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Class Reference.Pdf 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 Magic Table . 43 Druidic Spells . 17 Warlock . 44 Fighter . 18 Otherworldly Patron . 46 Martial Archetypes . 18 Warlock Spells . 49 Eldritch Knight Spells . 21 Wizard . 50 Monk . 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.
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