18th +6 Feral Senses 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Foe Slayer 11 4 3 3 3 2

Ranger Natural Explorer Hit Points At 1st level, choose a type of favored terrain: Arctic, coast, desert, forest, grassland, mountain, swamp, or Hit Dice: 1d10 per Ranger Level the Underdark. Hit Points at 1st Level: 10 + your Constitution modifier When making Intelligence or Wisdom checks related Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st to your favored terrain, your proficiency bonus is doubled if you are using a skill you’re proficient in. Proficiencies While traveling for an hour or more in your favored Armor: Light armor, Medium armor, Shields terrain, you gain the following benefits: Weapons: Simple Weapons, Martial Weapons • Difficult terrain doesn’t slow your group’s travel. Saving Throws: Strength, Dexterity • Your group can’t become lost except by magical means. Skills: Three from Animal Handling, Athletics, Insight, • Even when engaged in other activities while Investigation, Nature, Perception, Stealth, traveling, you remain alert to danger. and Survival • When traveling alone, you can move stealthily at normal pace. Equipment • You find twice as much food as normal when foraging. You start with the following equipment: • While tracking other creatures, you also learn their • (a) Scale Mail or (b) Leather Armor exact number, sizes, and how long ago they passed. • (a) two Shortswords or At 6th and 10th level, you can choose one additional (b) two Simple Melee Weapons favored terrain. • (a) a Dungeoneer’s Pack or (b) an Explorer’s Pack • A Long Bow and a Quiver of 20 arrows Fighting Style At 2nd level, choose one of the following options. You Favored Enemy can’t take a Fighting Style option more than once. At 1st level, choose a type of favored enemy: Archery Aberrations, beasts, celestials, constructs, dragons, You gain +2 bonus to attack rolls with ranged weapons. elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two Defense races of humanoid (such as gnolls and orcs). While wearing armor, gain +1 bonus to AC. You have advantage on Wisdom (Survival) checks to Dueling track your favored enemies, as well as on Intelligence When wielding a melee weapon in one hand and no checks to recall information about them. other weapons, gain +2 bonus to attack damage rolls When you gain this feature, you also learn one with that weapon language of your choice that is spoken by your favored enemies, if they speak one at all. Two-Weapon Fighting At 6th and 14th level, choose one additional favored While dual-wielding weapons, you can add your ability enemy, as well as an associated language. modifier to the damage of the second attack

PAGE 29 Spellcasting Vanish At 2nd level, you learn how to cast spells. At 14th level, you can use the Hide action as a bonus action on your turn. You also cannot be tracked by Spell Slots nonmagical means, unless you choose to leave a trail. The Ranger Table shows how many spell slots you have of each level. To cast one of these spells, you must Feral Senses expend a spell slot of the spells level or higher. You regain all spell slots when you finish a long rest. At 18th level, when you attack a creature you can’t see, you don’t have disadvantage on attack rolls against it. Spells Known of 1st Level and Higher You are also aware of the location of any invisible The Ranger Table shows how many spells you know. creatures within 30 ft of you, provided they aren’t Each of these spells must be of a level for which you hidden from you and you aren’t blinded or deafened. have a slot. Additionally, when you gain a level in this class, you may replace a spell you know with another Foe Slayer from the Ranger spell list. At 20th level, once on each of your turns, you can add Spellcasting Ability your Wisdom modifier to the attack or damage roll of Wisdom is your spellcasting ability for Ranger spells. an attack made against one of your favored enemies. You can choose to use this feature before or after the Spell save DC = 8 + your Proficiency bonus + your roll, but before any effects are applied. Wisdom modifier Ranger Archetype Spell attack modifier = your Proficiency bonus + your At 3rd level, choose an archetype to emulate: Hunter, or Wisdom modifier Beast Master. Your choice grants features at 3rd, 7th, 11th, and 15th level. Primeval Awareness At 3rd level you can use your action and expend one Hunter Ranger spell slot to focus on the region around you. For Hunter’s Prey 1 minute per level of the spell slot expended, you can At 3rd level, gain one of the following of your choice sense whether the following creature types are present Colossus Slayer. When you hit a creature with a within 1 mile of you (or within up to 6 miles if you are weapon attack, it takes an extra 1d8 damage if its below in your favored terrain): Aberrations, celestials, dragons, its hit point maximum. You can deal this extra damage elementals, fey, fiends, or undead. This feature doesn’t once per turn. reveal their location or number. Giant Killer. When a large or larger creature within 5 ft of you attacks you, you can use your reaction to Ability Score Increase attack that creature, provided you can see it. Horde Breaker. Once on each of your turns when you At 4th, 8th, 12th, 16th, and 19th level, you can increase make a weapon attack, you can make another weapon one ability score by 2, or two ability scores by 1. You attack with the same weapon against a different can’t bring an ability score above 20 using this feature. creature that is within 5 ft of your original target and within range of your weapon. Extra Attack Defensive Tactics At 5th level, you can attack twice, instead of once, At 7th level, gain one of the following of your choice whenever you take the Attack action on your turn. Escape the Horde. Opportunity attacks against you have disadvantage. Land’s Stride Multiattack Defense. When a creature hits you with an attack, you gain +4 bonus to AC against all At 8th level, moving through nonmagical difficult terrain subsequent attacks made by that creature for the rest of costs no extra movement. You can also pass through the turn. nonmagical plants without being slowed by them and Steel Will. You have advantage on saving throws without taking damage from them if they have thorns or against being frightened. similar hazard. In addition, you have advantage on saving throws Multiattack against plants that are magically created or At 11th level, gain one of the following of your choice manipulated to impede movement, such as those Volley. You can use your action to make a ranged created by the Entangle (PHB.238) spell. attack against any number of creatures within 10 ft of a point you can see within your weapons range. You must Hide in Plain Sight have ammunition for each target, as normal, and you make a separate attack roll for each target. At 10th level, you can spend 1 minute creating Whirlwind Attack. You can use your action to make camouflage for yourself. You must have access to fresh a melee attack against any number of creatures within mud, dirt, plants, soot, and other naturally occurring 5 ft of you, with a separate attack roll for each target. materials with which to create your disguise. Once camouflaged in this way, you can try to hide by pressing yourself up against a solid surface. You gain +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take action, you must camouflage yourself again to gain this benefit.

PAGE 30 Superior Hunter’s Defense While traveling through favored terrain with only the At 15th level, gain one of the following of your choice beast, you can move stealthily at normal pace. Evasion. When subjected to an effect that allows If the beast dies, you can obtain another one by you to make a Dexterity saving throw to take only half spending 8 hours magically bonding with another beast damage, you instead take no damage if you succeed, that isn’t hostile to you. and only half if you fail. Stand Against the Tide. When a hostile creature Exceptional Training misses you with a melee attack, you can use your At 7th level, on any of your turns when your beast reaction to force that creature to repeat the same attack companion doesn’t attack, you can use a bonus action against another creature of your choice. to command the beast to take the Dash, Disengage, Uncanny Dodge. When an attacker you can see hits Dodge, or Help actions on its turn. you with an attack, you can use your reaction to halve Bestial Fury the attack’s damage against you. At 11th level, your beast companion can make two attacks when you command it to use the Attack action. Beast Master Ranger’s Companion Share Spells At 3rd level, you gain a beast companion. Choose a At 15th level, when you cast a spell targeting yourself, beast that is no larger than Medium and that has a you can also affect your beast companion if its within challenge rating of 1/4 or lower. Add your proficiency 30 ft of you. bonus to its AC, attack and damage rolls, and to any saving throws and skills it’s proficient in. Its hit point maximum is equal to its normal maximum, or four times your Ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on its initiative, though it doesn’t take an action unless you command it to. On your turn you can verbally command it to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

PAGE 31 Ranger Spells

1st Level 2nd Level 3rd Level 4th Level Absorb Elements EE .15 Animal Messenger Conjure Animals PHB .225 Conjure Woodland Alarm PHB .211 PHB .212 Conjure Barrage PHB .225 Beings PHB .226 Animal Friendship Barkskin PHB .217 Daylight PHB .230 Freedom of Movement PHB .212 Beast Sense PHB .217 Flame Arrows EE .18 PHB .244 Beast Bond EE .15 Cordon of Arrows Lightning Arrow PHB .255 Grasping Vine PHB .246 Cure Wounds PHB .230 PHB .228 Nondetection PHB .263 Locate Creature PHB .256 Detect Magic PHB .231 Darkvision PHB .230 Plant Growth PHB .266 Stoneskin PHB .278 Detect Poison and Find Traps PHB .241 Protection from Energy Disease PHB .231 Lesser Restoration PHB .270 5th Level Ensnaring Strike PHB .237 PHB .255 Speak with Plants Commune with Nature Fog Cloud PHB .243 Locate Animals or PHB .277 PHB .224 Goodberry PHB .246 Plants PHB .256 Water Breathing PHB .287 Conjure Volley PHB .226 Hail of Thorns PHB .249 Locate Object PHB .256 Water Walk PHB .287 Swift Quiver PHB .279 Hunter’s Mark PHB .251 Pass without Trace Wind Wall PHB .288 Tree Stride PHB .283 Jump PHB .254 PHB .264 Longstrider PHB .256 Protection from Poison Speak with Animals PHB .270 PHB .277 Silence PHB .275 Spike Growth PHB .277

PAGE 32 Rogue Sneak Attack At 1st level, once per turn you can deal an extra 1d6 Hit Points damage to one creature you hit with an attack if you Hit Dice: 1d8 per Rogue Level have advantage on the attack roll. The attack must use Hit Points at 1st Level: 8 + your Constitution modifier a finesse or ranged weapon. Hit Points at Higher Levels: 1d8 (or 5) + your You don’t need advantage on the roll if another enemy Constitution modifier per Rogue level after 1st of the target is threatening your target, and you don’t have disadvantage on the roll. Proficiencies The amount of extra damage increases as you gain Armor: Light Armor levels in this class, as shown on the Rogue table. Weapons: Simple Weapons, Hand Crossbows, Longwords, Rapiers, Shortswords Tools: Thieves’ Tools Thieves’ Cant Saving Throws: Dexterity, Intelligence You know how to speak in Thieves’ Cant, a secret mix Skills: Four from Acrobatics, Athletics, Deception, of dialect, jargon, and code that allows you to hide Insight, Intimidation, Investigation, Perception, messages in seemingly normal conversation. Only Performance, Persuasion, Sleight of Hand, another creature that knows thieves’ cant understands and Stealth such messages. It takes four times longer to convey a message than it does normally. Equipment In addition, you understand a set of secret signs and You start with the following equipment: symbols used to convey short, simple messages. • (a) a Rapier or (b) a Shortsword • (a) a Shortbow and Quiver of 20 arrows or (b) a Shortsword Cunning Action • (a) a Burglar’s Pack, (b) a Dungeoneer’s Pack, At 2nd level, you can take a bonus action on each of you or (c) an Explorer’s Pack turns in combat. This action can be used only to take • Leather Armor, two Daggers, and Thieves’ Tools the Dash, Disengage, or Hide action.

Expertise Ability Score Increase At 1st level, choose two of your skill proficiencies, or At 4th, 8th, 10th, 12th, 16th, and 19th level, you can one skill proficiency and your proficiency with thieves increase one ability score by 2, or two ability scores by 1. tools. Your proficiency bonus is doubled for any check You can’t bring an ability score above 20 using this feature. you make that uses either of the chosen proficiencies. At 6th level, choose two more of your proficiencies to gain this benefit. Uncanny Dodge At 5th level, when an attacker you can see hits you with an attack, you can use your reaction to halve the Prof. Sneak attack’s damage against you. Level Bonus Attack Features Expertise, Sneak Attack, 1st +2 1d6 Evasion Thieves’ Cant At 7th level, when you are subjected to an effect that 2nd +2 1d6 Cunning Action allows you to make a Dexterity saving throw to only 3rd +2 2d6 Roguish Archetype take half damage, you instead take no damage if you succeed, and only half if you fail. 4th +2 2d6 Ability Score Improvement 5th +3 3d6 Uncanny Dodge Reliable Talent 6th +3 3d6 Expertise At 11th level, whenever you make an ability check that 7th +3 4d6 Evasion lets you add your proficiency bonus, you can treat a d20 8th +3 4d6 Ability Score Improvement roll of 9 or lower as a 10. 9th +4 5d6 Roguish Archtype feature 10th +4 5d6 Ability Score Improvement Blindsense 11th +4 6d6 Reliable Talent At 14th level, if you are able to hear, you are aware of 12th +4 6d6 Ability Score Improvement the location of any hidden or invisible creature within 10 ft of you. 13th +5 7d6 Roguish Archtype feature 14th +5 7d6 Blindsense Slippery Mind 15th +5 8d6 Slippery Mind At 15th level, you have proficiency in Wisdom saving throws. 16th +5 8d6 Ability Score Improvement 17th +6 9d6 Roguish Archtype feature Elusive 18th +6 9d6 Elusive At 18th level, no attack roll has advantage against you 19th +6 10d6 Ability Score Improvement while you aren’t incapacitated. 20th +6 10d6 Stroke of Luck

PAGE 33 Stroke of Luck Death Strike At 17th level, when you attack and hit a creature that is At 20th level, if your attack misses a target within range, surprised, it makes a Constitution saving throw (DC 8 + you can turn the miss into a hit. Alternatively, if you fail your Dexterity Modifier + your proficiency bonus). On a an ability check, you can treat the d20 roll as a 20 failed saved, double the damage of that attack. Once you use this feature, you can’t use it again until you finish a rest. Arcane Trickster Spellcasting Roguish Archetypes At 3rd level, you gain the ability to cast spells. At 3rd level, choose an archetype to emulate: Thief, Cantrips. You learn three cantrips: Mage Hand Assassin, Arcane Trickster, Mastermind (SCAG), or (PHB .256), and two others from the Wizard spell list. You Swashbuckler (SCAG). Your choice grants you features at learn another Wizard cantrip of your choice at 10th level. 3rd, 9th, 13th, and 17th level. Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have of each level. To Thief cast one of these spells, you must expend a spell slot of the spells level or higher. You regain all spell slots when Fast Hands you finish a long rest. At 3rd level, you can use the bonus action from Cunning Spells Known of 1st-Level and Higher. You know Action to make a Dexterity (Sleight of Hand) check, use three 1st-level Wizard spells of your choice, two of your thieves’ tools to disarm a trap or open a lock, or which must be from the Enchantment and Illusion take the Use an Object action. spells on the Wizard spell list. Second-Story Work The Arcane Trickster Spellcasting table show when At 3rd level, climbing no longer costs you extra you learn more spells of 1st level or higher. Each of movement. In addition, when you make a running jump, these spells must be an Enchantment or Illusion spell, the distance you cover increases by a number of feet and must of a level for which you have a spell slot. equal to your Dexterity modifier. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Supreme Sneak Whenever you gain a level in this class, you can At 9th level, you have advantage on a Dexterity (Stealth) replace one of the spells you know with another from check if you move no more than half your speed on the the Wizard spell list. The new spell must be of a same turn. level for which you have spell slots, and it must be an Enchantment or Illusion spell, unless you’re replacing Use Magic Device the spell you gained at 8th, 14th, or 20th level. At 13th level, you ignore all class, race, and level requirements on the use of magic items. Spellcasting Ability Intelligence is your spellcasting ability for Wizard spells. Thief’s Reflexes At 17th level, you can take two turns during the first Spell Save DC = 8 + your Proficiency bonus + your round of any combat. You take your first turn at your Intelligence modifier normal initiative, and your second at your initiative minus 10. You can’t use this feature if you’re surprised. Spell Attack Modifier = your Proficiency bonus + your Intelligence modifier

Assassin Arcane Trickster Table Bonus Proficiencies At 3rd level, you gain proficiency with the Disguise Kit Rogue Spells and the Poisoner’s Kit. Level 0th Knwn 1st 2nd 3rd 4th 3rd 3 3 2 — — — Assassinate — — — At 3rd level, you have advantage against any creature 4th 3 4 3 that hasn’t yet taken a turn in combat yet. In addition, 5th 3 4 3 — — — any hit you score against a creature that is surprised is 6th 3 4 3 — — — a critical hit. 7th 3 5 4 2 — — Infiltration Expertise. 8th 3 6 4 2 — — At 9th level, you can spend 7 days and 25 gp to 9th 3 6 4 2 — — establish the history, profession, and affiliations for an 10th 4 7 4 3 — — identity. You can’t steal someone elses identity. Afterwards, if you adopt the new identity as a disguise, 11th 4 8 4 3 — — other creature believe you to be that person until given 12th 4 8 4 3 — — an obvious reason not to. 13th 4 9 4 3 2 — Imposter 14th 4 10 4 3 2 — At 13th level, you gain the ability to mimic another 15th 4 10 4 3 2 — person’s speech, writing, and behavior. You must spend 16th 4 11 4 3 3 — at least 3 hours studying these components of the person. Your ruse is indiscernible to the casual observer. If a 17th 4 11 4 3 3 — creature suspects something, you have advantage on any 18th 4 11 4 3 3 — Charisma (Deception) checks made to avoid detection. 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1

PAGE 34 Mage Hand Legerdemain Misdirection At 3rd level, when you cast Mage Hand (PHB .256), you At 13th level, when you are targeted by an attack while can make the spectral hand invisible, and you can a creature within 5ft is granting you cover against that perform the following tasks with it: attack, you can use your reaction to have the attack • You can stow one object the hand is holding in a target that creature instead of you. container worn or carried by another creature. • You can retrieve an object in a container worn or Soul of Deceit carried by another creature. At 17th level, your thoughts can’t be read by telepathy • You can use thieves’ tools to pick locks and disarm or other means, unless you allow it. You can present traps at range. false thoughts by making a Charisma (Deception) check • You can perform one of these tasks without being contested by the mind readers Wisdom (Insight) check. noticed by a creature if you succeed on a Dexterity Additionally, if you choose, magic that determines (Sleight of Hand) check contested by the creature’s truth fullness will indicate you are speaking the truth, Wisdom (Perception) check. and you can’t be compelled to tell the truth by magic. In addition, you can use the bonus action granted by Cunning Action to control the hand. Swashbuckler Magical Ambush Fancy Footwork At 9th level, if you are hidden from a creature when At 3rd level, during your turn, if you make a melee you cast a spell on it, it has disadvantage on any saving attack against a creature, that creature can’t make throws it makes against the spell this turn. opportunity attacks against you for the rest of your turn.

Versatile Trickster Rakish Audacity At 13th level, you gain the ability to distract targets with At 3rd level, you can add your Charisma modifier to your Mage Hand (PHB .256). As a bonus action you can your Initiative rolls. designate a creature within 5 ft of the spectral hand. In addition, you don’t need advantage on your attack Doing so gives you advantage on your attack rolls made roll to use your Sneak Attack if no creature other than against that creature until the end of the turn. your target is within 5 ft of you. All the other rules for the Sneak Attack feature still apply to you. Spell Thief At 17th level, immediately after a creature casts a spell Panache that targets you or includes you in its area of effect, you At 9th level, as an action, you can make a Charisma can use your reaction to force the creature to make a (Persuasion) check contested by a creatures Wisdom saving throw with its spellcasting ability modifier. The (Insight) check. The creature must be able to hear you, DC equals your spell save DC. On a failed save, you and you must share a language. negate the spell’s effects against you, and steal the If you succeed on the check and the creature is hostile knowledge of the spell if it is at least a 1st level spell and towards you, it has disadvantage on attack rolls against of a level you can cast. For the next 8 hours, you know the targets other than you and can’t make opportunity spell and can cast it using your spell slots. The creature attacks against targets other than you. This effect lasts can’t cast that spell until the 8 hours have passed. for 1 minute, until one of your companions attacks Once you use this feature, you can’t use it again until the target or affects it with a spell, or until you and the you finish a long rest. target are more than 60 ft apart. If you succeed on the check and the creature isn’t Mastermind (scag .135) hostile towards you, it is charmed for 1 minute. While charmed, it regards you as a friendly acquaintance. Master of Intrigue This effect ends immediately if you are your At 3rd level, you gain proficiency with the disguise kit, companions do anything harmful to it. the forgery kit, and one gaming set of your choice. You also learn to languages of your choice. Elegant Maneuver Additionally, you can mimic the speech patterns and At 13th level, you can use a bonus action on your turn accent of a creature that you hear speak for at least 1 to gain advantage on the next Dexterity (Acrobatics) or minute, allowing you to pass as a native speaker of a Strength (Athletics) check you make during that turn. particular land, provided you know the language. Master Duelist Master of Tactic At 17th level, if you miss with an attack roll, you can roll At 3rd level, you can use the Help action as a bonus it again with advantage. Once you use this feature, you action. Additionally, when you use the Help action to can’t use it again until you finish a rest. aid an ally in attacking a creature, the target of that attack can be within 30ft of you, if the target can see or hear you. Insightful Manipulator At 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn about its capabilities compared to your own. The DM tells you if the creature if your equal, superior, or inferior in regard to two of the following characteristics: Intelligence score, Wisdom score, Charisma score, Class levels (if any) At the DMs option, you might also realize you know a piece of the creatures history or personality traits.

PAGE 35 Arcane Trickster Spells bold and asterix denote enchantment or illusion

Cantrips (0 Level) Identify PHB .252 Melf’s Acid Arrow Remove Curse PHB .271 Acid Splash PHB .211 Illusory Script* PHB .252 PHB .259 Sending PHB .274 Blade Ward PHB .218 Jump PHB .254 Mirror Image* PHB .260 Sleet Storm PHB .276 Booming Blade SCAG .142 Longstrider PHB .256 Misty Step PHB .260 Slow PHB .277 Chill Touch PHB .221 Mage Armor PHB .256 Nystul’s Magic Aura* Stinking Cloud PHB .278 Control Flames EE .16 Magic Missile PHB .257 PHB .263 Tidal Wave EE .22 Create BonfireEE .16 Protection from Evil and Phantasmal Force* Tongues PHB .283 Dancing Lights PHB .230 Good PHB .270 PHB .264 Vampiric Touch PHB .285 Fire Bolt PHB .242 Ray of Sickness PHB .271 Pyrotechnics EE .21 Wall of Sand EE .23 Friends* PHB .244 Shield PHB .275 Ray of Enfeeblement Wall of Water EE .23 Frostbite EE .18 Silent Image* PHB .276 PHB .271 Water Breathing PHB .287 Green-Flame Blade Sleep* PHB .276 Rope Trick PHB .272 SCAG .143 Tasha’s Hideous Scorching Ray PHB .273 4th Level Gust EE .19 Laughter* PHB .280 See Invisibility PHB .274 Arcane Eye PHB .214 Light PHB .255 Tenser’s Floating Disk Shatter PHB .275 Banishment PHB .217 Lightning Lure SCAG .143 PHB .282 Skywrite EE .22 Blight PHB .219 Mage Hand PHB .256 Thunderwave PHB .282 Snilloc’s Snowball Confusion* PHB .224 Mending PHB .259 Unseen Servant PHB .284 Swarm EE .22 Conjure Minor Message PHB .259 Witch Bolt PHB .289 Spider Climb PHB .277 Elementals PHB .226 Minor** PHB .260 Suggestion* PHB .279 Control Water PHB .227 Mold Earth EE .21 2nd Level Web PHB .287 Dimension Door PHB .233 Poison Spray PHB .266 Aganazzar’s Scorcher Elemental Bane EE .17 Prestidigitation PHB .267 EE .15 3rd Level Evard’s Black Tentacles Ray of Frost PHB .271 Alter Self PHB .211 Animate Dead PHB .212 PHB .238 Shape Water EE .21 Arcane Lock PHB .215 Bestow Curse PHB .218 Fabricate PHB .239 Shocking Grasp PHB .275 Blindness/Deafness Blink PHB .219 Fire Shield PHB .242 Sword Burst SCAG .143 PHB .219 Clairvoyance PHB .222 Greater Invisibility* Thunderclap EE .22 Blur* PHB .219 Counterspell PHB .228 PHB .246 True Strike PHB .284 Cloud of Daggers PHB .222 Dispel Magic PHB .234 Hallucinatory Terrain* Continual Flame PHB .227 Erupting Earth EE .17 PHB .249 1st Level Crown of Madness* Fear* PHB .239 Ice Storm PHB .252 Absorb Elements EE .15 PHB .229 Feign Death PHB .240 Leomund’s Secret Chest Alarm PHB .211 Darkness PHB .230 Fireball PHB .241 PHB .254 Burning Hands PHB .220 Darkvision PHB .230 Flame Arrows EE .18 Locate Creature PHB .256 Catapult EE .15 Detect Thoughts PHB .231 Fly PHB .243 Mordenkainen’s Faithful Charm Person* PHB .221 Dust Devil EE .17 Gaseous Form PHB .244 Hound PHB .261 Chromatic Orb PHB .221 Earthbind EE .17 Glyph of Warding Mordenkainen’s Private Color Spray* PHB .222 Enlarge/Reduce PHB .237 PHB .245 Sanctum PHB .262 Comprehend Languages Flaming Sphere PHB .242 Haste PHB .250 Otiluke’s Resilient PHB .224 Gentle Repose PHB .245 Hypnotic Pattern* Sphere PHB .264 Detect Magic PHB .231 Gust of Wind PHB .248 PHB .252 Phantasmal Killer* Disguise Self * PHB .233 Hold Person* PHB .251 Leomund’s Tiny Hut PHB .265 Earth Tremor EE .17 Invisibility* PHB .254 PHB .255 Polymorph PHB .266 Expeditious Retreat Knock PHB .254 Lightning Bolt PHB .255 Stone Shape PHB .278 PHB .238 Levitate PHB .255 Magic Circle PHB .256 Stoneskin PHB .278 False Life PHB .239 Locate Object PHB .256 Major Image* PHB .258 Storm Sphere EE .22 Feather Fall PHB .239 Magic Mouth* PHB 257. Melf’s Minute Meteors Vitriolic Sphere EE .23 Find Familiar PHB .240 Magic Weapon PHB .257 EE .20 Wall of Fire PHB .285 Fog Cloud PHB .243 Maximilian’s Earthen Nondetection PHB .263 Watery Sphere EE .23 Grease PHB .246 Grasp EE .20 Phantom Steed* PHB .265 Ice Knife EE .19 Protection from Energy PHB .270

PAGE 36 Prof. Sorc. Spells Level Bonus Points Features 0th Knwn 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Spellcasting, 1st +2 — 4 2 2 — — — — — — — — Sorcerous Origin 2nd +2 2 Font of Magic 4 3 3 — — — — — — — — 3rd +2 3 Metamagic 4 4 4 2 — — — — — — — 4th +2 4 Ability Score Increase 5 5 4 3 — — — — — — — 5th +3 5 — 5 6 4 3 2 — — — — — — 6th +3 6 Sorcerous Origin feature 5 7 4 3 3 — — — — — — 7th +3 7 — 5 8 4 3 3 1 — — — — — 8th +3 8 Ability Score Increase 5 9 4 3 3 2 — — — — — 9th +4 9 — 5 10 4 3 3 3 1 — — — — 10th +4 10 Metamagic 6 11 4 3 3 3 2 — — — — 11th +4 11 — 6 12 4 3 3 3 2 1 — — — 12th +4 12 Ability Score Increase 6 12 4 3 3 3 2 1 — — — 13th +5 13 — 6 13 4 3 3 3 2 1 1 — — 14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 — — 15th +5 15 — 6 14 4 3 3 3 2 1 1 1 — 16th +5 16 Ability Score Increase 6 14 4 3 3 3 2 1 1 1 — 17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1 18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1 19th +6 19 Ability Score Increase 6 15 4 3 3 3 3 2 1 1 1 20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Spells Known of 1st Level and Higher Sorcerer The Sorcerer Table shows how many spells you know. Each of these spells must be of a level for which you Hit Points have a slot. Additionally, when you gain a level in this Hit Dice: 1d6 per Sorcerer Level class, you may replace a spell you know with another Hit Points at 1st Level: 6 + your Constitution modifier from the Sorcerer spell list. Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st Spellcasting Ability Charisma is your spellcasting ability for Sorcerer spells. Proficiencies Armor: None Spell save DC = 8 + your Proficiency bonus + your Weapons: Daggers, Darts, Slings, Quarterstaffs, Charisma modifier Light Crossbows Saving Throws: Constitution, Charisma Spell attack modifier = your Proficiency bonus + your Skills: Two from Arcana, Deception, Insight, Charisma modifier Intimidation, Persuasion, and Religion Spellcasting Focus Equipment You use an arcane focus as a spellcasting focus for your You start with the following equipment: Sorcerer spells. • (a) a Light Crossbow and 20 bolts or (b) any Simple Weapon Font of Magic • (a) a Component Pouch or (b) an Arcane Focus • (a) a Dungeoneer’s Pack, or (b) an Explorer’s Pack At 2nd level, you gain the ability to use sorcery points to • Two Daggers create a variety of effects. Sorcery Points Spellcasting You have 2 sorcery points, and gain more as you reach Cantrips higher Sorcerer levels, as per the Sorcerer table. You At 1st level, you know four cantrips from the Sorcerer can never have more sorcery points than shown on spell list. You learn additional cantrips as you level up, the table for your level. You regain all points when you as per the Sorcerer table. finish a long rest.

Spell Slots Flexible Casting The Sorcerer Table shows how many spell slots you You can use your sorcery points to gain additional spell have of each level. To cast one of these spells, you must slots, or sacrifice spell slots for more sorcery points. expend a spell slot of the spells level or higher. You Creating Sorcery Points. As a bonus action on your regain all spell slots when you finish a long rest. turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

PAGE 37 Creating Spell Slots. As a bonus action on your turn, Sorcerous Restoration you can expend sorcery points to create a spell slot. The table below shows the cost of creating a spell slot At 20th level, you regain 4 expended sorcery points of a given level. You cannot create a spell slot above 5th. when you finish a short rest. These slots vanish when you finish a long rest Slot Level Point Cost Sorcerous Origin 1st 2 Choose an origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, 2nd 3 or Storm (SCAG). Your choice grants you features at 1st, 3rd 5 6th, 14th, and 18th level. 4th 6 5th 7 Draconic Bloodline Dragon Ancestor At 1st level, choose one type of dragon as your ancestor. Metamagic The damage type associated with each dragon is used At 3rd level, you gain two of the following Metamagic by features you gain later. options of your choice. You gain another one at 10th and 17th level. You can only use one Metamagic option Dragon Damage Type on a spell when you cast it, unless otherwise noted. Black Acid Careful Spell Blue Lightning When casting a spell that forces other creatures to make Brass Fire a saving throw, you can protect some of those creatures. Spend 1 sorcery point and choose a number of creatures Bronze Lightning up to your Charisma modifier (min 1). A chosen creature Copper Acid automatically succeeds on its saving throw. Gold Fire Distant Spell Green Poison When casting a spell with a range of 5 ft or greater, you Red Fire can spend 1 sorcery point to double the range. When casting a spell that has a range of touch, you Silver Cold can spend 1 sorcery point the make the range 30 ft. White Cold

Empowered Spell You can speak, read, and write Draconic. Additionally, When rolling damage for a spell, you can spend 1 sorcery when making Charisma checks to interact with point to reroll a number of damage dice up to your Dragons, your proficiency bonus is doubled if it would Charisma modifier (min 1). You must use the new rolls. apply to the check. You can use this even if you have already used another Metamagic on this spell. Draconic Resilience At 1st level, your hit point maximum increases by 1, and Extended Spell again by 1 every time you gain a level in this class. When casting a spell with a duration of 1 minute or Additionally, parts of you skin are covered by scales. longer, you can spend 1 sorcery point to double its When not wearing armor, your AC is 13 + your duration, to a maximum of 24 hrs. Dexterity modifier. Heightened Spell When casting a spell that forces a creature to make a Elemental Affinity saving throw to resist its effect, you can spend 3 sorcery At 6th level, when casting a spell that deals damage points to impose disadvantage on its first saving throw of the type associated with your ancestry, add your against the spell. Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance that Quickened Spell that damage type for 1 hour. When casting a spell with a casting time of 1 action, you can spend 2 sorcery points to change its casting time to Dragon Wings 1 bonus action. At 14th level, as a bonus action on your turn, you can sprout a pair of dragon wings from your back, gaining Subtle Spell a fly speed equal to your current speed. These last until When casting a spell, you can spend 1 sorcery point to you dismiss them as a bonus action. cast it without any somatic or verbal components. You can’t manifest your wings while wearing armor Twinned Spell unless it was made to accommodate them. Clothing When casting a spell that can only target one creature may be destroyed in the process. and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to Draconic Presence target a second creature in range with the same spell At 18th level, as an action you can spend 5 sorcery (1 Sorcery point if its a cantrip). points to draw on the dread presence of your draconic ancestor, exuding an aura of awe or fear (your choice) Ability Score Increase to a distance of 60 ft. For 1 minute or until you lose concentration, each hostile creature that starts its turn At 4th, 8th, 12th, 16th, and 19th level, you can increase in this aura must succeed on a Wisdom saving throw or one ability score by 2, or two ability scores by 1. You be charmed or frightened. A creature that succeeds on can’t bring an ability score above 20 using this feature. this throw is immune to your aura for 24 hours.

PAGE 38 Wild Magic Storm (scag .137) Wild Magic Surge Wind Speaker At 1st level, immediately after casting a Sorcerer spell You can speak, read, and write Primordial. of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table. Tempestuous Magic At 1st level, you can use a bonus action on your turn, Tides of Chaos immediately before or after you cast a spell of 1st At 1st level, you can gain advantage on one attack roll, level or higher, to fly up to 10 ft without provoking ability check, or saving throw. Once you do so, you must opportunity attacks. finish a long rest before using this feature again. Any time before regaining the use of this feature, the Heart of the Storm DM can have you roll on the Wild Magic Surge table At 6th level, you gain resistance to lightning and immediately after casting a Sorcerer spell of 1st level or thunder damage. higher. You then regain the use of this feature. In addition, when you start casting a spell of 1st level or higher that deals lightning or thunder damage, Bend Luck creatures of your choice within 10 ft of you take At 6th level, when another creature you can see makes lightning or thunder damage (your choice) equal to half an attack roll, ability check, or saving throw, you can your Sorcerer level. use your reaction and spend 2 sorcery points to roll 1d4 and apply the number as a bonus or a penalty to the Storm Guide creatures roll. You can so do after the roll is made but At 6th level, you can subtly control the weather. before any effects occur. If its raining, you can use an action to cause the rain the stop falling in a 20 ft radius around you. You can Controlled Chaos end this as a bonus action. At 14th level, when you roll on the Wild Magic Surge If its windy, you can use a bonus action each round table, you can roll twice and use either number. to choose the direction that the wind blows in a 100 ft radius around you. The wind blows in that direction Spell Bombardment until the end of your next turn. This doesn’t alter the At 18th level, when you roll damage for a spell and roll speed of the wind. the highest number possible on any number of dice, choose one of those dice, roll it again and add that roll to Storm’s Fury the damage. You can use the feature only once per turn. At 14th level, when hit by a melee attack, you can use your reaction to deal lightning damage equal to your Sorcerer level. The attacker must succeed on a Strength saving throw or be pushed in a straight line up to 20 ft away from you.

Wind Soul At 18th level, you gain immunity to lightning and thunder damage. You also gain a flight speed of 60 ft. As an action, you can reduce your flying speed to 30 ft for 1 hr, and choose a number of creatures within 30 ft equal to 3 + your Charisma modifier. These creatures gain a flying speed of 30 ft for 1 hr. Once you reduce your flying speed in this way, you can’t do so again until after a rest.

PAGE 39 Sorcerer Spells

Cantrips (0 Level) 2nd Level Gaseous Form PHB .244 6th Level Acid Splash PHB .211 Aganazzar’s Scorcher Haste PHB .250 Arcane Gate PHB .214 Blade Ward PHB .218 EE .15 Hypnotic Pattern PHB .252 Chain Lightning PHB .221 Booming Blade SCAG .142 Alter Self PHB .211 Lightning Bolt PHB .255 Circle of Death PHB .221 Chill Touch PHB .221 Blindness/Deafness Major Image PHB .258 Disintegrate PHB .233 Control Flames EE .16 PHB .219 Melf’s Minute Meteors Eyebite PHB .238 Create BonfireEE .16 Blur PHB .219 EE .20 Globe of Invulnerability Dancing Lights PHB .230 Cloud of Daggers PHB .222 Protection from Energy PHB .245 Fire Bolt PHB .242 Crown of Madness PHB .270 Investiture of Flame Friends PHB .244 PHB .229 Sleet Storm PHB .276 EE .19 Frostbite EE .18 Darkness PHB .230 Slow PHB .277 Investiture of Ice EE .19 Gust EE .19 Darkvision PHB .230 Stinking Cloud PHB .278 Investiture of Stone Green-Flame Blade Detect Thoughts PHB .231 Tongues PHB .283 EE .19 SCAG .143 Dust Devil EE .17 Wall of Water EE .23 Investiture of Wind EE .20 Light PHB .255 Earthbind EE .17 Water Breathing PHB .287 Mass Suggestion PHB .258 Lightning Lure SCAG .143 Enhance Ability PHB .237 Water Walk PHB .287 Move Earth PHB .263 Mage Hand PHB .256 Enlarge/Reduce PHB .237 Sunbeam PHB .279 Mending PHB .259 Gust of Wind PHB .248 4th Level True Seeing PHB .284 Message PHB .259 Hold Person PHB .251 Banishment PHB .217 Minor Illusion PHB .260 Invisibility PHB .254 Blight PHB .219 7th Level Mold Earth EE .21 Knock PHB .254 Confusion PHB .224 Delayed Blast Fireball Poison Spray PHB .266 Levitate PHB .255 Dimension Door PHB .233 PHB .230 Prestidigitation PHB .267 Maximilian’s Earthen Dominate Beast PHB .234 Etherealness PHB .238 Ray of Frost PHB .271 Grasp EE .20 Greater Invisibility Finger of Death PHB .241 Shape Water EE .21 Mirror Image PHB .260 PHB .246 Fire Storm PHB .242 Shocking Grasp PHB .275 Misty Step PHB .260 Ice Storm PHB .252 Plane Shift PHB .266 Sword Burst SCAG .143 Phantasmal Force Polymorph PHB .266 Prismatic Spray PHB .267 Thunderclap EE .22 PHB .264 Stoneskin PHB .278 Reverse Gravity PHB .272 True Strike PHB .284 Pyrotechnics EE .21 Storm Sphere EE .22 Teleport PHB .281 Scorching Ray PHB 273. Vitriolic Sphere EE .23 8th level 1st Level See Invisibility PHB .274 Wall of Fire PHB .285 Abi-Dalzim’s Horrid Burning Hands PHB .220 Shatter PHB .275 Watery Sphere EE .23 Wilting EE .15 Catapult EE .15 Snilloc’s Snowball 5th Level Dominate Monster Charm Person PHB .221 Swarm EE .22 Animate Objects PHB .213 PHB .235 Chromatic Orb PHB .221 Spider Climb PHB .277 Cloudkill PHB .222 Earthquake PHB .236 Color Spray PHB .222 Suggestion PHB .279 Cone of Cold PHB .224 Incendiary Cloud PHB .253 Comprehend Languages Warding Wind EE .23 Control Winds EE .16 Power Word Stun PHB .224 Web PHB .287 Detect Magic PHB .231 Creation PHB .229 PHB .267 Disguise Self PHB .233 3rd Level Dominate Person Sunburst PHB .279 Earth Tremor EE .17 Blink PHB .219 PHB .235 9th level Expeditious Retreat Clairvoyance PHB .222 Hold Monster PHB .251 Gate PHB .244 PHB .238 Counterspell PHB .228 Immolation EE .19 Meteor Swarm PHB .259 False Life PHB .239 Daylight PHB .230 Insect Plague PHB .254 Power Word Kill PHB .266 Feather Fall PHB .239 Dispel Magic PHB .234 Seeming PHB .274 Time Stop PHB .283 Fog Cloud PHB .243 Erupting Earth EE .17 Telekinesis PHB .280 Wish PHB .288 Ice Knife EE .19 Fear PHB .239 Teleportation Circle Jump PHB .254 Fireball PHB .241 PHB .282 Mage Armor PHB .256 Flame Arrows EE .18 Wall of Stone PHB .287 Magic Missile PHB .257 Fly PHB .243 Ray of Sickness PHB .271 Shield PHB .275 Silent Image PHB .276 Sleep PHB .276 Thunderwave PHB .282 Witch Bolt PHB .289

PAGE 40 Wild Magic Table

d100 Effect d100 Effect 01—02 Roll on this table at the start of each of your 47-48 A unicorn controlled by the DM appears in turns for the next minute, ignoring this result on a space within 5 ft of you, then disappears 1 subsequent rolls. minute later. 03-04 For 1 minute, you can see any invisible creature if 49-50 You can’t speak for 1 minute. Whenever you try, you have line of sight to it. pink bubbles float out of your mouth. 05-06 A modron chosen and controlled by the DM 51-52 A spectral shield hovers near you for 1 minute, appears in an unoccupied space within 5 ft of you, granting you a +2 bonus to AC and immunity to then disappears 1 minute later. Magic Missile (PHB .257). 07-08 You cast Fireball (PHB .241) as a 3rd-level spell 53-54 You are immune to being intoxicated by alcohol centered on yourself. for the next 5d6 days. 09-10 You cast Magic Missile (PHB.257) as a 55-56 All of your hair falls out, but grows back within 5th-level spell. 24 hours. 11-12 Roll a d10. Your height changes by a number of 57-58 For 1 minute, any flammable object you touch inches equal to the roll. If the roll is odd, you that isn’t being worn or carried by another shrink. If the roll is even, you grow. creature bursts into flame. 13-14 You cast Confusion (PHB .224) centered on yourself. 59-60 You regain your lowest-level expended spell slot. 15-16 For 1 minute, you regain 5 hit points at the start 61-62 For 1 minute, you must shout when you speak. of each of your turns. 63-64 You cast Fog Cloud (PHB .243) centered on yourself. 17-18 You grow a long beard made of feathers that 65-66 Up to three creatures you choose within 30 ft of remains until you sneeze, at which point the you take 4d10 lightning damage. feathers explode out from your face. 67-68 You are frightened by the nearest creature until (PHB .246) 19-20 You cast Grease centered on yourself. the end of your next turn. 21-22 Creatures have disadvantage on saving throws 69-70 Each creature within 30 ft of you becomes against the next spell you cast in the next minute invisible 1 next minute. The invisibility ends on a that involves a saving throw. creature when it attacks or casts a spell. 23-24 Your skin turns a vibrant shade of blue. A Remove 71-72 You gain resistance to all damage for 1 minute. Curse (PHB .271) spell can end this effect. 73-74 A random creature within 60 ft of you becomes 25-26 An eye appears on your forehead for the next poisoned for 1d4 hours. minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 75-76 You glow with bright light in a 30-ft radius for 1 minute. Any creature that ends its turn within 5 27-28 For 1 minute, all your spells with a casting time of 1 feet of you is blinded until the end of its next turn. action have a casting time of 1 bonus action. 77-78 You cast Polymorph (PHB .266) on yourself. If you 29-30 You teleport up to 60 ft to an unoccupied space of fail the saving throw, you turn into a sheep for the your choice that you can see. spell’s duration. 31-32 You are transported to the Astral Plane until the 79-80 Illusory butterflies and flower petals flutter in the end ofyour next turn, after which time you return air within 10 ft of you 1 next minute. to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can take one additional action immediately. 33-34 Maximize the damage of the next damaging spell 83-84 Each creature within 30 ft of you takes 1d10 you cast within the next minute. necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. 35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get 85-86 You cast Mirror Image (PHB .260). younger (minimum 1 year old). If the roll is even, 87-88 You cast Fly (PHB .243) on a random creature you get older. within 60 ft of you. 37-38 1d6 flumphs controlled by the DM appear in 89-90 You become invisible for 1 minute. During unoccupied spaces within 60 ft of you and are that time, other creatures can’t hear you. The frightened of you. They vanish after 1 minute. invisibility ends if you attack or cast a spell. 39-40 You regain 2d10 hit points. 91-92 If you die within 1 minute, immediately come back 41-42 You turn into a potted plant until the start of your to life as if by the Reincarnate (PHB .271) spell. next turn. While a plant, you are incapacitated and 93-94 Your size increases by one category for 1 minute. have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 95-96 You and all creatures within 30 ft of you gain vulnerability to piercing damage for 1 minute. 43-44 For 1 minute, you can teleport up to 20 ft as a bonus action on each of your turns. 97-98 You are hear by faint, ethereal music for 1 minute. 45-46 You cast Levitate (PHB .255) on yourself. 99-00 You regain all expended sorcery points.

PAGE 41 Prof. Spells Spell Slot Invocations Level Bonus Features 0th Knwn Slots Level Known 1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st — 2nd +2 Eldritch Invocations 2 3 2 1st 2 3rd +2 Pact Boon 2 4 2 2nd 2 4th +2 Ability Score Improvement 3 5 2 2nd 2 5th +3 — 3 6 2 3rd 3 6th +3 Otherworldly Patron feature 3 7 2 3rd 3 7th +3 — 3 8 2 4th 4 8th +3 Ability Score Improvement 3 9 2 4th 4 9th +4 — 3 10 2 5th 5 10th +4 Otherworldly Patron feature 4 10 2 5th 5 11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5 12th +4 Ability Score Improvement 4 11 3 5th 6 13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6 14th +5 Otherworldly Patron feature 4 12 3 5th 6 15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7 16th +5 Ability Score Improvement 4 13 3 5th 7 17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7 18th +6 — 4 14 4 5th 8 19th +6 Ability Score Improvement 4 15 4 5th 8 20th +6 Eldritch Master 4 15 4 5th 8

Spells Known of 1st Level and Higher Warlock The Warlock Table shows how many spells you know. Each of these spells must be of a level no higher than Hit Points your current spell slots. Additionally, when you gain Hit Dice: 1d8 per Warlock Level a level in this class, you may replace a spell you know Hit Points at 1st Level: 8 + your Constitution modifier with another from the Warlock spell list. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st Spellcasting Ability Charisma is your spellcasting ability for Warlock spells. Proficiencies Armor: Light Armor Spell save DC = 8 + your Proficiency bonus + your Weapons: Simple Weapons Charisma modifier Saving Throws: Wisdom, Charisma Skills: Two from Arcana, Deception, History, Spell attack modifier = your Proficiency bonus + your Intimidation, Investigation, Nature, and Religion Charisma modifier

Equipment Spellcasting Focus You start with the following equipment: You use an arcane focus as a spellcasting focus for your • (a) a Light Crossbow and 20 bolts or Warlock spells. (b) any Simple Weapon • (a) a Component Pouch or (b) an Arcane Focus Eldritch Invocations • (a) a Scholar’s Pack or (b) a Dungeoneer’s Pack • Leather Armor, any Simple Weapon, At 2nd level, you gain two eldritch invocations of and two Daggers your choice. When you gain certain levels, you gain additional invocations, as shown in the Warlock table. Additionally, when you gain a level in this class, you can Pact Magic replace an invocation you know. Cantrips If an invocation has prerequisities, you must meet At 1st level, you know two cantrips from the Warlock them to learn them. You can learn the invocation at spell list. You learn additional cantrips as you level up, the same time that you meet its prerequisities. Level as per the Warlock table. prerequisities refer to Warlock level, not character level.

Spell Slots Agonizing Blast The Warlock Table shows how many spell slots you Prerequisite: Eldritch Blast (PHB .237) cantrip have, and what level they all are. To cast one of these When you cast Eldritch Blast (PHB.237), add your spells, you must expend a spell slot. You regain all spell Charisma modifier to the damage it deals on a hit. slots when you finish a short or long rest. Armor of Shadows You can cast Mage Armor (PHB.256) on yourself at will, without expending a spell slot or material components.

PAGE 42 Ascendant Step Lifedrinker Prerequisite: 9th Level Prerequisite: 12th level, Pact of the Blade feature You can cast Levitate (PHB.255) on yourself at will, When you hit a creature with your pact weapon, they without expending a spell slot or material components. take extra necrotic damage equal to your Charisma modifier (Min 1). Beast Speech You can cast Speak with Animals (PHB.277) at will, Mask of Many Faces without expending a spell slot. You can cast Disguise Self (PHB.233) at will, without expending a spell slot. Beguiling Influence You gain proficiency in Deception and Persuasion. Master of Myriad of Forms Prerequisite: 15th level Bewitching Whispers You can cast Alter Self (PHB.211) at will, without Prerequisite: 7th Level expending a spell slot. You can cast Compulsion (PHB.224) once using a Warlock spell slot. You can’t do so again until you take a long rest. Minions of Chaos Prerequisite: 9th level Book of Ancient Secrets You can cast Conjure Elemental (PHB.225) once using a Prerequisite: Pact of the Tome feature Warlock spell slot. You can’t do so again until you finish Choose two 1st level spells with the ritual tag from any a long rest. class’s spell list. They are now inscribed inside your Book of Shadows, and don’t count against the number Mire the Mind of spells you know. You can cast the chosen spells as Prerequisite: 5th Level rituals. You can’t cast them otherwise, unless you learn You can cast Slow (PHB.277) once using a Warlock spell them by other means. You may also cast other Warlock slot. You can’t do so again until you finish a long rest. spells you know as a ritual if it has the ritual tag. If you find other ritual spells in your adventures, you Misty Visions can add it to the book if the spell’s level is equal to or You can cast Silent Image (PHB.276) at will, without less than half your Warlock level (rounded up). For each expending a spell slot or material components. level of the spell, it takes 2 hours and 50gp in rare ink One with Shadows to transcribe into the book. Prerequisite: 5th level Chains of Carceri When in dim light or darker, you can use your action to become Prerequisite: 15th level, Pact of the Chain feature invisible until you move or take an action or reaction. You can cast Hold Monster (PHB.251) at will - targeting a Otherworldly Leap celestial, fiend, or elemental - without expending a spell 9th Level slot or material components. You must finish a long rest Prerequisite: You can cast Jump (PHB.254) on yourself at will, without before you can use this invocation on that creature again. expending a spell slot or material components. Devil’s Sight Repelling Blast You can see normally in darkness, both magical or Eldritch Blast (PHB .237) cantrip otherwise, to a distance of 120 ft. Prerequisite: When you hit a creature with Eldritch Blast (PHB.237), Dreadful Word you can push them up to 10 ft away from you in a Prerequisite: 7th level straight line. You can cast Confusion (PHB.224) once using a Warlock Sculptor of Flesh spell slot. You can’t do so again until you finish a long rest. Prerequisite: 7th Level Eldritch Sight You can cast Polymorph (PHB.266) once using a Warlock You can cast Detect Magic (PHB.231) at will, without spell slot. You can’t do so again until you take a long rest. expending a spell slot. Sign of Ill Omen Eldritch Spear Prerequisite: 5th Level Prerequisite: Eldritch Blast (PHB .237) cantrip You can cast Bestow Curse (PHB.218) once using a When you cast Eldritch Blast (PHB.237), its range is 300 ft. Warlock spell slot. You can’t do so again until you finish a long rest. Eyes of the Rune Keeper You can read all writing Thief of Five Fates You can cast Bane (PHB.216) once using a Warlock spell Fiendish Vigor slot. You can’t do so again until you finish a long rest. You can cast False Life (PHB.239) on yourself as a 1st- level spell, without expending a spell slot or material Thirsting Blade components. Prerequisite: 5th Level, Pact of the Blade feature You can attack twice with your pact weapon, instead of Gaze of Two Minds once, when you take the Attack action on your turn. You can use your action to touch a willing humanoid and perceive through its eyes until the end of your next Visions of Distant Realms turn. As long as you are on the same plane, you can Prerequisite: 15th level use your action on each subsequent turn to maintain You can cast Arcane Eye (PHB.214) at will, without this connection. While perceiving through the other expending a spell slot. creatures senses, you are blinded and deafened to your own surroundings.

PAGE 43 Voice of the Chain Master Ability Score Increase Prerequisite: Pact of the Chain feature You can communicate telepathically with your familiar At 4th, 8th, 12th, 16th, and 19th level, you can increase and perceive through its senses as long as you are on one ability score by 2, or two ability scores by 1. You the same plane. Additionally, while perceiving through can’t bring an ability score above 20 using this feature. its senses, you can speak through it with your own voice, even if its normally incapable of speech. Mystic Arcanum Whispers of the Grave At 11th level, you can choose one 6th level spell from Prerequisite: 9th level the Warlock spell list. You can cast this spell once You can cast Speak with Dead (PHB.277) at will, without without expending a spell slot. You must finish a long expending a spell slot. rest before you cast it again. At higher levels, you gain more Warlock spells that can Witch Sight be cast this way. One 7th level spell at 13th level, one Prerequisite: 15th level 8th level spell at 15th level, and one 9th level at 17th You can see the true form of any shapechanger or level. You regain all uses of Mystic Arcanum when you creature concealed by illusion or transmutation magic finish a long rest. while its within 30 ft of you and within line of sight. Eldritch Master Pact Boon At 20th level, you can spend 1 minute and regain all At 3rd level, your patron bestows a gift of your choice of your expended spell slots. Once you use this feature, it the following. can’t be used again until you finish a long rest.

Pact of the Chain You learn the Find Familiar (PHB .240) and can cast it as a Otherworldly Patron ritual. This doesn’t count against your spells known. At 1st level, you struck a bargain with an otherworldly When you cast this spell, you can choose one of being of your choice: The Archfey, the Fiend, the Great the normal forms for a familiar, or as a sprite, imp, Old One, The Undying (SCAG). This choice grants you pseudodragon, or quasit. features at 1st, 6th, 10th, and 14th level. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make an attack of its own. The Archfey Expanded Spell List Pact of the Blade Your patron adds the following spells to the Warlock You can use your action to create a pact weapon in spell list for you. your empty hand. You can choose the form that this melee weapon takes each time you create it. You are Spell proficient with it while you wield it. This weapon counts Level Spells as magical. 1st Faerie Fire (PHB .239), Your pact weapon disappears if it is more than 5 ft Sleep (PHB .276) away from you for 1 minute or more. It also disappears (PHB .221) if you use this feature again, dismiss the weapon, or if 2nd Calm Emotions , Phantasmal Force (PHB .264) you die. You can transform one magic weapon into your pact 3rd Blink (PHB .219), weapon by performing a special ritual while you hold Plant Growth (PHB .266) the weapon. You perform it over an hour, which can 4th Dominate Beast (PHB .234), be done during a short rest. You can then dismiss the Greater Invisibility (PHB .246) weapon, shunting it into an extradimensional space, 5th Dominate Person (PHB .235), and appears whenever you create your pact weapon Seeming (PHB .274) thereafter. You can’t affect an artifact or sentient weapon in this way. The weapon ceases to be your pact Fey Presence weapon if you die, if you perform the ritual on another At 1st level, as an action, you can cause each creature weapon, or if you use another ritual to break the bond. in a 10 ft cube around you to make a Wisdom saving It appears at your feet if its in the extradimensional throw against your spell save DC. Those that fail are space when the bond breaks. charmed or frightened (your choice) until the end of your next turn. Pact of the Tome Once you use this feature, you can’t use it again until Your patron gives you a book called a Book of Shadows. you finish a short or long rest. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, Misty Escape you can cast those cantrips at will. They don’t count At 6th level, when you take damage, you can use your against the number of cantrips you know. reaction to turn invisible and teleport up to 60 ft to an If you lose your Book of Shadows, you can perform unoccupied space you can see. You remain invisible a 1 hr ceremony to receive a replacement from your until the start of your next turn or until you attack or patron. It can be performed during a short or long rest, cast a spell. and destroys the previous book. The book turns to ash Once you use this feature, you can’t use it again until if you die. you finish a short or long rest.

PAGE 44 Beguiling Defenses The Great Old One At 10th level, you become immune to being charmed, and when another creature attempts to charm you, you Expanded Spell List can use your reaction to reverse the charm back on Your patron adds the following spells to the Warlock them. They must succeed on a Wisdom saving throw spell list for you. versus your spell save DC or be charmed by you for 1 minute or until the creature takes damage. Spell Level Spells Dark Delirium 1st Dissonant Whispers (PHB .234), At 14th level, as an action, choose a creature you can Tasha’s Hideous Laughter (PHB .280) see within 60 ft. It must make a Wisdom saving throw 2nd Detect Thoughts (PHB .231), against your spell save DC. On a failed save, it is Phantasmal Force (PHB .264) charmed or frightened by you (your choice) for 1 minute or until your concentration is broken. This effect ends 3rd Clairvoyance (PHB .222), Sending (PHB .274) early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in 4th Dominate Beast (PHB .234), a misty realm, the appearance is as you choose. It can Evard’s Black Tentacles (PHB .238) see and hear only itself, you, and the illusion. 5th Dominate Person (PHB .235), You must finish a short or long rest before using this Telekinesis (PHB .280) feature again. Awakened Mind At 1st level, you can communicate telepathically with The Fiend any creature you can see within 30 ft. You don’t need to Expanded Spell List share a language, but it must be able to understand at Your patron adds the following spells to the Warlock least one language. spell list for you. Entropic Ward Spell At 6th level, when a creature makes an attack roll Level Spells against you, you can use your reaction to impose disadvantage. If the attack misses, your next attack 1st Burning Hands (PHB .220), roll against that creature has advantage if you make it Command (PHB .223) before the end of your next turn. 2nd Blindness/Deafness (PHB .219), Once you use this feature, you can’t use it again until Scorching Ray (PHB .273) you finish a short or long rest. 3rd Fireball (PHB .241), Stinking Cloud (PHB .278) Thought Shield 4th Fire Shield (PHB .242), At 10th level, your thoughts can’t be read by telepath Wall of Fire (PHB .285) or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature 5th Flame Strike (PHB .242), Hallow (PHB .249) deals psychic damage to you, it takes the same amount of damage. Dark One’s Blessing At 1st level, when you reduce a hostile creature to 0 hit Create Thrall points, you gain temporary hit points equal to your At 14th level, you can use your action to touch an Charisma modifier + your Warlock level (min 1). incapacitated humanoid. They are then charmed by you until a Remove Curse (PHB.271) spell is cast on it, if the Dark One’s Own Luck charmed condition is removed, or you use this feature At 6th level, when you make an ability check or saving again. You can communicate telepathically with the throw, you can use this feature to add a d10 to your roll. charmed creature as long as you on the same plane. You can do so after seeing the initial roll but before any of the effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

Fiendish Resilience At 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical or silver weapons ignore this resistance.

Hurl Through Hell At 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. They disappear and hurtle through a nightmare landscape. At the end of your next turn, it returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage. Once you use this feature, you can’t use it again until you finish a long rest.

PAGE 45 The Undying (scag) Defy Death At 6th level, you regain hit points equal to 1d8 + your Expanded Spell List Constitution modifier (min 1) when you succeed on a Your patron adds the following spells to the Warlock death saving throw or when you use Spare the Dying spell list for you. (PHB .277) on another creature. Once you use this feature, you can’t use it again until Spell you finish a long rest. Level Spells 1st False Life (PHB .239), Undying Nature Ray of Sickness (PHB .271) At 10th level, you can hold your breath indefinitely, and don’t require food, water, or sleep. You still require rest 2nd Blindness/Deafness (PHB .219), Silence (PHB .275) to reduce exhaustion and still benefit from finishing short and long rests. 3rd Feign Death (PHB .240), In addition, you age at 1/10th the normal rate, and are Speak with Dead (PHB .277) immune to being magically aged. 4th Aura of Life (PHB .216), Death Ward (PHB .230) Indestructible Life 5th Contagion (PHB .227), At 14th level, you can use your bonus action to Legend Lore (PHB .254) regain hit points equal to 1d8 + your Warlock level. Additionally, you can reattach severed limbs at this time. Among the Dead Once you use this feature, you can’t use it again until At 1st level, you learn the Spare the Dying (PHB .277) you finish a short or long rest. cantrip, which doesn’t count against the number of Warlock cantrips you know. You also have advantage on any saving throws against disease. Additionally, if an undead targets you directed with an attack or harmful spell, it must make a Wisdom saving throw against your spell save DC (unless the spell is an area of effect spell). On a failed save, they must choose a new target, or forfeit the spell. On a successful save, they are immune to this effect for 24 hrs. They are also immune to this effect for 24 hrs if you target it with an attack or harmful spell.

PAGE 46 Warlock Spells

Cantrips (0 Level) 2nd Level 4th Level 7th level Blade Ward PHB .218 Cloud of Daggers PHB .222 Banishment PHB .217 Etherealness PHB .238 Booming Blade SCAG .142 Crown of Madness Blight PHB .219 Finger of Death PHB .241 Chill Touch PHB .221 PHB .229 Dimension Door PHB .233 Forcecage PHB .243 Create BonfireEE .16 Darkness PHB .230 Elemental Bane EE .17 Plane Shift PHB .266 Eldritch Blast PHB .237 Earthbind EE .17 Hallucinatory Terrain Friends PHB .244 Enthrall PHB .238 PHB .249 8th level Frostbite EE .18 Hold Person PHB .251 Demiplane PHB .231 Green-Flame Blade Invisibility PHB .254 5th Level Dominate Monster SCAG .143 Mirror Image PHB .260 Contact Other Plane PHB .235 Lightning Lure SCAG .143 Misty Step PHB .260 PHB .226 Feeblemind PHB .239 Mage Hand PHB .256 Ray of Enfeeblement Dream PHB .236 Glibness PHB .245 Magic Stone EE .20 PHB .271 Hold Monster PHB .251 Power Word Stun Minor Illusion PHB .260 Shatter PHB .275 Scrying PHB .273 PHB .267 Poison Spray PHB .266 Spider Climb PHB .277 6th Level 9th Level Prestidigitation PHB .267 Suggestion PHB .279 Arcane Gate PHB .214 Astral Projection PHB .215 Sword Burst SCAG .143 Circle of Death PHB .221 Foresight PHB .244 Thunderclap EE .22 3rd Level Conjure Fey PHB .226 Imprisonment PHB .252 True Strike PHB .284 Counterspell PHB .228 Dispel Magic PHB .234 Create Undead PHB .229 Power Word Kill PHB .266 1st Level Fear PHB .239 Eyebite PHB .238 True Polymorph PHB .283 Armor of Agathys PHB .215 Fly PHB .243 Flesh to Stone PHB .243 Arms of Hadar PHB .215 Gaseous Form PHB .244 Investiture of Flame Charm Person PHB .221 Hunger of Hadar PHB .251 EE .19 Comprehend Languages Hypnotic Pattern PHB .252 Investiture of Ice EE .19 PHB .224 Magic Circle PHB .256 Investiture of Stone Expeditious Retreat Major Image PHB .258 EE .19 PHB .238 Remove Curse PHB .271 Investiture of Wind EE .20 Hellish Rebuke PHB .250 Tongues PHB .283 Mass Suggestion PHB .258 Hex PHB .251 Vampiric Touch PHB .285 True Seeing PHB .284 Illusory Script PHB .252 Protection from Evil and Good PHB .270 Unseen Servant PHB .284 Witch Bolt PHB .289

PAGE 47 Prof. Level Bonus Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2 Spellcasting, Arcane Recovery 3 2 — — — — — — — — 2nd 2 Arcane Tradition 3 3 — — — — — — — — 3rd 2 — 3 4 2 — — — — — — — 4th 2 Ability Score Improvement 4 4 3 — — — — — — — 5th 3 — 4 4 3 2 — — — — — — 6th 3 Arcane Tradition feature 4 4 3 3 — — — — — — 7th 3 — 4 4 3 3 1 — — — — — 8th 3 Ability Score Improvement 4 4 3 3 2 — — — — — 9th 4 — 4 4 3 3 3 1 — — — — 10th 4 Arcane Tradition feature 5 4 3 3 3 2 — — — — 11th 4 — 5 4 3 3 3 2 1 — — — 12th 4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 13th 5 — 5 4 3 3 3 2 1 1 — — 14th 5 Arcane Tradition feature 5 4 3 3 3 2 1 1 — — 15th 5 — 5 4 3 3 3 2 1 1 1 — 16th 5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th 6 — 5 4 3 3 3 2 1 1 1 1 18th 6 Spell Mastery 5 4 3 3 3 3 1 1 1 1 19th 6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th 6 Signature Spell 5 4 3 3 3 3 2 2 1 1

Preparing and Casting Spells Wizard The Wizard Table shows how many spell slots you Hit Points have of each level. To cast one of these spells, you Hit Dice: 1d6 per Wizard Level must expend a spell slot of the spells level or higher. Hit Points at 1st Level: 6 + your Constitution modifier You regain all spell slots when you finish a long rest. Hit Points at Higher Levels: 1d6 (or 4) + your Casting the spell doesn’t remove it from your list of Constitution modifier per Wizard level after 1st prepared spells. You prepare a list of Wizard spells that are available Proficiencies for you to cast. Choose a number of spells from your Armor: None spellbook equal to your Intelligence modifier + your Weapons: Daggers, Darts, Slings, Quarterstaffs, Wizard level (min 1). They must be of a level for which Light Crossbows you have slots. Saving Throws: Intelligence, Wisdom You can change this list of prepared spells when you Skills: Two from Arcana, History, Insight, Investigation, finish a long rest. Doing so takes time: 1 minute per Medicine, and Religion spell level for each spell on your list.

Equipment Spellcasting Ability You start with the following equipment: Intelligence is your spellcasting ability for Wizard spells. • (a) a Quarterstaff or(b) a Dagger • (a) a Component Pouch or (b) an Arcane Focus Spell save DC = 8 + your Proficiency bonus + your • (a) a Scholar’s Pack or (b) an Explorer’s Pack Intelligence modifier • A Spell Book Spell attack modifier = your Proficiency bonus + your Intelligence modifier Spellcasting Ritual Casting Cantrips You can cast Wizard spells as a ritual if that spell has At 1st level, you know three cantrips from the Wizard the ritual tag and you have it in your spellbook. It spell list. You learn additional cantrips as you level up, doesn’t need to be prepared. as per the Wizard table. Spellcasting Focus Spellbook You can use an arcane focus as a spellcasting focus for At 1st level, you have a spellbook containing six 1st your Wizard spells. level Wizard spells of your choice. Learning Spells of 1st Level and Higher If you wish to copy a spell from your spellbook into Each time you gain a Wizard level, you can add two another book (such as a backup spellbook) you can Wizard spells of your choice to your spellbook. Each spend 1 hour and 10 gp per spell level of the copied must be of a level for which you have spell slots. spell to do so. If you lose your spellbook, you can do the If you find other Wizard spells of 1st level or high in same process to copy down your prepared spells to a your travels, you can add it to your spellbook if it is of a new spellbook. level for which you have spell slots. This takes 2 hours and 50 gp in ink for each level of the spell.

PAGE 48 Arcane Recovery Improved Abjuration At 10th level, when you cast an abjuration spell that Once per day, when you finish a short rest, you can requires you to make an ability check as part of the recover spell slots. These slots can have a combined casting, add your proficiency bonus to that ability check. level equal to or less than half your Wizard level (rounded up), and none can be 6th level or higher. Spell Resistance At 14th level, you have advantage on saving throws Ability Score Increase against spells. You also have resistance to spell damage. At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You School of Conjuration can’t bring an ability score above 20 using this feature. Conjuration Savant At 2nd level, the gold and time you spend copying a Spell Mastery Conjuration spell into your spellbook is halved. At 18th level, you can choose a 1st-level and 2nd-level Minor Conjuration Wizard spell in your spellbook. You can cast those At 2nd level, you can use your action to conjure an spells at their lowest levels without expending a inanimate object in your hand or on the ground in an spellslot when they are prepared. If you want to cast unoccupied space you can see within 10 ft. This object them at a higher level, you must expend a slot as usual. can be no larger than 3 ft on a side and weigh no more You can change one or both spells for new ones by than 10 lbs, and its form must be that of a nonmagical spending 8 hours in study. object that you have seen. It is visibly magical, radiating dim light out 5 ft. Signature Spells It disappears after 1 hr, when you use this feature again, or if it takes any damage. At 20th level, you can choose two 3rd level Wizard spells in your spellbook as your signature spells. You Benign Transposition always have them prepared, they don’t count against At 6th level, you can use your action to teleport up the spells you can have prepared, and you can cast each to 30 ft to an unoccupied space that you can see. of them once at 3rd level without expending a spell slot. Alternatively, choose a space that is within range that When you do so, you can’t do so again until you finish a is occupied by a Small or Medium creature. If that short or long rest. creature is willing, you swap places. If you want to cast either spell at a higher level, you Once you use this feature, you can’t use it again until must expend a slot as normal. you finish a long rest or cast a conjuration spell of 1st level or higher. Arcane Traditions Focused Conjuration At 2nd level, you choose an arcane tradition to follow: At 10th level, while concentrating on a conjuration spell, Abjuration, Conjuration, Divination, Enchantment, your concentration can’t be broken due to damage. Evocation, Illusion, Necromancy, Transmutation, or Bladesinging (SCAG). Your choice grants you features at Durable Summons 2nd, 6th, 10th, and 14th level. At 14th level, any creature you summon or create with a conjuration spell has 30 temporary hit points. School of Abjuration School of Divination Abjuration Savant At 2nd level, the gold and time you spend copying a Divination Savant Abjuration spell into your spellbook is halved. At 2nd level, the gold and time you spend copying a Divination spell into your spellbook is halved. Arcane Ward At 2nd level, when you cast an abjuration spell of 1st Portent level or higher, you can create a magical ward around At 2nd level, when you finish a long rest, roll two d20s yourself that lasts until you finish a long rest. The ward and record the numbers rolled. You can replace any has hit points equal to twice your Wizard level + your attack roll, saving throw, or ability check made by you Intelligence modifier. Whenever you take damage, it or a creature that you can see with one of these rolls. takes the damage instead. If this reduces the ward to 0 You must choose to do so before the roll, and you can hit points, you take any remaining damage. replace a roll in this way only once per turn. While the ward has 0 hit points, it can’t absorb Each roll can only be used once. When you finish a damage, but remains. Whenever you cast an abjuration long rest, you lose any unused rolls. spell of 1st level or higher, it regains hit points equal to Expert Divination twice the level of the spell. At 6th level, when you cast a divination spell of 2nd Once you create the ward, you can’t create it again level or higher using a spell slot, you regain one until you finish a long rest. expended spell slot. The slot you regain must be of a Projected Ward level lower than the spell you cast and can’t be higher At 6th level, whenever a creature you can see within than 5th level. 30 ft of you takes damage, you can use your reaction to have your Arcane Ward absorb the damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

PAGE 49 The Third Eye School of Evocation At 10th level, you can use your action to gain one of the following benefits, which lasts until you are Evocation Savant incapacitated or you take a short or long rest. You can’t At 2nd level, the gold and time you spend copying a use the feature again until you finish a rest. Evocation spell into your spellbook is halved. Darkvision. You gain darkvision at 60 ft. Sculpt Spells Ethereal Sight. You can see into the Ethereal Plane within 60 ft. At 2nd level, when you cast an evocation spell that affects other creatures you can see, you can choose a number of Greater Comprehension. You can read any language. them equal to 1 + the spell’s level. They automatically See Invisibility. You can see invisible creatures and objects within 10 ft of you that are in line of sight. succeed on their saving throws against the spell, and take no damage if they would normally take half. Greater Portent At 14th level, you can roll three dice for your Portent Potent Cantrip feature, instead of two. At 6th level, when a creature succeeds on a saving throw against your cantrip, it takes half the damage, but suffers no additional effect from the cantrip. School of Enchantment Enchantment Savant Empowered Evocation At 2nd level, the gold and time you spend copying a At 10th level, you can add your Intelligence modifier to Enchantment spell into your spellbook is halved. the damage of any Wizard evocation spell you cast.

Hypnotic Gaze Overchannel At 2nd level, as an action, choose one creature that you At 14th level, when you cast a Wizard spell of 5th level can see within 5 ft of you. If they can see or hear you, of lower, not including cantrips, that deals damage, you they must succeed on a Wisdom saving throw against can deal the maximum damage with that spell. you Wizard spell save DC or be charmed by you until The first time you do so, you suffer no ill effects. If you the end of your next turn. They’re speed drops to 0, and use it again before finishing a long rest, you take 2d12 is incapacitated and visibly dazed. necrotic damage for each level of the spell, immediately On subsequent turns, you can use your action to after you cast it. Each time you use this feature again maintain this effect. However, this ends if you move before taking a long rest, the necrotic damage per more than 5 ft away from them, if they can neither see spell level increases by 1d12. This damage ignores nor hear you, or if they take damage. resistance and immunity. Once it ends, or if the creature succeeds on its initial saving throw, you can’t use this feature on that creature School of Illusion again until you finish a long rest. Illusion Savant Instinctive Charm At 2nd level, the gold and time you spend copying a At 6th level, when a creature you can see within 30 ft of Illusion spell into your spellbook is halved. you makes an attack roll against you, you can use your Improved Minor Illusion reaction to divert the attack, provided there is another At 2nd level, you learn the Minor Illusion (PHB .260) creature in range of the attack. The attacker must make cantrip. If you already know this cantrip, you learn a a Wisdom saving throw against your Wizard spell save different Wizard cantrip of your choice. This doesn’t DC. On a failed save, it must target the creature that count against the number of cantrips you know. is closest to it, not including you or itself. If multiple When you cast Minor Illusion (PHB .260), you can create creatures are closest, it chooses which to target. On both a sound and an image with a single casting. a successful save, you can’t use this feature on that attacker again until you finish a long rest. Malleable Illusions You must use this feature before knowing if the attack At 6th level, when you cast an illusion spell that has a hits or misses. Creatures immune to being charmed are duration of 1 min or longer, you can use your action immune to this effect. to change the nature of that illusion (using the spells normal parameters), provided its within sight. Split Enchantment At 10th level, when you cast an enchantment spell of 1st Illusory Self level or higher that targets only one creature, you may At 10th level, when a creature makes an attack roll have it target a second creature. against you, you can use your reaction to interpose an illusory duplicate between the attacker and yourself. The Alter Memories attack automatically misses, and the illusion disappears. At 14th level, when you cast an enchantment spell Once you use this feature, you can’t use it again until to charm one or more creatures, you can alter one you finish a short or long rest. creatures understanding so that it remains unaware of being charmed. Illusory Reality Additionally, once before the spell expires, you can use At 14th level, when you cast an illusion spell of 1st level your reaction to try to make the chosen creature forget or higher, you can choose one inanimate, nonmagical some of the time spent charmed. They must succeed on object that is part of the illusion and make that object an Intelligence saving throw against your Wizard spell real. You can do this on your turn as a bonus action while save DC or lose a number of hours equal to 1 + your the spell is ongoing. The object remains real for 1 min. Charisma modifier (min 1). You can make the creature The object can’t deal damage or otherwise directly forget less tiem, and the time can’t exceed the duration harm anyone. of the enchantment spell.

PAGE 50 School of Necromancy Shapechanger At 10th level, you add the Polymorph (PHB .266) spell to Necromancy Savant you spellbook, if it’s not there already. You can cast it At 2nd level, the gold and time you spend copying a without expending a spell slot. When you do so, you can Necromancy spell into your spellbook is halved. target only yourself and transform into a beast whose challenge rating is 1 or lower. Grim Harvest Once you do so, you can’t cast it again this way until At 2nd level, once per turn when you kill one or more you finish a short or long rest. creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times Master Transmuter its level if its a necromancy spell. You don’t gain this At 14th level, you can use your action to consume your benefit for killing constructs or undead. transmutation stone. When you do so, choose one of the following effects. Your stone is destroyed, and can’t Undead Thralls be remade until you finish a long rest At 6th level, you add the Animate Dead (PHB .212) spell to Major Transformation. You can transmute one your spellbook if it is not there already. When you cast nonmagical object - no larger than a 5 ft cube - into (PHB .212) Animate Dead , you can target one additional another nonmagical object of similar size and mass corpse or pile of bones. and of equal or lesser value. You must spend 10 min Whenever you create an undead using a necromancy transforming it. spell, it has additional benefits: Panacea. You remove all curses, diseases, and • It’s hit point maximum is increased by an amount poisons affecting a creature that you touch with the equal to your Wizard level. stone. It also regains all its hit points. • It adds your proficiency bonus to its weapon damage Restore Life. You cast the Raise Dead (PHB .270) spell on Inured to Undeath a creature you touch with the stone, without expending a At 10th level, you have resistance to necrotic damage, spell slot or needing to have it in your spellbook. and your hit point maximum can’t be reduced. Restore Youth. You touch a willing creature with your stone, and its apparent age is reduced by 3d10 years, to Command Undead a minimum of 13 years. This doesn’t extend its lifespan. At 14th level, as an action you can choose one undead that you can see within 60 ft of you. It must make a Bladesinging (scag) Charisma saving throw against your Wizard spell save DC. If it succeeds, you can’t use this feature on it again. Restriction: Elves Only If it fails, it becomes friendly to you and obeys your Training in War and Song commands until you use this feature again. At 2nd level, you gain proficiency in Light Armor, and If the target has an Intelligence of 8 or higher, it has one type of one-handed melee weapon of your choice. advantage on the saving throw. If it fails the save and You also gain proficiency in the Performance skill if has an Intelligence of 12 or higher, it can repeat the you don’t already have it. saving throw at the end of every hour until it succeeds Bladesong and breaks free. At 2nd level, provided you aren’t wearing medium or heavy armor or using a shield, you can use a bonus School of Transmutation action to start a Bladesong, which lasts for 1 minute. It Transmutation Savant ends early if you’re incapacitated, if you don medium At 2nd level, the gold and time you spend copying a or heavy armor or a shield, or take two hands to make Transmutation spell into your spellbook is halved. an attack with a weapon. You can also dismiss it at any time, no action required. Minor Alchemy While it is active, you gain the following benefits: At 2nd level, you can transform one object composed • You gain AC equal to your Intelligence modifier (min 1) entirely of wood, stone (not gemstone), iron, copper, or • Your walking speed increases by 10 ft silver into a different one of those materials. For each • You have advantage on Dexterity (Acrobatics) checks 10 min you spend performing the procedure, you can • You gain a bonus to any Constitution saving throws transform up to 1 cubic foot of material. After 1 hour, or to maintain your concentration on a spell. The bonus until you lose your concentration, the material reverts is equal to your Intelligence modifier (min 1) to its original substance. You can use this feature twice. You regain all expended uses when you finish a short or long rest. Transmutater’s Stone At 6th level, you can spend 8 hours creating a Extra Attack transmuter’s stone that stores transmutation magic. At 6th level, you can attack twice, instead of once, when You can benefit from the stone yourself, or give it to you take the Attack action on your turn. another creature. They gain a benefit of your choice as long as its in their possession. When you create the Song of Defense stone, choose the benefit from the following options: At 10th level, when you take damage, you can use your • Darkvision at 60 ft reaction to expend one spell slot and reduce the damage • A speed increase of 10 ft while unencumbered by an amount equal to five times the spell slots level. • Proficiency in Constitution saving throws Song of Victory • Resistance to acid, cold, fire, lightning, or thunder At 14th level, you add your Intelligence modifier (min 1) damage (your choice) to the damage of your melee weapon attacks while your Each time you cast a transmutation spell of 1st level or Bladesong is active. higher, you can change the effect of your stone if its on your person. If you create a new stone, the previous one ceases to function.

PAGE 51 Wizard Spells

Cantrips (0th level) False Life (Necro .) Hold Person (Ench .) Haste (Trans .) PHB .250 Acid Splash (Conj .) PHB .239 PHB .251 Hypnotic Pattern (Ill .) PHB .211 Feather Fall (Trans .) Invisibility (Ill .) PHB .254 PHB .252 Blade Ward (Abj .) PHB .239 Knock (Trans .) PHB .254 Leomund’s Tiny Hut PHB .218 Find Familiar (Conj .) Levitate (Trans .) PHB .255 (Evoc .) PHB .255 Booming Blade (Abj .) PHB .240 Locate Object (Div .) Lightning Bolt (Evoc .) SCAG .142 Fog Cloud (Conj .) PHB .243 PHB .256 PHB .255 Chill Touch (Necro .) Grease (Conj .) PHB .246 Magic Mouth (Ill .) Magic Circle (Abj .) PHB .221 Ice Knife (Conj .) EE .19 PHB .257 PHB .256 Control Flames (Trans .) Identify (Div .) PHB .252 Magic Weapon (Trans .) Major Image (Ill .) PHB .258 EE .16 Illusory Script (Ill .) PHB .257 Melf’s Minute Meteors Create Bonfire(Conj .) PHB .252 Maximilian’s Earthen (Evoc .) EE .20 EE .16 Jump (Trans .) PHB .254 Grasp (Trans .) EE .20 Nondetection (Abj .) Dancing Lights (Evoc .) Longstrider (Trans .) Melf’s Acid Arrow PHB .263 PHB .230 PHB .256 (Evoc .) PHB .259 Phantom Steed (Ill .) Fire Bolt (Evoc .) PHB .242 Mage Armor (Abj .) Mirror Image (Ill .) PHB .265 Friends (Ench ). PHB .244 PHB .256 PHB .260 Protection from Energy Frostbite (Evoc .) EE .18 Magic Missile (Evoc .) Misty Step (Conj .) (Abj .) PHB .270 Gust (Trans .) EE .19 PHB .257 PHB .260 Remove Curse (Abj .) Green-Flame Blade Protection from Evil and Nystul’s Magic Aura (Ill .) PHB .271 (Abj ). SCAG .143 Good (Abj .) PHB .270 PHB .263 Sending (Evoc .) PHB .274 Light (Evoc .) PHB .255 Ray of Sickness (Necro .) Phantasmal Force (Ill .) Sleet Storm (Conj .) Lightning Lure (Abj .) PHB .271 PHB .264 PHB .276 SCAG .143 Shield (Abj .) PHB .275 Pyrotechnics (Trans .) Slow (Trans .) PHB .277 Mage Hand (Conj .) Silent Image (Ill .) PHB .276 EE .21 Stinking Cloud (Conj .) PHB .256 Sleep (Ench .) PHB .276 Ray of Enfeeblement PHB .278 Mending (Trans .) PHB .259 Tasha’s Hideous (Necro .) PHB .271 Tidal Wave (Conj .) EE .22 Message (Trans .) PHB .259 Laughter (Ench .) Rope Trick (Trans .) Tongues (Div .) PHB .283 Minor Ill. (Ill .) PHB .260 PHB .280 PHB .272 Vampiric Touch (Necro .) Mold Earth (Trans .) EE .21 Tenser’s Floating Disk Scorching Ray (Evoc .) PHB .285 Poison Spray (Conj .) (Conj .) PHB .282 PHB .273 Wall of Sand (Evoc .) PHB .266 Thunderwave (Evoc .) See Invisibility (Div .) EE .23 Prestidigitation (Trans .) PHB .282 PHB .274 Wall of Water (Evoc .) PHB .267 Unseen Servant (Conj .) Shatter (Evoc .) PHB .275 EE .23 Ray of Frost (Evoc .) PHB .284 Skywrite (Trans .) EE .22 Water Breathing (Trans .) PHB .271 Witch Bolt (Evoc .) Snilloc’s Snowball PHB .287 Shape Water (Trans .) PHB .289 Swarm (Evoc .) EE .22 4th Level EE .21 2nd Level Spider Climb (Trans .) Arcane Eye (Div .) PHB .214 Shocking Grasp (Evoc .) Aganazzar’s Scorcher PHB .277 Banishment (Abj .) PHB .275 (Evoc .) EE .15 Suggestion (Ench .) PHB .217 Sword Burst (Conj .) Alter Self (Trans .) PHB .211 PHB .279 Blight (Necro .) PHB .219 SCAG .143 Arcane Lock (Abj .) Web (Conj .) PHB .287 Confusion (Ench .) Thunderclap (Evoc .) PHB .215 3rd Level PHB .224 EE .22 Blindness/Deafness Animate Dead (Necro .) Conjure Minor True Strike (Div .) PHB .284 (Necro .) PHB .219 PHB .212 Elementals (Conj .) 1st Level Blur (Ill .) PHB .219 Bestow Curse (Necro .) PHB .226 Absorb Elements (Abj .) Cloud of Daggers (Conj .) PHB .218 Control Water (Trans .) EE .15 PHB .222 Blink (Trans .) PHB .219 PHB .227 Alarm (Abj ). PHB .211 Continual Flame (Evoc .) Clairvoyance (Div .) Dimension Door (Conj .) Burning Hands (Evoc .) PHB .227 PHB .222 PHB .233 PHB .220 Crown of Madness Counterspell (Abj .) Elemental Bane (Trans .) Catapult (Trans .) EE .15 (Ench .) PHB .229 PHB .228 EE .17 Charm Person (Ench .) Darkness (Evoc .) PHB .230 Dispel Magic (Abj .) Evard’s Black Tentacles PHB .221 Darkvision (Trans .) PHB .234 (Conj .) PHB .238 Chromatic Orb (Evoc .) PHB .230 Erupting Earth (Trans .) Fabricate (Trans .) PHB .221 Detect Thoughts (Div .) EE .17 PHB .239 Color Spray (Ill .) PHB .222 PHB .231 Fear (Ill .) PHB .239 Fire Shield (Evoc .) Comprehend Languages Dust Devil (Conj .) EE .17 Feign Death (Necro .) PHB .242 (Div .) PHB .224 Earthbind (Trans .) EE .17 PHB .240 Greater Invisibility (Ill .) Detect Magic (Div .) Enlarge/Reduce (Trans .) Fireball (Evoc .) PHB .241 PHB .246 PHB .231 PHB .237 Flame Arrows (Trans .) Hallucinatory Terrain Disguise Self (Ill .) Flaming Sphere (Conj .) EE .18 (Ill .) PHB .249 PHB .233 PHB .242 Fly (Trans .) PHB .243 Ice Storm (Evoc .) PHB .252 Earth Tremor (Evoc .) Gentle Repose (Necro .) Gaseous Form (Trans .) Leomund’s Secret Chest EE .17 PHB .245 PHB .244 (Conj .) PHB .254 Expeditious Retreat Gust of Wind (Evoc .) Glyph of Warding (Abj .) Locate Creature (Div .) (Trans .) PHB .238 PHB .248 PHB .245 PHB .256

PAGE 52 Mordenkainen’s Faithful Rary’s Telepathic Bond Mass Suggestion (Ench .) 8th Level Hound (Conj .) PHB .261 (Div .) PHB .270 PHB .258 Abi-Dalzim’s Horrid Mordenkainen’s Private Scrying (Div .) PHB .273 Move Earth (Trans .) Wilting (Necro .) EE .15 Sanctum (Abj .) PHB .262 Seeming (Ill .) PHB .274 PHB .263 Antimagic Field (Abj .) Otiluke’s Resilient Telekinesis (Trans .) Otiluke’s Freezing PHB .213 Sphere (Evoc .) PHB .264 PHB .280 Sphere (Evoc .) PHB .263 Antipathy/Sympathy Phantasmal Killer (Ill .) Teleportation Circle Otto’s Irresistible Dance (Ench .) PHB .214 PHB 265. (Conj .) PHB .282 (Ench .) PHB .264 Clone (Necro .) PHB .222 Polymorph (Trans .) Transmute Rock (Trans .) Programmed Ill. (Ill .) Control Weather (Trans .) PHB 266. EE 22. PHB .269 PHB .228 Stone Shape (Trans .) Wall of Force (Evoc .) Sunbeam (Evoc .) PHB .279 Demiplane (Conj .) PHB 278. PHB .285 True Seeing (Div .) PHB .231 Stoneskin (Abj .) PHB .278 Wall of Stone (Evoc .) PHB .284 Dominate Monster Storm Sphere (Evoc .) PHB .287 Wall of Ice (Evoc .) (Ench .) PHB .235 EE .22 PHB .285 Feeblemind (Ench .) Vitriolic Sphere (Evoc .) 6th Level PHB .239 EE .23 Arcane Gate (Conj .) 7th Level Incendiary Cloud (Conj .) Wall of Fire (Evoc .) PHB .214 Delayed Blast Fireball PHB .253 PHB 285. Chain Lightning (Evoc .) (Evoc .) PHB .230 Maze (Conj .) PHB .258 Watery Sphere (Conj .) PHB .221 Etherealness (Trans .) Mind Blank (Abj ). PHB .259 EE .23 Circle of Death (Necro .) PHB .238 Power Word Stun PHB .221 Finger of Death (Necro .) (Ench .) PHB .267 5th Level Contingency (Evoc .) PHB .241 Sunburst (Evoc .) PHB .279 Animate Objects (Trans .) PHB .227 Forcecage (Evoc .) Telepathy (Evoc .) PHB .281 PHB 213. Create Undead (Necro .) PHB .243 Bigby’s Hand (Evoc .) PHB .229 Mirage Arcane (Ill .) 9th Level PHB 218. Disintegrate (Trans .) PHB .260 Astral Projection Cloudkill (Conj .) PHB .222 PHB .233 Mordenkainen’s (Necro .) PHB .215 Cone of Cold (Evoc .) Drawmij’s Instant Magnificent Mansion Foresight (Div .) PHB .244 PHB 224. Summons (Conj .) (Conj .) PHB .261 Gate (Con.) PHB .244 Conjure Elemental PHB .235 Mordenkainen’s Sword Imprisonment (Abj .) (Conj .) PHB .225 Eyebite (Necro .) PHB .238 (Evoc .) PHB .262 PHB .252 Contact Other Plane Flesh to Stone (Trans .) Plane Shift (Conj .) Meteor Swarm (Evoc .) (Div .) PHB 226. PHB .243 PHB .266 PHB .259 Control Winds (Trans .) Globe of Invulnerability Prismatic Spray (Evoc .) Power Word Kill (Ench) EE .16 (Abj .) PHB .245 PHB .267 PHB .266 Creation (Ill .) PHB .229 Guards and Wards (Abj ). Project Image (Ill .) Prismatic Wall (Abj .) Dominate Person PHB .248 PHB .270 PHB .267 (Ench .) PHB 235. Investiture of Flame Reverse Gravity (Trans .) Shapechange (Trans .) Dream (Ill .) PHB .236 (Trans .) EE 19. PHB .272 PHB .274 Geas (Ench .) PHB 244. Investiture of Ice (Trans .) Sequester (Trans .) Time Stop (Trans .) Hold Monster (Ench .) EE 19. PHB .274 PHB .283 PHB 251. Investiture of Stone Simulacrum (Ill .) PHB .276 True Polymorph (Trans .) Immolation (Evoc .) EE 19. (Trans .) EE 19. Symbol (Abj ). PHB .280 PHB .283 Legend Lore (Div .) Investiture of Wind Teleport (Conj .) PHB .281 Weird (Ill .) PHB .288 PHB 254. (Trans .) EE 20. Whirlwind (Evoc .) EE .24 Wish (Conj .) PHB .288 Mislead (Ill .) PHB .260 Magic Jar (Necro .) Modify Memory (Ench .) PHB .257 PHB 261. Passwall (Trans .) PHB .264 Planar Binding (Abj .) PHB 265.

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