Mortality Steady Aim Overwatch Beginning at 7th level, when an enemy you can see moves into a friendly creature’s reach, you may use your reaction to make an opportunity attack against that creature with a ranged weapon provided they are within the normal range of your weapon. Pg 101 Part 4: Classes
Mortality 10th Level Two Birds, One Stone One Shot, One Kill Psi Warrior Psionic Power Telekinetic Adept Guarded Mind Bulwark of Force Telekinetic Master Rune Knight Bonus Proficiency Rune Carver Giant’s Might Runic Shield Additional Rune Known Great Stature Master of Runes Runic Juggernaut Samurai Bonus Proficiency Fighting Spirit Elegant Courtier Tireless Spirit Rapid Strike Strength Before Death Pg 102 Part 4: Classes
Mortality Monk The Monk Level Max Rank Features Martial Arts Die Ki Points 1st ✦✦ Martial Arts, Unarmoured Defence 1d4 — 2nd ✦✦ Ki 1d4 2 3rd ✦✦ Deflect Missiles, Monastic Tradition 1d4 3 4th ✦✦ Feat, Slowfall 1d4 4 5th ✦✦✦ Extra Attack, Stunning Strike 1d6 5 6th ✦✦✦ 6 7th ✦✦✦ 7 8th ✦✦✦ Feat 8 9th ✦✦✦ 9 10th ✦✦✦✦ 10 11th ✦✦✦✦ 11 12th ✦✦✦✦ Feat 12 13th ✦✦✦✦ 13 14th ✦✦✦✦ 14 15th ✦✦✦✦ ✪ 15 16th ✦✦✦✦ ✪ Feat 16 17th ✦✦✦✦ ✪ 17 18th ✦✦✦✦ ✪ 18 19th ✦✦✦✦ ✪ Feat 19 20th ✦✦✦✦ ✪ 20 Pg 103 Part 4: Classes
Mortality Hit Points and Proficiencies Hit Points Hit Dice: 1d8 per monk level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st Proficiencies Armour: None Weapons: 1 rank in Unarmed Tools: Saving Throws: 1 Rank in Strength and Dexterity saving throws. Skills: 6 CP to spend on skill ranks from: Anatomy, Artistic Ability, Balance, Climb, Concentration, Dancing, Diplomacy, Escape Artistry, Etiquette, Farming, Fishing, Folklore, Force, Grip, Hide, Local History, Insight, Juggling, Jump, Move Silently, Religion, Running, Stamina, Tumble Starting Gold You start with 5d4 gold pieces to spend on your equipment in addition to the equipment and gold that you gain from your background. Martial Arts Beginning at 1st level, your training in martial arts has taught you a variety of combat styles that use unarmed strikes and monk weapons, which are shortswords, any simple weapons that lack the two-handed or heavy property, or any weapon with the monk property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armour or a shield: ● You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. ● You can roll a d4 in place of the normal damage of your unarmed strikes or monk weapons. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. ● When you take the attack action with an unarmed strike or monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a Bo-staff, you can also make an unarmed strike as a bonus action, provided you haven’t already taken a bonus action this turn. ● You can use your unarmed proficiency rank to determine the bonus to your attack rolls with your monk weapons. ● You can parry an attack by making an unarmed strike and do not require a melee weapon to attempt a parry. ● You can ignore the non-lethal property of your unarmed strikes, your unarmed strikes also gain one additional weapon property of your choice from: Agile, Deadly, Disarm, Fatal, Forceful, Grapple, Parry, Shove, Sweep, Trip. Pg 104 Part 4: Classes
Mortality The die size of the Deadly and Fatal properties is 2 sizes higher than your martial arts die. Your unarmed strikes gain an additional property at 5th level, and again at 11th level, and 16th level. Unarmoured Defence Alos beginning at 1st level, your unarmoured AC = 10 + your Dexterity modifier + your Wisdom modifier. Additionally, you may add your Wisdom modifier to any defensive action rolls that you make. Ki Flurry of Blows Immediately after you take the attack action, you can spend 1 ki point to make two unarmed strikes as a bonus action. Opened Senses As an action, you can spend 2 ki points in order to channel your ki through your senses and cast the detect magic spell without expending a spell slot or having to make a burnout roll. Patient Defence You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Redirected Strike When a creature you can see misses you with a melee attack, you can spend 1 ki point to force the creature to make another attack against a target of your choice except the creature within 5 feet of you and the creature. Reversed Strike When a creature you can see misses you with a melee attack, you can spend 1 ki point to make an attack against that creature with a monk weapon or an unarmed strike as a reaction. Step of the Wind You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Dedicated Weapon Unarmoured Movement Monastic Tradition Deflect Missiles Feat Slow Fall Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Pg 105 Part 4: Classes
Mortality Ki-Empowered Strike Evasion Stillness of Mind Purity of Body Tongue of Sun and Moon Diamond Soul Timeless Body Empty Body Perfect Self Monastic Traditions Way of Mercy 3rd Level 6th Level 11th Level 17th Level Way of the Ascendant Dragon 3rd Level 6th Level 11th Level 17th Level Way of the Astral Soul 3rd Level 6th Level 11th Level 17th Level Way of the Bow Art of the Arrow Beginning at 3rd level when you choose this tradition, you gain proficiency with bows, which are considered monk weapons for you. Additionally, ranged attack rolls you make with bows do not have disadvantage when an enemy is within 5 feet of you. Archery Ki Features Also beginning at 3rd level, you learn more ki features that you can use by spending ki points. Soul Arrows. Immediately after you hit a creature with an attack from a bow on your turn, you may spend 1 ki point as a bonus action to deal extra alignment damage equal to a roll of your martial art’s die. The type of alignment damage you deal must be of the same type as an alignment damage you have resistance to. Volley of Arrows. Immediately after you take the Attack action on your turn, you may spend 1 ki point to make another attack with a bow as a bonus action. Intercepting Shot Beginning at 6th level, when a creature you see targets another creature with Pg 106 Part 4: Classes
Mortality an attack, you may spend 1 ki point as a reaction to make a ranged attack roll with a bow. If the result is higher than the attacker’s roll, the attack misses. Serenity of the Wind Zen Archery Way of the Drunken Master 3rd Level 6th Level 11th Level 17th Level Way of the Flowing River Shape the Flow Beginning at 3rd level, you learn the shape water cantrip. Wisdom is your spellcasting ability for it. Additionally, you have a swim speed equal to your walking speed and can breathe underwater. Water’s Boon Beginning at 3rd level, your practice of water grants you protection as the water shapes and slows those who wish harm upon you. Whilst you are submerged in water, you are considered to have half cover. Surge of the River Beginning at 6th level, You become adept at channelling the essence of a flowing river into quicker movement for you and your allies. As an action or as part of the dash action, you can spend a number of ki points up to your proficiency bonus, until the end of your next turn you and each creature within 5 feet of you has their speed increased by 10 feet per ki point spent in this action. Pg 107 Part 4: Classes
Mortality Rock the Boat Break the Shore Way of the Four Elements 3rd Level 6th Level 11th Level 17th Level Way of the Inner Flame 3rd Level 6th Level 11th Level 17th Level Way of the Kensei 3rd Level 6th Level 11th Level 17th Level Way of the Moving Mountain Mountainous Bulwark Beginning at 3rd level when you choose this tradition, when a creature within 5ft of you is hit by an attack, you can use your reaction to spend 1 ki point and swap places with the creature, becoming the target of the attack. Strength of Stone Also beginning at 3rd level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class. Additionally, as a bonus action on your turn you can spend a number of ki points up to your proficiency bonus. For the next minute, you gain a bonus to your AC equal to the number of ki points spent. Carry the Earth Starting at 6th level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Make the Earth Tremble Starting at 11th level, you can use your action to choose a point on the ground within 60ft of you and expend a number of ki points up to your proficiency bonus. Each creature in a 15ft radius of that point must make a Constitution saving throw or take 2d6 bludgeoning damage per ki point spent on a failed save, taking half on a success, the area within the radius also becomes difficult terrain. A creature that fails this save by 5 or more is also knocked prone. Additionally, you gain tremorsense out to a range of 30 feet Move the Mountain Starting at 17th level, as a bonus action, or as part of the same bonus action when you activate your Strength of Stone feature, you can spend 5 ki Pg 108 Part 4: Classes
Mortality points to manifest chunks of stone around you. For the next 10 minutes, you and each creature of your choice within 10 feet of you gain three-quarters cover. Additionally, each creature of your choice within 10 feet of you takes bludgeoning damage equal to your Wisdom modifier (minimum of 1) when they start their turn within 10ft of you or enter that radius for the first time on a turn. Pg 109 Part 4: Classes
Mortality Way of the Open Hand Open Hand Technique Wholeness of Body Tranquillity Quivering Palm Way of the Rending Winds 3rd Level 6th Level 11th Level 17th Level Way of the Shadow 3rd Level 6th Level 11th Level 17th Level Way of the Shapeless Body 3rd Level 6th Level 11th Level 17th Level Way of the Sun Soul 3rd Level 6th Level 11th Level 17th Level Pg 110 Part 4: Classes
Mortality Paladin The Paladin Level Proficiency Dice Features Divine Smites Smite Damage 1st 1d4 Divine Sense, Lay on Hands — — 2nd 1d4 Combat Superiority, Divine Smite, Fighting Style 2 2d8 3rd 1d4 Sacred Oath 2 2d8 4th 1d4 Feat 2 2d8 5th 1d4+1 Extra Attack 3 3d8 6th 1d4+1 Aura of Protection 3 3d8 7th 1d4+1 Sacred Oath Feature 3 3d8 8th 1d4+1 Feat 3 3d8 9th 2d4 Iron Soul 4 4d8 10th 2d4 Aura of Courage 4 4d8 11th 2d4 4 4d8 12th 2d4 Feat 4 4d8 13th 2d4+1 Improved Iron Soul 5 5d8 14th 2d4+1 5 5d8 15th 2d4+1 Sacred Oath Feature 5 5d8 16th 2d4+1 Feat 5 5d8 17th 3d4 Improved Iron Soul 6 6d8 18th 3d4 Aura Improvements 6 6d8 19th 3d4 Feat 6 6d8 20th 3d4 Sacred Oath Feature 6 6d8 Hit Points and Proficiencies Hit Points Hit Dice: 1d10 per paladin level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier paladin per level after 1st Pg 111 Part 4: Classes
Mortality Proficiencies Armour: All armour, shields Weapons: Simple weapons, 4 weapon categories of your choice Tools: Saving Throws: 1 Rank in Wisdom and Charisma saving throws Skills: Starting Gold Divine Sense Lay on Hands Combat Superiority Beginning at 2nd level, you learn manoeuvres that are fueled by special dice called superiority dice. Manoeuvres. You learn one manoeuvre of your choice, which is detailed under "Manoeuvres" below. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack. You learn an additional manoeuvre of your choice at 5th, 9th, 13th, and 17th level. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one. Superiority Dice. You have two superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 5th level, another at 7th level, 9th level, and 15th level. Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows: Manoeuvre save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Manoeuvres The manoeuvres are presented in alphabetical order. Ambush. Bait and Switch. Brace. Charging Attack. Disarming Attack. Distracting Strike. Evasive Footwork. Feinting Attack. Goading Attack. Grappling Strike. Lunging Attack. Menacing Attack. Parry. Precision Attack. Pushing Attack. Quick Toss. Riposte. Sweeping Attack. Trip Attack. Fighting Style Beginning at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the options below. You can’t take a fighting style more than once even if you get to choose again. Archery You gain a +2 bonus to attack rolls made with Bows. Pg 112 Part 4: Classes
Mortality Blessed Warrior You learn 2 cantrips from the Cleric spell list. Charisma is your spellcasting ability for them. Bullseye You gain a +2 bonus to attack rolls made with Firearms. Defence Whilst you are wearing armour, you gain a +1 to your AC. Duelling Whilst you are wielding a weapon with one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-hand or two-handed property for you to gain this benefit. Interception Mariner While you are not wearing heavy armour, you have a swim speed equal to your walking speed and do not suffer disadvantage on attack rolls for being in or underwater. Protection When a creature you can see targets another creature within 5ft of you with an attack, you may use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Superior Technique You learn one manoeuvre of your choice from among those available to you from the Combat Superiority feature. If a manoeuvre you use requires your target to make a saving throw to resist the manoeuvre's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your manoeuvres. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Thrown Weapon Fighting You may draw a weapon with the thrown property as part of the attack you make with the weapon. In addition, when you hit a creature with a ranged attack using a thrown weapon, you gain a +2 to the damage roll. Tunnel Fighter As a bonus action you can enter a defensive stance until the start of your next turn. While in your defensive stance you may make opportunity attacks without spending your reaction a number of times equal to your proficiency bonus. You must be wielding a spear or polearm to be able to do this. Pg 113 Part 4: Classes
Mortality Two-Weapon Fighting When you engage in two-weapon fighting you may add your ability modifier to the damage roll of your off-hand attack. Unarmed Fighting Your unarmed strikes and brawling weapons deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you are not wielding any weapons that aren’t brawling weapons or a shield, your unarmed strikes and brawling weapons deal a d8 instead of a d6. At the start of each of your turns you may deal bludgeoning damage equal to 1d4 + your Strength modifier to one creature grappled by you. Divine Smite Also beginning at 2nd level, you learn to channel divine power into your strikes. Once per turn when you hit a creature with an attack, you can choose to deal an additional 2d8 radiant damage to the target. You may use this feature a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. This damage increases by an additional 1d8 when you reach 5th level (3d8) and again at 9th level (4d8), 13th level (5d8) and 17th level (6d8) Iron Soul Beginning at 9th level, you learn to be sure of your soul, solidifying its resistance to that which would tear it apart. You gain resistance 5 to all alignment damage. Sacred Oaths Oathbreaker Divine Smite Effect Beginning at 3rd level when you choose this oath, when you hit a creature with a divine smite you can choose to deal necrotic damage instead of radiant damage. Additionally, you can force the creature to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be Frightened of you for the next minute. The creature may repeat the saving throw at the start of each of its turns, ending the effect on a success. Pg 114 Part 4: Classes
Mortality 3rd Level 3rd Level Aura of Hate 15th Level Dread Lord Oath of Conquest Divine Smite Effect 3rd Level 3rd Level Aura of Conquest 15th Level 20th Level Oath of Devotion Divine Smite Effect Beginning at 3rd level when you swear this oath, when you use your Divine Smite feature, a creature of your choice that you can see within 30 feet of you regains missing hitpoints equal to your Charisma modifier (minimum 1) 3rd Level Aura of Devotion 15th Level 20th Level Oath of Divinity Spellcasting 3rd Level Aura of Stability 15th Level 20th Level Oath of Glory Divine Smite Effect Beginning at 3rd level when you swear this sacred oath, when you use your Divine Smite feature, you gain temporary hit points equal to your Charisma modifier (minimum 1). Pg 115 Part 4: Classes
Mortality 3rd Level 3rd Level Aura of Alacrity 15th Level 20th Level Oath of Redemption Divine Smite Effect 3rd Level 3rd Level Aura of the Guardian 15th Level 20th Level Oath of Revolution Divine Smite Effect 3rd Level 3rd Level 7th Level 15th Level 20th Level Oath of the Ancients Divine Smite Effect 3rd Level 3rd Level Aura of Warding 15th Level 20th Level Oath of the Crown Divine Smite Effect 3rd Level 3rd Level Divine Allegiance 15th Level 20th Level Oath of the Inevitable Divine Smite Effect Beginning at 3rd level when you swear this sacred oath, when you use your Divine Smite feature, the target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have its speed reduced to 0 feet for the next minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. 3rd Level 3rd Level Aura of Warding Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have Pg 116 Part 4: Classes
Mortality resistance 5 to damage from spells and other magical effects. At 18th level, the range of this aura increases to 30 feet. 15th Level 20th Level Oath of the Watchers Divine Smite Effect Beginning at 3rd level when you swear this oath, when you use your Divine Smite feature, the target must succeed on a Charisma saving throw (DC= 8 + your proficiency rank bonus with the divine smite ability + your Charisma modifier) or lose the benefits of being hidden or being under the effects of the invisible condition for the next minute. The target may repeat the saving throw at the end of each of its turns, ending this effect on a success. 3rd Level 3rd Level Aura of the Sentinel 15th Level 20th Level Oath of Vengeance Divine Smite Effect Beginning at 3rd level when you swear this oath, when you use your Divine Smite feature, the target takes extra damage equal to your Charisma modifier (minimum of 1) the damage is alignment damage of a type of your choice that you have resistance to. 3rd Level 3rd Level Relentless Avenger 15th Level Avenging Angel Ranger The Ranger Level Proficiency Dice Features Manoeuvres 1st 1d4 Favoured Enemy, Natural Explorer — 2nd 1d4 Combat Superiority, Fighting Style 1 Pg 117 Part 4: Classes
Mortality 3rd 1d4 Poultices 1 4th 1d4 Feat 1 5th 1d4+1 Extra Attack 2 6th 1d4+1 2 7th 1d4+1 2 8th 1d4+1 Feat 2 9th 2d4 Natural Antivenom 3 10th 2d4 3 11th 2d4 3 12th 2d4 Feat 3 13th 2d4+1 Call Natural Allies 4 14th 2d4+1 4 15th 2d4+1 4 16th 2d4+1 Feat 4 17th 3d4 Relentless 5 18th 3d4 5 19th 3d4 Feat 5 20th 3d4 5 Hit Points and Proficiencies Hit Points Hit Dice: 1d10 per ranger level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st Proficiencies Armour: Light Armour, Medium Armour, Shields Weapons: Simple weapons, Bows and 3 Weapon Categories of your choice Tools: Herbalism Kit or Navigator’s Tools Saving Throws: 1 Rank in Strength and Dexterity saving throws Skills: Starting Gold Favoured Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a Pg 118 Part 4: Classes
Mortality certain type of enemy commonly encountered in the wilds. Choose a type of favoured enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favoured enemy or creatures associated with it provided that your Intelligence modifier would allow this (see Part 2: Using Ability Scores) Natural Explorer Also beginning at 1st level, you are particularly familiar with the natural world and are adept at travelling and surviving out in the wilds. You gain two traits of your choice. You may choose an additional two traits at 6th level, and again at 10th, and 15th level. A Forest Friend You gain the trust of a tiny animal friend. You both share a basic understanding, though the animal is still subject to its natural instincts. Your animal must be a tiny CR 0 beast, and (when relevant) it shares your pool of actions. If your animal friend is reduced to 0 hit points, you can spend one hit die or suffer a level of exhaustion to reduce it to 1 hit point instead. If your animal friend leaves or dies, you can spend time during a long rest to try bonding with another creature from the surrounding environment. Depending on the situation, this may require animal handling checks. Many Friends. You may take this trait multiple times, gaining an additional animal friend each time. A Light in the Dark As part of a short rest, you may make a DC10 Wisdom (Survival) check to enhance a number of non-magical flares or torches equal to your proficiency bonus. Enhanced flares and torches burn for twice as long. A Meal Out of Anything You have advantage on checks made to prepare simple meals out of basic or improvised ingredients. Corner of my Eye While travelling, you remain alert to danger as if you were scouting, even when performing other activities during your travels. I Know This Place When you make a knowledge check related to the natural world, you are considered one rank higher up to your rank maximum. Make Do You do not suffer any penalties for attempting to repair notches on your Pg 119 Part 4: Classes
Mortality equipment without the appropriate tools. Natural Compass When you are outside, you make navigation checks as if you had a compass and map. Sleep Anywhere You have advantage on all camping checks related to setting up a campsite. Additionally, you do not suffer disadvantage on sleeping checks if you are lacking a tent or bedroll. There’s Always Another Path Difficult terrain does not slow your group’s travel. Walk Softly and Carry a Big Bow You may travel stealthily at a normal pace while travelling for an hour or more. Combat Superiority Beginning at 2nd level, you learn manoeuvres that are fueled by special dice called superiority dice. Manoeuvres. You learn one manoeuvre of your choice, which is detailed under "Manoeuvres" below. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack. You learn an additional manoeuvre of your choice at 5th, 9th, 13th, and 17th level. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one. Superiority Dice. You have two superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 5th level, another at 7th level, 9th level, and 15th level. Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows: Manoeuvre save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Manoeuvres The manoeuvres are presented in alphabetical order. Ambush. Bait and Switch. Brace. Charging Attack. Disarming Attack. Distracting Strike. Evasive Footwork. Feinting Attack. Goading Attack. Grappling Strike. Lunging Attack. Menacing Attack. Parry. Precision Attack. Pushing Attack. Quick Toss. Riposte. Sweeping Attack. Trip Attack. Pg 120 Part 4: Classes
Mortality Fighting Style Archery You gain a +2 bonus to attack rolls you make with Bows. Bullseye You gain a +2 bonus to attack rolls made with Firearms. Defence You gain a +1 bonus to your AC whilst you are wearing armour. Druidic Warrior You learn 2 cantrips from the Druid spell list. Wisdom is your spellcasting ability for them. Duelling Whilst you are wielding a weapon with one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Mariner While you are not wearing heavy armour, you have a swim speed equal to your walking speed and do not suffer disadvantage on attack rolls for being in or underwater. Thrown Weapon Fighting You may draw a weapon with the thrown property as part of the attack you make with the weapon. In addition, when you hit a creature with a ranged attack using a thrown weapon, you gain a +2 to the damage roll. Titan Fighter You gain a +2 bonus to damage rolls against Large or larger creatures. Two-Weapon Fighting When you engage in two-weapon fighting you may add your ability modifier to the damage roll of your off-hand attack. Poultices At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up). Pg 121 Part 4: Classes
Mortality Ranger Conclave Primal Awareness Feat (4th) Martial Versatility Extra Attack Beginning at 5th level, when you take the attack action, you may attack twice on your turn. Greater Favoured Enemy At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favoured enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favoured enemy, including an additional language. Your bonus to damage rolls against all your favoured enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favoured enemy. Feat (8th) Land’s Stride Starting at 8th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. Natural Antivenom Starting at 9th level, you have advantage on saving throws against the poisoned condition (as explained in Appendix A) and you have resistance to poison damage. The value of this resistance is 5 or half your ranger level (rounded down), whichever is highest. Nature’s Veil Feat (12th) Vanish Favoured Enemy equivalent Feat (16th) Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. Pg 122 Part 4: Classes
Mortality Feat (19th) Foe Slayer Ranger Archetypes Beast Master Beast Companion Also beginning at 3rd level, gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge 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. If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. Pg 123 Part 4: Classes
Mortality 7th Level 11th Level 15th Level Bounty Hunter 3rd Level 7th Level 11th Level 15th Level Drakewarden 3rd Level 7th Level 11th Level 15th Level Fey Wanderer 3rd Level 7th Level 11th Level 15th Level Gloom Stalker 3rd Level 7th Level 11th Level 15th Level Pg 124 Part 4: Classes
Mortality Horizon Walker 3rd Level 7th Level 11th Level 15th Level Hunter Hunter’s Prey Defensive Tactics Multiattack Superior Hunter’s Defence Monster Slayer 3rd Level 7th Level 11th Level 15th Level Natural Warden 3rd Level 7th Level 11th Level 15th Level Primordial Sentinel 3rd Level 7th Level 11th Level 15th Level Swarmkeeper 3rd Level 7th Level 11th Level 15th Level Pg 125 Part 4: Classes
Mortality Rogue The Rogue Level Proficiency Dice Features Sneak Attack 1st 1d4 Expertise, Sneak Attack, Thieves’ Cant 1d6 2nd 1d4 Cunning Action, Steady Aim 1d6 3rd 1d4 Roguish Archetype 2d6 4th 1d4 Feat 2d6 5th 1d4+1 3d6 6th 1d4+1 Expertise 3d6 7th 1d4+1 4d6 8th 1d4+1 Feat 4d6 9th 2d4 5d6 10th 2d4 Feat 5d6 11th 2d4 6d6 12th 2d4 Feat 6d6 13th 2d4+1 7d6 14th 2d4+1 7d6 15th 2d4+1 8d6 16th 2d4+1 Feat 8d6 17th 3d4 9d6 18th 3d4 9d6 19th 3d4 Feat 10d6 20th 3d4 Stroke of Luck 10d6 Hit Points and Proficiencies Hit Points Hit Dice: 1d8 per rogue level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st Pg 126 Part 4: Classes
Mortality Proficiencies Armour: Light armour Weapons: Simple weapons, knives, hand crossbows, longswords, rapiers, shortswords Tools: 1 Rank in Thieves’ tools Saving Throws: 1 Rank in Dexterity and Intelligence saving throws Skills: Starting Gold Expertise Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves’ Cant Cunning Action Roguish Archetype Feat Uncanny Dodge Evasion Reliable Talent Stroke of Luck Roguish Archetypes Anarchist Anarchist’s Cookbook Beginning at 3rd level when you choose this archetype, you learn to make improvised traps and devices to disable your foes Clockwork Kamikaze. Molotov Cocktail. Nail Bomb. Stun Grenade. Quick Toss Beginning at 3rd level when you adopt this archetype, you learn to quickly throw explosives. when you take the attack action on your turn, you can use a bonus action to throw a vial of acid or a flask of alchemist’s fire, alternatively, you may throw one of your devices from your Anarchist’s Cookbook feature Pg 127 Part 4: Classes
Mortality 9th Level Feature 13th Level Feature Dead Man Trigger Beginning at 17th level, you have rigged an explosive to detonate after your death. When you are reduced to 0 hit points, you may choose to detonate your explosive. Everyone within 15 feet of you must make a Dexterity saving throw against your Anarchist DC or take fire or piercing damage (your choice) equal to your sneak attack damage on a failed save or half as much on a successful save. You then take fire or piercing damage equal to your sneak attack damage. Once you have used this feature, you cannot do so again until you finish a long rest. Arcane Trickster 3rd Level Feature 9th Level Feature 13th Level Feature 17th Level Feature Assassin 3rd Level Feature 9th Level Feature 13th Level Feature 17th Level Feature Enforcer Bonus Proficiencies Beginning at 3rd level, you gain proficiency with medium armour and 4 weapon categories of your choice. Brutal Attack Also beginning at 3rd level, you may use your sneak attack with any simple or martial weapon that you are proficient with. Pg 128 Part 4: Classes
Mortality Massive Shove Threatening Demeanour Double Attack Inquisitive 3rd Level Feature 9th Level Feature 13th Level Feature 17th Level Feature Mastermind 3rd Level Feature 9th Level Feature 13th Level Feature 17th Level Feature Phantom 3rd Level Feature 9th Level Feature 13th Level Feature 17th Level Feature Scout 3rd Level Feature 9th Level Feature 13th Level Feature 17th Level Feature Soulknife 3rd Level Feature 9th Level Feature 13th Level Feature 17th Level Feature Swashbuckler 3rd Level Feature 9th Level Feature 13th Level Feature 17th Level Feature Thief 3rd Level Feature 9th Level Feature 13th Level Feature 17th Level Feature Whisper 3rd Level Feature 9th Level Feature 13th Level Feature 17th Level Feature Pg 129 Part 4: Classes
Mortality Sorcerer The Sorcerer Level Proficiency Dice Features Cantrips Known Spells Known Spell Slots per Spell Level 1 s t 2 n d 3 r d 4 t h 5 h t 6 t h 7 t h 8 t h 9 t h 1st 1d4 Sorcerous Origin, Spellcasting 2 — — — — — — — — 2nd 1d4 Font of Magic 3 — — — — — — — 3rd 1d4 Metamagic 4 2 — — — — — — — 4th 1d4 Feat 4 3 — — — — — — — 5th 1d4+1 4 3 2 — — — — — — 6th 1d4+1 Sorcerous Origin Feature 4 3 3 — — — — — — 7th 1d4+1 4 3 3 1 — — — — — 8th 1d4+1 4 3 3 2 — — — — — 9th 2d4 4 3 3 3 1 — — — — 10th 2d4 4 3 3 3 2 — — — — 11th 2d4 4 3 3 3 2 1 — — — 12th 2d4 4 3 3 3 2 1 — — — 13th 2d4+1 4 3 3 3 2 1 1 — — 14th 2d4+1 Sorcerous Origin Feature 4 3 3 3 2 1 1 — — 15th 2d4+1 4 3 3 3 2 1 1 1 — 16th 2d4+1 4 3 3 3 2 1 1 1 — 17th 3d4 4 3 3 3 2 1 1 1 1 18th 3d4 Sorcerous Origin Feature 4 3 3 3 3 1 1 1 1 19th 3d4 4 3 3 3 3 2 1 1 1 20th 3d4 4 3 3 3 3 2 2 1 1 Pg 130 Part 4: Classes
Mortality Hit Points and Proficiencies Hit Points Hit Dice: 1d6 per sorcerer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies Armour: Robes Weapons: Tools: Saving Throws: 1 Rank in Constitution and Charisma saving throws Skills: Starting Gold You start with 4d4 x 10 gold pieces to buy your equipment with Sorcerous Origins Aberrant Mind Psionic Spells Psionic Spells Sorcerer Level Spells 1st 3rd 5th 7th 9th 1st Level Feature 6th Level Feature 14th Level Feature 18th Level Feature Clockwork Soul Clockwork Magic Clockwork Spells Sorcerer Level Spells 1st 3rd 5th 7th 9th 1st Level Feature 6th Level Feature 14th Level Feature 18th Level Feature Divine Soul Divine Magic Magic Sorcerer Level Spells 1st 3rd 5th 7th 9th Pg 131 Part 4: Classes
Mortality 1st Level Feature 6th Level Feature 14th Level Feature 18th Level Feature Draconic Bloodline Draconic Heritage d10 Dragon Damage Type 1-2 Black/Copper Acid 3-4 Blue/Bronze Lightning 5-6 Brass/Gold/Red Fire 7-8 Green Poison 9-10 Silver/White Cold Draconic Magic Draconic Spells Sorcerer Level Draconic Spells 1st 3rd 5th 7th 9th 1st Level Feature 6th Level Feature 14th Level Feature 18th Level Feature Elemental Soul Elemental Magic Elemental Spells Sorcerer Level Spells 1st absorb elements 3rd 5th protection from energy 7th 9th Elemental Heritage 6th Level Feature 14th Level Feature 18th Level Feature Farseer Farseer Magic Farseer Spells Sorcerer Level Spells 1st 3rd 5th 7th Pg 132 Part 4: Classes
Mortality 9th 1st Level Feature 6th Level Feature 14th Level Feature 18th Level Feature Phoenix Soul Phoenix Magic Phoenix Spells Sorcerer Level Spells 1st absorb elements, burning hands 3rd flaming sphere, scorching ray 5th fireball, revivify 7th fire shield, wall of fire 9th flame strike, immolation 1st Level Feature Born of Flame Beginning at 6th level, you have resistance to fire damage. The value of this resistance is 5 or half your sorcerer level (rounded down), whichever is highest. 14th Level Feature 18th Level Feature Plagueborn Plagueborn Magic Plagueborn Spells Sorcerer Level Spells 1st ray of sickness 3rd ray of enfeeblement 5th 7th 9th 1st Level Feature 6th Level Feature 14th Level Feature 18th Level Feature Serophage Serophage Magic Serophage Spells Sorcerer Level Spells 1st charm person, command 3rd enthral, suggestion 5th Vampiric touch 7th 9th dominate person, modify memory Pg 133 Part 4: Classes
Mortality 1st Level Feature 6th Level Feature Irresistible Charm 18th Level Feature Shadow Sorcery Shadow Spells Shadow Spells Sorcerer Level Spells 1st inflict wounds 3rd invisibility, shadow blade 5th 7th Greater invisibility 9th 1st Level Feature 6th Level Feature 14th Level Feature 18th Level Feature Spiritborn Spirit Spells Spirit Spells Sorcerer Level Spells 1st cause fear, dissonant whispers 3rd blur, invisibility 5th blink, vampiric touch 7th greater invisibility, phantasmal killer 9th negative energy flood, telekinesis Ghostly Magic Beginning at 1st level, you learn the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. It counts as a sorcerer cantrip for you but does not count towards the number of cantrips you know. Spiritual Fortitude Beginning at 1st level, you may apply your Charisma modifier (minimum of 1) to your death saving throws. Inured to Death Beginning at 6th level, you gain resistance to necrotic damage. The value of this resistance is 5 or half your sorcerer level (rounded down), whichever is highest. 14th Level Feature 18th Level Feature Storm Sorcery Tempestuous Spells Storm Spells Sorcerer Level Spells 1st fog cloud, thunderwave 3rd gust of wind, shatter 5th 7th Pg 134 Part 4: Classes
Mortality 9th 1st Level Feature 6th Level Feature 14th Level Feature 18th Level Feature Verdant Blood Verdant Spells Verdant Spells Sorcerer Level Spells 1st entangle, speak with animals 3rd barkskin, locate animals or plants 5th plant growth, speak with plants 7th grasping vine, guardian of nature 9th tree stride, wrath of nature Gift of Nature Beginning at 1st level, you learn 1 cantrip of your choice from the Druid spell list. It counts as a sorcerer cantrip for you but does not count towards the number of cantrips you know. Blood of Life Also beginning at 1st level, your bloodline grants you unnatural vitality. Your hitpoint maximum increases by 2 and increases by 2 every time you gain another level in this class. 6th Level Feature 14th Level Feature 18th Level Feature Wild Magic Wild Spells Wild Spells Sorcerer Level Spells 1st chaos bolt 3rd 5th 7th 9th 1st Level Feature 6th Level Feature 14th Level Feature 18th Level Feature Warlock The Warlock Level Proficiency Dice Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known 1st 1d4 Eldritch Gift, Otherworldly 2 2 1 1st — Pg 135 Part 4: Classes
Mortality Patron, Pact Magic 2nd 1d4 Eldritch Invocations 2 3 2 1st 2 3rd 1d4 Pact Boon 2 4 2 2nd 2 4th 1d4 Feat 3 5 2 2nd 2 5th 1d4+1 3 6 2 3rd 3 6th 1d4+1 Otherworldly Patron Feature 3 7 2 3rd 3 7th 1d4+1 3 8 2 4th 4 8th 1d4+1 Feat 3 9 2 4th 4 9th 2d4 3 10 2 5th 5 10th 2d4 Additional Eldritch Gift, Otherworldly Patron Feature 4 10 2 5th 5 11th 2d4 Mystic Arcanum (6th Level) 4 11 3 5th 5 12th 2d4 Feat 4 11 3 5th 6 13th 2d4+1 Mystic Arcanum (7th Level) 4 12 3 5th 6 14th 2d4+1 Otherworldly Patron Feature 4 12 3 5th 6 15th 2d4+1 Mystic Arcanum (8th Level) 4 13 3 5th 7 16th 2d4+1 Feat 4 13 3 5th 7 17th 3d4 Mystic Arcanum (9th Level) 4 14 4 5th 7 18th 3d4 4 14 4 5th 8 19th 3d4 Additional Eldritch Gift, Feat 4 15 4 5th 8 20th 3d4 Eldritch Master 4 15 4 5th 8 Hit Points and Proficiencies Hit Points Hit Dice: 1d8 per warlock level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st Proficiencies Armour: Light armour Weapons: Simple weapons Tools: None Pg 136 Part 4: Classes
Mortality Saving Throws: 1 Rank in Wisdom and Charisma saving throws Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature and Religion Starting Gold Otherworldly Patron Pact Magic Eldritch Gift Beginning at 1st level, your pact gives you a strange gift. You gain a cantrip of your choice from: eldritch blast, eldritch orb, and eldritch strike. It does not count towards the number of warlock cantrips you know. You gain another of these cantrips when you reach 10th level and again when you reach 19th level. Otherworldly Patrons The Archfey Archfey Expanded Spells Expanded Spells Spell Level Spells 1st faerie fire, sleep 2nd calm emotions, phantasmal force 3rd 4th 5th 1st Level Feature 6th Level Feature 10th Level Feature 14th Level Feature The Celestial Celestial Expanded Spells Expanded Spells Spell Level Spells 1st 2nd 3rd 4th 5th 1st Level Feature 6th Level Feature 10th Level Feature 14th Level Feature The Fathomless Fathomless Expanded Spells Expanded Spells Spell Level Spells 1st 2nd 3rd 4th 5th Pg 137 Part 4: Classes
Mortality 1st Level Feature 6th Level Feature 10th Level Feature 14th Level Feature The Fiend Fiend Expanded Spells Expanded Spells Spell Level Spells 1st 2nd 3rd fireball, stinking cloud 4th 5th 1st Level Feature 6th Level Feature 10th Level Feature 14th Level Feature The Genie Genie Expanded Spells Expanded Spells Spell Level Spells 1st 2nd 3rd 4th 5th 1st Level Feature 6th Level Feature 10th Level Feature Limited Wish The Great Old One Great Old One Expanded Spells Expanded Spells Spell Level Spells 1st arms of hadar 2nd 3rd 4th 5th 1st Level Feature 6th Level Feature 10th Level Feature 14th Level Feature The Hexblade Hexblade Expanded Spells Expanded Spells Spell Level Spells 1st shield, wrathful smite 2nd 3rd Pg 138 Part 4: Classes
Mortality 4th 5th Hexblade’s Curse Hex Warrior The Inevitable Inevitable Expanded Spells Expanded Spells Spell Level Spells 1st 2nd 3rd 4th 5th 1st Level Feature 6th Level Feature 10th Level Feature 14th Level Feature The Leviathan Leviathan Expanded Spells Expanded Spells Spell Level Spells 1st frost fingers, ice knife 2nd 3rd 4th 5th Gift of the Sea Starting at 1st level, you gain a swimming speed equal to your walking speed. Additionally, you can breathe air and water. 6th Level Feature 10th Level Feature Tsunami The Phoenix Phoenix Expanded Spells Expanded Spells Spell Level Spells 1st burning hands, searing smite 2nd flaming sphere, scorching ray 3rd fireball, revivify 4th fire shield, wall of fire 5th flame strike, immolation 1st Level Feature 6th Level Feature Conflagration Rebirth The Seeker Seeker Expanded Spells Expanded Spells Spell Level Spells 1st feather fall, jump 2nd levitate, locate object Pg 139 Part 4: Classes
Mortality 3rd clairvoyance, sending 4th arcane eye, locate creature 5th legend lore, scrying 1st Level Feature 6th Level Feature 10th Level Feature 14th Level Feature The Tempest Tempest Expanded Spells Expanded Spells Spell Level Spells 1st catapult, thunderwave 2nd levitate, warding wind 3rd call lightning, wind wall 4th ice storm, storm sphere 5th cone of cold, control winds 1st Level Feature 6th Level Feature 10th Level Feature 14th Level Feature The Undead Undead Expanded Spells Expanded Spells Spell Level Spells 1st bane, false life 2nd blindness/deafness, phantasmal force 3rd phantom steed, speak with dead 4th death ward, Greater Invisibility 5th antilife shell, cloudkill Form of Dread At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed: ● You gain temporary hit points equal to 1d10 + your warlock level. ● Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn. ● You are immune to the frightened condition. You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron. Pg 140 Part 4: Classes
Mortality Grave Touched At 6th level, your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe. In addition, once during each of your turns, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes. 10th Level Feature 14th Level Feature The Undying Undying Expanded Spells Expanded Spells Spell Level Spells 1st 2nd 3rd 4th 5th 1st Level Feature 6th Level Feature 10th Level Feature 14th Level Feature The Zaratan Zaratan Expanded Spells Expanded Spells Spell Level Spells 1st earth tremor, entangle 2nd dust devil, maximilian’s earthen grasp 3rd erupting earth, meld into stone 4th freedom of movement, stoneskin 5th transmute rock, wall of stone Pg 141 Part 4: Classes
Mortality 1st Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Eldritch Invocations Armour of Shadows Ascendant Step Beast Speech Beguiling Influence Bewitching Whispers Book of Ancient Secrets Chains of Carceri Devil’s Sight Dreadful Word Eldritch Sight Eldritch Spear Empowered Gift Eyes of the Runekeeper Fiendish Vigour Gaze of Two Minds Lifedrinker Mask of Many Faces Master of Myriad Forms Minions of Chaos Mire the Mind Misty Visions One with Shadows Otherworldly Leap Repelling Gift Sculptor of Flesh Sign of Ill Omen Thief of Five Fates Visions of Distant Realms Voice of the Chain Master Whispers of the Grave Witch Sight Pg 142 Part 4: Classes
Mortality Wizard The Wizard Level Features Cantrips Known Spells Known Spell Slots per Spell Level 1 s t 2 n d 3 r d 4 t h 5 h t 6 t h 7 t h 8 t h 9 t h 1 Arcane Recovery, Spellcasting 2 — — — — — — — — 2 Arcane Tradition 3 — — — — — — — 3 Cantrip Formulae 4 2 — — — — — — — 4 Feat 4 3 — — — — — — — 5 4 3 2 — — — — — — 6 Arcane Tradition Feature 4 3 3 — — — — — — 7 4 3 3 1 — — — — — 8 Feat 4 3 3 2 — — — — — 9 4 3 3 3 1 — — — — 10 Arcane Tradition Feature 4 3 3 3 2 — — — — 11 4 3 3 3 2 1 — — — 12 Feat 4 3 3 3 2 1 — — — 13 4 3 3 3 2 1 1 — — 14 Arcane Tradition Feature 4 3 3 3 2 1 1 — — 15 4 3 3 3 2 1 1 1 — 16 Feat 4 3 3 3 2 1 1 1 — 17 4 3 3 3 2 1 1 1 1 18 4 3 3 3 3 1 1 1 1 19 Feat 4 3 3 3 3 2 1 1 1 20 Signature Spells 4 3 3 3 3 2 2 1 1 Pg 143 Part 4: Classes
Mortality Hit Points and Proficiencies Hit Points Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st Proficiencies Armour: Robes Weapons: Tools: Saving Throws: 1 Rank in Intelligence and Wisdom saving throws Skills: Starting Gold You start with 5d4 x 10 gp to buy your equipment with. Arcane Traditions Angelic Scribe Divine Studies Beginning at 2nd level, your knowledge of divine magic and entities grows. You are able to scribe spells from the cleric spell list into your spell book and they count as wizard spells for you. Additionally, when you gain a level in this class, you may choose to learn two spells from the cleric spell list assuming that you have the appropriate spell slots for them. Seal Scribe Warding Seal Greater Seal Angelic Wrath Bladesinger Training in War and Song Blade Song Extra Attack Song of Defence Song of Victory Order of Scribes 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature School of Abjuration Abjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. Pg 144 Part 4: Classes
Mortality 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature School of Conjuration Conjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved. Minor Conjuration 6th Level Feature 10th Level Feature 14th Level Feature School of Divination Divination Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. Portent 6th Level Feature 10th Level Feature 14th Level Feature School of Enchantment Enchantment Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved. 2nd-level feature 6th Level Feature 10th Level Feature 14th Level Feature School of Evocation Evocation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Pg 145 Part 4: Classes
Mortality Sculpt Spells 6th Level Feature 10th Level Feature 14th Level Feature School of Illusion Illusion Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. Improved Minor Illusion Malleable Illusions Illusory Self Illusory Reality School of Necromancy Necromancy Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. Grim Harvest Undead Thralls Inured to Undeath Command Undead School of Transmutation Transmutation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved. Minor Alchemy 6th Level Feature 10th Level Feature 14th Level Feature School of War 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Pg 146 Part 4: Classes
Mortality Part 5: Personality & Background Character Details Name Sex Height and Weight Other Physical Characteristics Alignment Languages Depending on your race, your character will speak different languages. Your Intelligence affects whether or not you have the ability to learn more languages and whether you can learn uncommon and exotic languages such as Draconic or Celestial or not. If your character is granted an exotic language from their race, you ignore the usual Intelligence restriction for that language. Common Languages Language Typical Speakers Script Common Humans Common Dwarvish Dwarves Dwarvish Elvish Elves Elvish Giant Ogres, Giants Dwarvish Gnomish Gnomes Dwarvish Goblin Goblinoids Dwarvish Halfling Halflings Common Orc Orcs Dwarvish Uncommon Languages Language Typical Speakers Script Draconic Dragons Draconic Sylvan Fey Elvish Undercommon Drow Dwarvish Exotic Languages Language Typical Speakers Script Abyssal Demons Celestial Angels Deep Speech Mind Flayers Infernal Devils Personal Characteristics Inspiration Gaining Inspiration A character can have 3 points of inspiration at a time. Inspiration should be awarded for good roleplaying, Pg 147 Part 5: Personality & Background
Mortality creating memorable moments, and overcoming significant challenges against the odds. Using Inspiration A character can use inspiration on any ability check, attack roll or saving throw in order to grant the roll advantage. The use of inspiration must be declared before the roll is made. Variant: Cutting Inspiration Sometimes the inspiration of the heroes can disrupt the flow of the enemies. A character can use a point of inspiration whenever an enemy they can see makes an ability check, attack roll, or saving throw to impose disadvantage on the roll. Backgrounds Every character has had a life before adventuring which affects their skillset and starting equipment. Proficiencies Your background grants you proficiencies. These could be either skills, tools, vehicles, or even weapons. Languages Your background may grant you a language. If your Intelligence modifier wouldn’t allow you to learn another language in addition to Common and the language granted by your race, you cannot gain a language from your background Equipment Your background grants you equipment to help you in your adventures. This equipment is usually representative of what your character would possess prior to becoming an adventurer. Suggested Characteristics When selecting your character’s background, you will notice that there are suggested characteristics for your personality traits, bonds, ideals, and flaws. As mentioned, these are suggestions, you aren’t locked into choosing those characteristics. Perhaps your Criminal character was wrongly accused and strives to follow the law as best they can from now on, maybe your Noble character tired of their privileged life and regards the common folk as their kin. Customising a Background Acolyte [Flavour Text] Skill Proficiencies: Insight, Religion Tool Proficiencies: Weapon Proficiencies: Languages: Equipment: Feature: Shelter of the Faithful Archeologist [Flavour Text] Pg 148 Part 5: Personality & Background
Mortality Feature: Historical Knowledge Charlatan [Flavour Text] Skill Proficiencies: Deception, Sleight of Hand Tool Proficiencies: Disguise Kit, Forgery Kit Languages: Equipment: Feature: False Identity Criminal [Flavour Text] Armour Proficiencies: Skill Proficiencies: Stealth, Sleight of Hand Tool Proficiencies: Thieves’ Tools Weapon Proficiencies: 4 Knives of your choice. Languages: Equipment: Feature: Criminal Contact Entertainer [Flavour Text] Armour Proficiencies: None Skill Proficiencies: Acrobatics, Performance Tool Proficiencies: 1 Instrument of your choice Weapon Proficiencies: None Languages: Equipment: Feature: By Popular Demand Far Traveller [Flavour Text] Armour Proficiencies: Skill Proficiencies: Survival Tool Proficiencies: Navigator’s Tools Weapon Proficiencies: 1 Exotic Weapon of your choice. Languages: Equipment: Feature: Folk Hero [Flavour Text] Armour Proficiencies: Skill Proficiencies: Tool Proficiencies: Weapon Proficiencies: Languages: Equipment: Feature: Rustic Hospitality Gladiator [Flavour Text] Armour Proficiencies: 2 armours of your choice. Skill Proficiencies: Athletics, Performance Weapon Proficiencies: 1 Exotic weapon and 1 Weapon Category of your choice. Languages: Equipment: Feature: Guild Artisan [Flavour Text] Armour Proficiencies: Skill Proficiencies: Insight, Persuasion Tool Proficiencies: 1 set of artisan’s tools of your choice Pg 149 Part 5: Personality & Background
Mortality Weapon Proficiencies: Languages: Equipment: Feature: Guild Membership Hermit [Flavour Text] Skill Proficiencies: Medicine, Religion Tool Proficiencies: Herbalist’s Kit Languages: Equipment: Feature: Discovery Mercenary Armour Proficiencies: 2 armours of your choice. Skill Proficiencies: Tool Proficiencies: Land Vehicles Weapon Proficiencies: 1 Weapon Category of your choice. Noble [Flavour Text] Skill Proficiencies: History, Persuasion Tool Proficiencies: None Languages: Equipment: a pouch containing 25 gold pieces Feature: Position of Privilege Outlander [Flavour Text] Armour Proficiencies: Skill Proficiencies: Athletics, Survival Tool Proficiencies: Navigator’s Tools Equipment: Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. Additionally, when you forage for food and water, you always find enough to sustain yourself provided the land offers berries, small game, water, and so forth. Sage [Flavour Text] Skill Proficiencies: Arcana, History Tool Proficiencies: Calligrapher's Tools Languages: Equipment: Feature: Researcher Sailor [Flavour Text] Armour Proficiencies: Skill Proficiencies: Athletics, Perception Tool Proficiencies: Water Vehicles Weapon Proficiencies: Languages: Equipment: Feature: Ship’s Passage Shaman Armour Proficiencies: Skill Proficiencies: Nature, Religion Tool Proficiencies: Herbalism Kit Weapon Proficiencies: Languages: One language of your choice. Equipment: Pg 150 Part 5: Personality & Background