Champions of Azeroth
4 5 6 7 8 9 10 11 4 13 21 30 36 42 48 53 60 66 12 72 72 73 72 74 74 75 75 74 84 88 84 105 108 105 3 101 104 Credits Designer & Writer: Silverblade (u/Silverblade1234) Front & Back Cover Art By: Samwise Didier Interior Art By: Alex Horley, Arthur Lorenz, baklaher, Chris Seaman, Clint Langley, Clouded-3D, Dan Scott, Den Rodichev, Eric Vedder, Fei Wang, Fu Chenqi, Glenn Rane, George Vostrikov, Howard Lyon, Jaemin Kim, James Ryman, Jenny Harder, Jian Guo, Jianing Hu, Jorge Jacinto, Joseph Weston, KAaSTuroveC, Laura Sava, Laurel D. Austin, Leo Che, Liang Xing, lowly-owly, Ludvik Skopalik, Luke Mancini, Marlon Molina, Mike Lim, Nightblue-art, Paolo Cagampan, Paul Mafayon, Polina Tarakanova, Roberto Campus, Steve Prescott, Steven Shan, TeaCozy42, Tooth-w, Ursula Dorado, VanHarmontt, Vasiliy Gromov, Wei Wang, Zoltan Boros Based on 5th Edition Dungeons & Dragons by Wizards of the Coast Based on the Warcraft franchise by Blizzard Entertainment Inspired by the Warcraft 5E adaptation by Jihia, Tangerine, and many others (Reddit, Discord) Document created using GM Binder Legal Stuff This is unofficial fan content permitted under the Fan Content Policy. Not approved or endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC. All Warcraft content and material are © Blizzard Entertainment. Last Updated: May 30, 2021 Contents Introduction Chapter 1: Races Human ............................................................................................. Dwarf ............................................................................................... Night Elf .......................................................................................... Gnome ............................................................................................. Orc .................................................................................................... Undead ............................................................................................ Tauren ........................................................................................... Troll ................................................................................................ Chapter 2: Classes Druid ............................................................................................. Hunter ........................................................................................... Mage .............................................................................................. Paladin .......................................................................................... Priest............................................................................................. Rogue ............................................................................................ Shaman ........................................................................................ Warlock ......................................................................................... Warrior .......................................................................................... Chapter 3: Equipment Starting Equipment.................................................................... Weapons ....................................................................................... Adventuring Gear ....................................................................... Chapter 4: Customization Languages .................................................................................... Variant Rules ............................................................................... Multiclassing ............................................................................... Feats .............................................................................................. Chapter 5: Spells Spell Lists .................................................................................... Spell Descriptions ...................................................................... Appendix A: Druid Forms Appendix B: Hunter Companions Appendix C: Warlock Minions Lesser Demons ......................................................................... Greater Demons ....................................................................... Disclaimer The author is not responsible for players that aggro too many murlocs, awaken elemental lords too soon, or travel to Tarren Mill unprepared for a fight. If you hatch too many black dragon whelplings, you'll just have to handle it yourself. 2
Introduction W arcraft is one of the most successful and popular fantasy video game franchises of all time. Dungeons & Dragons 5th Edition is one of the most successful and popular fantasy taletop role-playing games of all time. Frankly, it's a crime that there's not an official collaboration between them! In light of this glaring absence, various creators have embarked on their own homebrew projects to bring the world of Azeroth to 5E, such as the (deservedly!) popular Warcraft 5E, or the recent Blood and Thunder work-in-progress by Wyatt Trull. Champions of Azeroth is my own humble contribution to this endeavor. Design Principles My design principles for Champions of Azeroth are: Start with D&D 5E, change things only when necessary, and add on everything else needed for a Warcraft adaptation. In practice, this generally means starting with a 5E class, add some extra Warcraft flavor and/or utility features, and write new Warcraft subclasses. Keep it simple. There is a tremendous amount of content in Warcraft, and you could go mad trying to do a totally faithful implementation of any Warcraft class. I tried to pick simple core fantasies and mechanics to build around, even if that means leaving a lot of inspiration unused. Stick to 5E design principles and mechanics. 5E does things certain ways (e.g., favoring advantage over static roll bonuses), and by now has done a lot of things in a lot of different ways. Use those principles and mechanics whenever possible, and don't go against them. Make sure that things using 5E vocabulary are unchanged, and things named similarly should be recognizable. Warlocks should have the same core design as 5E warlocks, mages should be based on wizards, barkskin is still the same terrible spell, etc. There are inevitably going to be exceptions, but they should be few and far between. Don't neglect utility or roleplay. Given the Warcraft inspiration, it can be tempting to just focus on cool combat features. But part of the joy of a 5E adaptation is getting to interact with Azeroth outside of video game fighting. I want to make sure that the design engages with the full 5E experience, not just combat. On Balance Relative to 5E, the goal of Champions of Azeroth material is to be more internally consistent while not changing the upper bounds of character power. In other words, while the average Champions character might be more powerful than the average 5E character, there should be less variance between the power of average Champions characters, and nothing should exceed the optimized builds already possible in 5E. Note that power here doesn't just refer to damage numbers, but also to utility, support, etc. In particular, several classes lacking baseline support/utility capabilities have gained them (warrior and rogue, for example)---such buffs were a good way to deliver classic Warcraft fantasy, while also elevating these classes to my desired balance level. What This Is Champions of Azeroth provides a plethora of new content to play 5E in Azeroth (or its various associated planes, worlds, and so on). It provides completely new Warcraft-inspired races and classes, as well as new equipment, feats, spells, and more. It is not a complete replacement for 5E---you'll still use 5E rules, spells, equipment, monsters, etc. That material is not reproduced here. You'll need at least the 5E Player's Handbook to play, but the Dungeon Master's Guide, Monster Manual, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything are also recommended. Stuff Is Missing! It sure is! To make things more manageable for myself, I'm going to divide my revised content up by World of Warcraft expansion. This document contains only "classic" content, and future supplements will add additional races, classes, feats, etc. pertaining (roughly) to specific expansions. Contact and Feedback Submit Feedback I welcome any and all feedback on any of my work. You can reach me via the above form, on Discord at Silverblade#9212, and on Reddit at u/Silverblade1234. Acknowledgements This project wouldn't be possible without the WC5E project. I have tremendous respect and gratitude for that project, as well as its creators, contributors, and community. My own Warcraft homebrew efforts began by helping out with that project, and its influence on my work is undoubtedly still apparent, even after many iterations. If you haven't checked it out yet, I highly recommend you do so! A big thanks in particular to Auvreannia, who was a great source of inspiration, sounding board, and proofreader for my work. Thanks also to Lev and friends, who provided very detailed feedback on the final products. This project would have suffered greatly without their assistance and support. Additional Resources Champions of Azeroth Changelogs Champions of Azeroth Project Folder 3
Chapter 1: Races A zeroth is home to a large variety of races, some native to its lands and some hailing from other realms. Whether as a stalwart defender of the Alliance or a fierce guardian of the Horde, deciding which race to play will define who you'll fight for in this neverending war. Where do your loyalties lie? Alliance Races The steadfast Alliance is driven by tradition. They are staunch defenders of justice and duty who protect Azeroth against any aggressors, including the savage Horde. Human Humans are a young race, and thus highly versatile, mastering the arts of combat, craftsmanship, and magic with stunning efficiency. The humans' valor and optimism have led them to build some of the world's greatest kingdoms. In this troubled era, after generations of conflict, humanity seeks to rekindle its former glory and forge a shining new future. Whatever the future holds for the Alliance, it's certain that its human champions will be leading the way to greatness. Ability Score Increase. Three different ability scores of your choice increase by 1. Age. Humans reach adulthood in their late teens and live less than a century. Alignment. Humans tend toward no particular alignment. The best and the worst are found among them. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Human Spirit. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Languages. You can speak, read, and write Common and one extra language of your choice. Subrace. Humans hail from many nations and homelands. The traits of humans from the kingdom of Stormwind are listed below. Stormwind Human The people of Stormwind have weathered great conflicts, and emerged stronger than ever. Stormwind is arguably the last great human nation, and the de facto capital of the Alliance. Stormwind humans are known for their mettle in battle, and their ease in working with friends and strangers alike. Ability Score Increase. Your Charisma score increases by 1. Industrious. You gain proficiency with one tool profiency of your choice. Diplomacy. You gain proficiency with two of the following skills of your choice: Deception, History, Insight, Intimidation, and Persuasion. You can also speak, read, and write one extra language of your choice. 4
Dwarf Bold and adventurous, the Dwarves of Ironforge are a hardy people who relish battle and exploration. In ages past the dwarves cared only for riches taken from the earth's depths. Then records surfaced of a god-like race said to have given the dwarves life... and an enchanted birthright. Driven to learn more, the dwarves devoted themselves to the pursuit of lost artifacts and ancient knowledge. Dwarves are stalwart warriors and loyal allies, and utterly impacable in battle. Ability Score Increase. Your Constitution score increases by 2. Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 40. On average, they live for about 450 years. Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Size. Dwarves stand between 4 and 5 feet tall and average about 180 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Earthen Ancestry. You have advantage on saving throws against transmutation magic, as well as spells or effects that would alter your form. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages. You can speak, read, and write Common and Dwarvish. Subrace. Dwarves belong to several main clans. The traits of dwarves from the Bronzebeard clan are listed below. Bronzebeard Dwarf The Bronzebeard clan is preeminent among the various Ironforge dwarf clans of Khaz Modan. During the War of the Three Hammers, they led the dwarves of Ironforge against Thaurissan and the Dark Iron clan. Bronzebeard dwarves are accustomed to the icy climes of Khaz Modan, and are especially attuned to their Titan-forged history. Ability Score Increase. Your choice of Strength or Wisdom increases by 1. Frost Resistance. You have resistance to cold damage, and are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools or mason's tools. Stoneform. You can channel your Earthen heritage to temporarily harden your skin and shrug off injury. When you take damage, you can use your reaction to gain resistance to bludgeoning, piercing, and slashing damage until the beginning of your next turn. After you use this trait, you can't use it again until you finish a long rest. 5
Night Elf Ten thousand years ago, the kaldorei, or night elves, founded a vast empire, but their reckless use of primal magic brought them to ruin. In grief, they withdrew to the forests and remained isolated there until the return of their ancient enemy, the Burning Legion. With no other choice, the night elves emerged at last from their seclusion to fight for their place in the new world. With bow, blade, or claw, night elves are fierce defenders of the natural world, and unforgiving enemies of those that would abuse it. Ability Score Increase. Your Dexterity score increases by 2. Age. Night elves mature at the same rate as humans, but they're considered young until their second or third centuries of life. Many night elves have been alive since before the Sundering, and the true length of their now-mortal lifespan is not yet known (though it is likely several thousand years, similar to their elf kin). Alignment. Night elves love freedom, variety, and selfexpression, so they lean strongly toward the gentler aspects of chaos. As protectors of the natural world, with all its untamed beauty and primal cruelty, night elves tend towards neutrality over good and evil. Size. Night elves are between 7 and 8 feet tall and weigh between 200 and 250 pounds on average. Your size is Medium. Speed. Your base walking speed is 30 feet. Ultravision. Night elves are blessed by the moon goddess Elune, and can see as well in darkness as in daylight. You can see in dim light and darkness within 60 feet of you as if it were bright light. You can't discern color in darkness, only shades of gray. Ultravision is treated as darkvision for the purposes of other features and traits that refer to darkvision. Shadowmeld. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Languages. You can speak, read, and write Common and Darnassian. Subrace. Over the many millenia of their history, various factions and cultures within the night elves have existed. The traits of night elves loyal to Darnassus are listed below. Darnassus Night Elf Built to honor the survival of the night elven race, the wondrous city of Darnassus was built amid the twilight boughs of the newly-grown World Tree Teldrassil. Darnassus now serves as the center of night elf power and society in Kalimdor, and its people are renowned for dual devotion to nature and Elune. Ability Score Increase. Your choice of Wisdom or Charisma increases by 1. Quickness. Your base walking speed increases by 5 feet. Nature Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage. Natural Af inity. You gain proficiency with one of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. 6
Gnome Clever and eccentric, gnomes are a race of tiny tinkerers, trailblazers, and technological geniuses, renowned for their intellect and radical ideas. Indeed, their subterranean kingdom, Gnomeregan, was once a marvel of steam-driven technology. Even so, due to a massive trogg invasion, the city was lost. Now its builders are vagabonds in the dwarven lands, aiding their allies as best they can. Only fools dismiss the diminutive gnomes, who have distinguished themselves time and time again with their ingenuity, bravery, and loyalty. Ability Score Increase. Your Intelligence score increases by 2. Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Alignment. Gnomes are most often good. Those who lend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Engineer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Languages. You can speak, read, and write Common and Gnomish. Subrace. While exiled from their home, several subraces of gnomes have developed---or been discovered. The traits of gnomes hailing from their home city of Gnomeregan are listed below. Gnomeregan Gnome Originally, gnomes thrived in their wondrous techno-city of Gnomeregan, pursuing their ambitions while contributing ingenious weapons to aid the Alliance in its fierce battles against the Horde. Exile hasn't dampened their spirits or brilliance in the slightest. Gnomeregan gnomes serve the Alliance with their ingenuity and agility, their minds as nimble as their reflexes. Ability Score Increase. Your choice of Dexterity or Charisma increases by 1. Tool Proficiency. You gain proficiency with the artisan's tools of your choice: alchemist's supplies or tinker's tools. Escape Artist. You can take the Disengage action as a bonus action on each of your turns. You also have advantage on rolls made to avoid being grappled or restrained, or to escape from those conditions. Expansive Mind. You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus. 7
Horde Races The indomitable Horde is driven by unity. They are fervent keepers of freedom and hope, relentlessly opposed to any who threaten these ideals, including the stringent Alliance. Orc The orc race originated on the planet Draenor. A peaceful people with shamanic beliefs, they were enslaved by the Burning Legion and forced into war with the humans of Azeroth. Although it took many years, the orcs finally escaped the demons' corruption and won their freedom. To this day they fight for honor in an alien world that hates and reviles them, having forged a new home and family in the mighty Horde. Orcs remain fierce and eager for battle, valuing strength and honor above all. Ability Score Increase. Your Strength score increases by 2. Age. Orcs reach adulthood in their late teens and live less than a century. Alignment. Orcs believe in honor and strength above all, and tend towards the more violent sides of chaos. Free from demonic corruption, orcs do not favor good or evil in general. Size. Orcs are usually over 6 feet tall and weigh between 250 and 300 pounds on average. Your size is Medium. Speed. Your base walking speed is 30 feet. Hardiness. Whenever you would gain levels of exhaustion, you can reduce the number of levels gained by one. After you use this trait, you can't use it again until you finish a long rest. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Languages. You can speak, read, and write Orcish and one extra language of your choice. Subrace. Thoughout their history of war and violence, different subraces of orcs have emerged. The traits of orcs from the newly-founded nation of Durotar are listed below. Durotar Orc The nation of Durotar was founded by warchief Thrall after the Third War to be a new home for his people. While free from demonic corruption, Durotar orcs still possess a terrible bloodlust, and have had to adapt to their harsh new surroundings to protect their new home. Ability Score Increase. Your choice of Constitution or Wisdom increases by 1. Blood Fury. Starting at 3rd level, you can use your action to give into your bloodlust. When you do so, other creatures within 10 feet of you that you can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Strength or Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. Rugged Survivalist. You gain proficiency with one of the following skills of your choice: Animal Handling, Athletics, Intimidation, and Survival. 8
Undead Free of the Lich King's grasp, the Forsaken seek to overthrow his rule. Led by the banshee queen Sylvanas, they hunger for vengeance against the Scourge. Humans, too, have become the enemy, relentless in their drive to purge all undead from the land. Many Forsaken care little for their allies: to them the Horde is merely a tool that may further their dark schemes. But for other Forsaken, the Horde offers a new home, willing to accept them despite their undead nature. Forsaken use their cunning and ruthlessness to defeat their enemies and achieve their goals. Ability Score Increase. Your Constitution score increases by 1. Age. Undead remain at the age they originally died, sustained by the dark magic that raised them. If uncared for, however, their corpses will wither and decay over time. Alignment. Undead are ruthless and know that they can trust only themselves in a world that reviles them. They tend towards non-good alignments, though there are many exceptions. Size. Undead retain the height, weight, and size of their original race, though they often become gaunt and hunched. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Undead Nature. Your type is both humanoid and undead, meaning you are affected by any features or abilities that affect either of those types. For example, you can be targeted by hold person or affected by shackle undead. You also gain the following benefits: You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. You have advantage on death saving throws. You don't need to eat, drink, or breathe. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness. Languages. You can speak, read, and write Orcish and Gutterspeak. Subrace. The Scourge has raised many of its victims to serve the Lich King in undeath. The traits of undead humans are listed below. Undead Human Humans suffered the most during the march of the Scourge, and many were raised to serve the Lich King. Now free, they form the bulk of the Forsaken, banding together for the sake of survival and vengeance. Undead humans retain the relentless drive they possessed in life, though they apply it towards dark and sinister ends. Ability Score Increase. Three different ability scores of your choice increase by 1. The Human Spirit. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. 9
Tauren The tauren strive to preserve the balance of nature and heed the will of the Earth Mother. Recently attacked by murderous centaur, the tauren would have been wiped out, save for a chance encounter with the orcs, who helped defeat the interlopers. To honor this blood-debt, the tauren joined the Horde. They live honorable lives and value peace over the warmongering ways of their allies. Yet once roused, tauren prove themselves to be mighty warriors and defenders. Ability Score Increase. Your Constitution score increases by 2. Age. Tauren are mature by their mid teens, but they're considered young until they reach the age of 50. They can live up to 150 years. Alignment. As people who follow the rhythm of nature and work to preserve its balance, tauren are often neutral good. Size. Tauren are between 9 and 10 feet tall and weigh between 350 and 400 pounds on average. Your size is Medium. Speed. Your base walking speed is 30 feet. Brawn. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Horns. Your horns are natural weapons, which you can use to make unarmed strikes. They deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Constitution modifier (your choice), you push it up to 10 feet away from you. Languages. You can speak, read, and write Orcish and Taur-ahe. Subrace. Tauren can be found all across Azeroth. The traits of Mulgore tauren are listed below. Mulgore Tauren The peaceful tauren have long dwelled in Kalimdor, striving to preserve the balance of nature at the behest of their goddess, the Earth Mother. Until recently, the tauren lived as nomads scattered throughout the Barrens, but recently they have settled more permanently on the grassy plains of Mulgore. These tauren are both mighty and wise, slow to anger but not afraid to defend the works of the Earth Mother. Ability Score Increase. Your choice of Strength or Wisdom increases by 1. Tool Proficiency. You gain proficiency with either leatherworker's tools or the herbalism kit. Endurance. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. War Stomp. You can cast earth tremor once, and regain the ability to do so when you finish a long rest. Strength or Constitution is your spellcasting ability for this spell. When you cast earth tremor with this feature, you add your level to its damage roll. You can also cast this spell using any spells slots you have. 10
Troll Once at home in the jungles of Stranglethorn Vale, the fierce trolls of the Darkspear tribe were pushed out by warring factions. Eventually the trolls befriended the orcish Horde, and Thrall, the orcs' young warchief, convinced the trolls to travel with him to Kalimdor. Though they cling to their shadowy heritage, the Darkspear trolls hold a place of honor in the Horde. Trolls are cunning, ruthless, and savage, eager to defend themselves and their allies---by any means necessary. Ability Score Increase. Your Dexterity score increases by 2. Age. Trolls reach adulthood in their mid teens and live up to 80 years. Alignment. Trolls are loyal to their tribes but are also fiercely independent, and continue to embrace their dark traditions. They tend towards non-good alignments. Size. Trolls stand between 8' and 9' tall when upright, and weigh around 200 pounds on average. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Regeneration. As a bonus action on your turn, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). You are also able to naturally heal from grievous wounds, even regenerating lost limbs and organs. You heal such injuries after one full week of remaining above 1 hit point. Languages. You can speak, read, and write Orcish and Zandali. Subrace. Trolls are an ancient race, with numerous subraces spread across Azeroth. The traits of jungle trolls are listed below. Jungle Troll Jungle trolls originate in the wilds of Stranglethorn Vale, where they once ruled over the great Gurubashi Empire. Only the Darkspear Tribe retains any prominence, thanks to its alliance with the Horde. Jungle trolls are superstitious creatures who revel in the hunt and practice dark rituals to earn the favor of the Loa. Ability Score Increase. Your choice of Wisdom or Charisma increases by 1. Da Voodoo Shuf le. Your base walking speed increases by 5 feet, and moving through nonmagical difficult terrain costs you no extra movement. Headhunter. You gain proficiency with one of the following skills of your choice: Nature, Perception, Stealth, and Survival. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. 11
Chapter 2: Classes Classes Class Description Hit Die Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies Druid A defender of the wilds, who adopts bestial forms and wields powerful nature magic d8 Wisdom Intelligence & Wisdom Light armor (nonmetal), simple weapons Hunter Warriors of the wilderness that use tricks, traps, and animal companions to hunt their quarry d10 Dexterity & Wisdom Strength & Dexterity Light and medium armor, shields, simple and martial weapons Mage A scholarly magic-user capable of casting powerful elemental spells d6 Intelligence Intelligence & Wisdom Daggers, darts, slings, quarterstaffs, light crossbows Paladin A holy warrior that uses the Light to protect allies and smite enemies d10 Strength & Charisma Wisdom & Charisma All armor, shields, simple and martial weapons Priest Magic-users that call on higher powers to support allies and vanquish enemies d6 Charisma Wisdom & Charisma Simple weapons Rogue Scoundrels who use stealth, subterfuge, and dirty tricks to overcome obstacles and enemies d8 Dexterity Dexterity & Intelligence Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords Shaman Spiritualists that call on the elements to unleash powerful spells and support allies d8 Wisdom Wisdom & Charisma Light and medium armor, shields, simple weapons Warlock Spellcasters that harness the fel power of demons and the Twisting Nether d6 Intelligence Intelligence & Wisdom Daggers, darts, slings, quarterstaffs, light crossbows Warrior A master of armed combat, who uses rage to fuel special attacks in battle d10 Strength or Dexterity Strength & Constitution All armor, shields, simple and martial weapons A s in D&D 5E, class is the primary defining element of your character, and determine most of what they can do. The classes detailed here are adapted from D&D 5E to implement and evoke World of Warcraft classes. In some cases the adaptation is obvious and straightforward; the rogue, for example, is essentially the same as the 5E rogue. In other cases the adaptation takes a 5E class and adds on essential new features, such as how the warrior is essentially a 5E fighter with rage. But sometimes a class has to be more heavily adapted to deliver a Warcraft experience; the shaman is based on the 5E cleric, but has been changed significantly from that starting point. In all cases, new subclasses have been written corresponding to World of Warcraft class specializations. Classes rarely implement World of Warcraft mechanics directly, but instead try to capture the fantasy and experience of the game using sound 5E principles. Race/Class Restrictions? In World of Warcraft, certain classes are limited to certain races. Given that the exact list has changed over time, Champions of Azeroth does not attempt to present any such rules. DMs are encouraged to work with players to make sure their characters are appropriate for their particular game, using race/class restrictions specific to their game's specific era—or even none at all! The original 9 World of Warcraft classes are presented here. Additional classes and subclasses will be presented in future supplements: the demon hunter in Champions of Outland, the death knight in Champions of Northrend, and the monk in Champions of Pandaria. 12
Druid Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature's raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones. Druids can also direct this power to heal wounds and restore life to fallen allies. As master shapeshifters, druids can take on the forms of a variety of beasts, morphing into a bear, cat, storm crow, or sea lion with ease. These keepers of the natural order are among the most versatile heroes in Azeroth. Class Features As a druid, you gain the following class features. Hit Points Hit Dice: 1d8 per druid level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons Tools: Herbalism kit Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) any simple melee weapon (a) a shortbow and quiver of 20 arrows or (b) any simple weapon Leather armor, an explorer's pack, and a druidic focus 13
Druid Level Proficiency Bonus Features Gifts Known Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Druidic, Spellcasting, Spirit Shape — 2 2 — — — — — — — — 2nd +2 Wild Gifts 2 2 3 — — — — — — — — 3rd +2 Druid Specialization 2 2 4 2 — — — — — — — 4th +2 Ability Score Improvement 2 3 4 3 — — — — — — — 5th +3 — 3 3 4 3 2 — — — — — — 6th +3 Specialization Feature 3 3 4 3 3 — — — — — — 7th +3 — 3 3 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 3 4 3 3 2 — — — — — 9th +4 — 4 3 4 3 3 3 1 — — — — 10th +4 Specialization Feature 4 4 4 3 3 3 2 — — — — 11th +4 — 4 4 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 4 4 3 3 3 2 1 — — — 13th +5 — 5 4 4 3 3 3 2 1 1 — — 14th +5 Specialization Feature 5 4 4 3 3 3 2 1 1 — — 15th +5 — 5 4 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 4 3 3 3 2 1 1 1 — 17th +6 — 6 4 4 3 3 3 2 1 1 1 1 18th +6 Timeless Body, Soul of the Forest 6 4 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 6 4 4 3 3 3 3 2 1 1 1 20th +6 Incarnation 6 4 4 3 3 3 3 2 2 1 1 Druidic You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Chapter 10 of the Player's Handbook for the general rules of spellcasting, and Chapter 5 for the druid spell list and new spells. Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1stlevel and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. ─Spell Slots per Spell Level─ 14
Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a druidic focus as a spellcasting focus for your druid spells. Spirit Shape You can use your action to magically assume the shape of one of several mighty beast spirits. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can initially assume the form of a Spirit of the Claw and Spirit of the Fang. At 4th level you can assume the form of a Spirit of the Waves, and at 8th level you can assume the form of a Spirit of the Talon. Your druid specialization may allow you to shapeshift into additional forms. The stat blocks for your druid forms can be found in appendix A. You can stay in a spirit form for a number of hours equal to half your druid level (minimum of one hour). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the spirit form, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the spirit. If the spirit has the same proficiency as you and the bonus in its stat block is higher than yours, use the spirit's bonus instead of yours. When you transform, your current and maximum hit points do not change, and any damage taken while in a spirit form carries over to your normal form. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your spirit form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. Spirit Forms Different druid traditions manifest their spirit shapes in different ways. Some common manifestations are listed below, or you can work with your DM to determine your own spirit shapes. Spirits of Life include treants and other plant-like forms. Spirits of the Claw include mighty beasts like bears and ankylosauruses. Spirits of the Fang include deadly beasts like panthers and lions. Spirits of the Stars include moonkin and astral forms. Spirits of the Talon include winged beasts like crows and hawks. Spirits of the Waves include aquatic beasts like sea lions and orca. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the spirit's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Wild Gifts Your growing affinity with nature has changed you. You have learned secret techniques called wild gifts, blessings of nature that empower, change, or draw on your shapeshifting abilities in different ways. A level prerequisite refers to your level in this class. At 2nd level, you gain two wild gifts of your choice. Your gift options are detailed at the end of the class description. When you gain certain druid levels, you gain additional gifts of your choice, as shown in the Gifts Known column of the Druid table. Additionally, when you gain a level in this class, you can choose one of the gifts you know and replace it with another gift that you could learn at that level. Druid Specialization At 3rd level, you choose to identify with an ancient and powerful druidic tradition. Choose Balance, Feral, or Restoration, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level. 15
Specialization Spells Each specialization has a list of spells---its specialization spells---that you gain at the druid levels noted in the specialization description. Once you gain a specialization spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a specialization spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. Soul of the Forest Also at 18th level, you are beloved by nature's children. Any beast, fey, or plant that targets you with an attack or a harmful spell must first make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This feature doesn't protect you from area effects, such as the explosion of a fireball. If you make an attack or cast a harmful spell that affects an enemy beast, fey, or plant, that creature is immune to this feature until you finish a long rest. Incarnation At 20th level, you are briefly able to channel the mighty power of the Ancients. You can use your bonus action to cast guardian of nature (found in Xanathar's Guide to Everything), which does not require your concentration to maintain. In addition, while using Spirit Shape, the form's innate weapon attacks are considered both Strength and Dexterity-based for the purposes of guardian of nature (their stats remain unchanged) and you gain the additional Incarnation benefit listed in the form's stat block. Once you use this feature, you can't use it again until you finish a long rest. Druid Specializations Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other. Your specialization reflects your role in druidic society, and how you have chosen to safeguard the wilds. 16
Balance Specialization Balance druids unleash the power of the sun, moon, and stars on their enemies. Balance Specialization Spells Druid Level Spells 3rd moonbeam, ✦ moonfire/sunfire 5th daylight, ✦ faerie swarm 7th hallucinatory terrain, ✦ starsurge 9th ✦ force of nature, ✦ lunar fury ✦ spell found in chapter 5 Bonus Cantrip When you choose this specialization at 3rd level, you learn one additional druid cantrip of your choice. Natural Recovery Also at 3rd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. Spirit of the Stars At 6th level, you can use Spirit Shape to adopt the form of a powerful Spirit of the Stars. Transforming into this form does not count against the uses of your Spirit Shape feature. Celestial Blessing At 10th level, you have been blessed by the sun and moon. When you finish a short or long rest, choose one of the following blessings, which lasts until you finish your next rest. Blessing of the Sun. Empowered by the shining sun, you have advantage on Wisdom (Perception) checks that rely on sight. In addition, whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. Blessing of the Moon. Empowered by the ever-changing moon, you have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. In addition, when you make a saving throw to resist the effects of a spell and don't have disadvantage on the roll, you can use your reaction to give yourself advantage on it. Twin Moons Starting at 14th level, when you cast a druid cantrip or druid spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the druid must provide them for each target. Feral Specialization Feral druids assume the forms of great and deadly beasts to protect their allies and hunt their foes. Feral Specialization Spells Druid Level Spells 3rd compelled duel, expeditious retreat 5th enhance ability, ✦ eyes of the eagle 9th haste, ✦ ursol's vortex 13th dominate beast, freedom of movement 17th awaken, tree stride ✦ spell found in chapter 5 Shapeshifting Focus When you choose this specialization at 3rd level, you refer to the Feral Spellasting table to determine your cantrips known and spell slots gained whenever you gain a level in this class. You may prepare a number of druid spells equal to your Wisdom modifier + half your druid level, rounded down (minimum of one spell). You otherwise follow the rules for druid spellcasting as described earlier in the class description. Feral Spellcasting Level Cantrips Known 1st 2nd 3rd 4th 5th 3rd 2 3 — — — — 4th 2 3 — — — — 5th 2 4 2 — — — 6th 2 4 2 — — — 7th 3 4 3 — — — 8th 3 4 3 — — — 9th 3 4 3 2 — — 10th 3 4 3 2 — — 11th 3 4 3 3 — — 12th 3 4 3 3 — — 13th 3 4 3 3 1 — 14th 3 4 3 3 1 — 15th 3 4 3 3 2 — 16th 3 4 3 3 2 — 17th 3 4 3 3 3 1 18th 3 4 3 3 3 1 19th 4 4 3 3 3 2 20th 4 4 3 3 3 2 ─Spell Slots─ 17
Favored Form Also at 3rd level, you align your spirit with a particular beast form. Your choice offers you several immediate benefits, and an additional benefit at 14th level. Spirit of the Claw. You have aligned yourself with the mighty Spirits of the Claw, and gain the following benefits: Transforming into a Spirit of the Claw does not count against the uses of your Spirit Shape feature. While in Spirit of the Claw form, you add half your own Strength modifier to the following: attack and damage rolls; Strength checks and saving throws; and armor class. Any creature you hit with a melee weapon attack on your turn has disadvantage on any attack roll that isn't against you, until the end of your next turn. Spirit of the Fang. You have aligned yourself with the deadly Spirits of the Fang, and gain the following benefits: Transforming into a Spirit of the Fang does not count against the uses of your Spirit Shape feature. While in Spirit of the Fang form, you add half your own Dexterity modifier to the following: attack and damage rolls; Dexterity checks and saving throws; and armor class. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Bonus Gifts Finally at 3rd level, you gain an additional wild gift, which does not count against your number of wild gifts known. You also gain additional wild gifts at 7th, 11th, and 15th level. Strength of the Wild Beginning at 6th level, once on your turn when you make a weapon attack, you can make an additional weapon attack as part of the same action. In addition, your attacks in spirit shape count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Finally, you learn to channel your spiritual power in new and savage ways. While shapeshifted, you may use your spell slots to do the following: Ferocious Bite. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. Frenzied Regeneration. You can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. Omen of Clarity At 10th level, you can use this feature on your turn (no action required) to be able to cast spells even while shapeshifted, until the end of your turn. During this time, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. In addition, while using this feature you can treat spells with a casting time of 1 action as if their casting time is 1 bonus action instead. Once you use this feature, you can't use it again until you finish a short or long rest. Heart of the Wild When you reach 14th level, you have been blessed with the power of the Ancients. You gain one of the following features, depending on your favored form: Spirit of the Claw: Nature's Guardian. Your Spirit of the Claw form gains resistance to all damage except psychic damage. Spirit of the Fang: Razor Claws. When you deal extra damage to a target with your Spirit of the Fang's Ravage feature, it must make a Constitution saving throw. On a failed save, its speed is halved and it has disadvantage on ability checks until the end of its next turn, at which time it takes your Ravage damage again. Restoration Specialization Restoration druids use the soothing power of nature to heal and restore. Restoration Specialization Spells Druid Level Spells 3rd ✦ rejuvenation, spike growth 5th ✦ nourish, plant growth 7th aura of life, ✦ wild growth 9th commune with nature, ✦ tranquil rain ✦ spell found in chapter 5 Nature's Cure At 3rd level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell. Lifebloom Also at 3rd level, you learn to instinctually harness the rejuvenating magic of nature. You have a pool of healing energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain all expended dice when you finish a long rest. 18
Spirit of Life At 6th level, you can use Spirit Shape to adopt the form of a powerful Spirit of Life. Transforming into this form does not count against the uses of your Spirit Shape feature. Innervate When you reach 10th level, you can infuse allies with life magic to bolster their spirits. As an action, you choose a creature within 60 feet that you can seeand confer one of the following benefits of your choice to that creature: For 10 minutes, the creature can roll a d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll, as if under the effect of the bless spell. Roll a d4. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest. You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Overgrowth At 14th level, your spirit overflows with life energy. When you a heal a target with Lifebloom, roll 1d6, and add the result to the total amount healed and temporary hit points gained. Wild Gifts If a wild gift has prerequisites, you must meet them to learn it. You can learn the gift at the same time that you meet its prerequisites. A level prerequisite refers to your druid level. Adaptation Prerequisite: 9th level Your spirit forms are acclimated to extreme environments (detailed in Chapter 5 of the Dungeon Master's Guide). When you use your Spirit Shape feature to adopt a spirit form, you can choose one of the following benefits, which lasts until you transform again: Arctic adaptation. You have resistance to cold damage and are acclimated to extremely cold weather. Desert adaptation. You have resistance to fire damage and are acclimated to extremely hot weather. Jungle adaptation. You have advantage on saving throws against poison and disease, and you have resistance against poison damage. Affinity of the Claw You gain proficiency in the Athletics and Intimidation skills. If you're already proficient in one of these skills, including while in Spirit of the Claw form, your proficiency bonus is doubled for any check you make with it. Affinity of the Fang You gain proficiency in the Acrobatics and Stealth skills. If you're already proficient in one of these skills, including while in Spirit of the Fang form, your proficiency bonus is doubled for any check you make with it. Celestial Inspiration Prerequisite: 9th level You can cast druid cantrips while using your Spirit Shape feature, ignoring their components. Disentanglement Prerequisite: 5th level Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical 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 those created by the entangle spell. Eyes of Elune You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. You also have advantage on ability checks and saving throws made against illusions. Feline Grace Prerequisite: 5th level You have advantage on Dexterity checks and saving throws to avoid being knocked prone. You can also cast the feather fall spell at will. You ignore this spell's components, and can cast it even while using your Spirit Shape feature. 19
Forest Tongue Prerequisite: 13th level You can cast speak with plants at will, ignoring its components. You can cast this spell even while using your Spirit Shape feature. Additionally, whenever you make a Charisma check when interacting with plants or plant creatures, your proficiency bonus is doubled if it applies to the check. Ironbark Prerequisite: 9th level You can cast barkskin on yourself at will, without requiring concentration or expending a spell slot. When you do so, your minimum AC is increased to 16 + half your proficiency bonus. Leader of the Pack Prerequisite: 5th level You can use your action to grant your allies a portion of your own lethal cunning. For the next hour, each creature you choose within 30 feet of you (including yourself) gains the benefits of the Spirit of the Fang's Prowl trait. After you use this feature, you must finish a short or long rest to use it again. Master of the Wilds Prerequisite: 17th level You can use Spirit Shape to transform into any beast of CR 2 or lower. Doing so follows the normal rules for Spirit Shape, except that you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. Master Shapeshifter You can Spirit Shape on your turn as a bonus action, rather than as an action. Nature's Ally Prerequisite: 13th level You can cast charm monster at will---targeting a beast, fey, or plant---without expending a spell slot or material components. You must finish a long rest before you can use this gift on the same creature again. Roar of the Protector Prerequisite: 5th level As a bonus action, you can bolster the resolve of your allies with a mighty roar. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Wisdom modifier (minimum of one). Each creature gains temporary hit points equal to your druid level + your Wisdom modifier. After you use this feature, you must finish a short or long rest to use it again. Stampeding Roar Prerequisite: 5th level As a bonus action, you can stir your allies to action with a mighty roar. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Wisdom modifier (minimum of one). Each creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks. After you use this feature, you must finish a short or long rest to use it again. Thousand Forms Prerequisite: 13th level You can cast the alter self spell at will. You ignore this spell's components, and can cast it even while using your Spirit Shape feature. Versatile Shifter Prerequisite: 9th level When you use your Spirit Shape feature, you can choose to increase or decrease the size of your spirit form by one category---from Medium to Large, for example, or from Medium to Small. Waking Dream You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as meditating and keeping watch. If you choose to sleep as part of a long rest, you regain all your spent Hit Dice at the end of the long rest. Wild Charge Prerequisite: 5th level As a bonus action on your turn, you can teleport up to your speed to an unoccupied space you can see. After you use this feature, you must finish a short or long rest to use it again. Wild Companion You gain the ability to summon a nature spirit that assumes an animal form. You can use your action to cast the find familiar spell, without material components. Once you use this gift, you can't use it again until you finish a long rest, unless you expend a use of Spirit Shape slot to use it again. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level (minimum of one hour). Wild Speech You can cast speak with animals at will, ignoring its components. You can cast this spell even while using your Spirit Shape feature, in which case you can also communicate with any creature that you share a common language with. Wings of the Moon Prerequisite: 17th level You can use your bonus action to give yourself a flying speed equal to your current walking speed, until the end of your next turn. 20
Hunter From an early age, the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. Masters of their environment, they are able to slip like ghosts through the trees and lay traps in the paths of their enemies. Class Features As a hunter, you gain the following class features. Hit Points Hit Dice: 1d10 per hunter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per hunter level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Dexterity Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a longbow and 20 arrows or (b) a light crossbow and 20 bolts (a) two shortswords or (b) two simple melee weapons (a) scale mail or (b) leather armor (a) a dungeoneer's pack or (b) an explorer's pack 21
Hunter Level Proficiency Bonus Features Techniques Known Focus Dice Focus Die Size 1st +2 Trailblazer, Hunting Tactics — — — 2nd +2 Fighting Style, Focus 2 2 d4 3rd +2 Hunter Specialization, Wild Lore 3 3 d4 4th +2 Ability Score Improvement 3 3 d4 5th +3 Extra Attack 4 4 d6 6th +3 Animal Aspect, Hunting Tactics Improvement 4 4 d6 7th +3 Specialization Feature 5 5 d6 8th +3 Ability Score Improvement 5 5 d6 9th +4 — 6 5 d8 10th +4 Camouflage, Animal Aspect 6 5 d8 11th +4 Specialization Feature 7 6 d8 12th +4 Ability Score Improvement 7 6 d8 13th +5 Readiness 8 6 d10 14th +5 Animal Aspect, Hunting Tactics Improvement 8 6 d10 15th +5 Specialization Feature 9 7 d10 16th +5 Ability Score Improvement 9 7 d10 17th +6 — 10 7 d12 18th +6 Feral Senses 10 7 d12 19th +6 Ability Score Improvement 11 8 d12 20th +6 Foe Slayer 11 8 d12 Trailblazer You can move quickly, alertly, and stealthily, both alone and with companions. Moving through nonmagical difficult terrain costs you no extra movement. In addition, you gain the following benefits when traveling for an hour or more: Difficult terrain doesn't slow your group's travel pace. Your group doesn't suffer the penalty to passive Wisdom (Perception) scores imposed by traveling at a fast pace. Your group can travel stealthily even at a normal pace. Hunting Tactics Also at 1st level, you decide whether you hunt your quarry alone, or wander the wilds with a loyal animal companion by your side. Choose one of the following features. Lone Wolf You are able to focus your cunning and expertise fully on your chosen quarry, to deadly effect. As a bonus action, you can mark a creature you can see within 120 feet as your quarry. If you possess physical traces of a creature such as blood, a lock of hair, a body part, or the like, you can mark a creature even if they aren't visible or within range. For the next hour, you gain the following benefits: Once per round, when you hit the marked target with a weapon attack, you can deal an additional 1d4 damage to it. This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the marked creature. You may maintain only one mark at a time; if you use this feature to mark a new creature, your previous mark fades immediately. You may end a mark at any time (no action required). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest. At 6th level, your mark lasts until you finish a long rest. Whenever a creature you have marked forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, you have advantage on the roll. You also gain an additional focus die. At 14th level, your mark lasts indefinitely. If you miss with an attack roll against a marked target, you can turn the miss into a hit. You must finish a long rest before you can use this ability on the same creature again. You also gain another additional focus die. 22
Animal Companion You have a beast companion that accompanies you on your adventures and fights alongside you. Your pet is either a Beast of the Land or a Beast of the Sky, though you determine what kind of specific animal it is (for example, a wolf, bear, or any other animal your DM deems appropriate). The stat blocks for these creatures can be found in appendix B, and use your proficiency bonus (PB) in several places. You also choose one of the special traits listed in the "Pet Talents" side bar for it. Pet Talents Your pet knows one of the special talents below at 1st level, and learns an additional talent at 6th level. The pets of beast master hunters learn a talent when that specialization is chosen at 3rd level. Armored hide. The beast has +2 to its AC, and resistance to nonmagical bludgeoning, piercing, and slashing damage. Charge. If the beast moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, it must succeed on a Strength saving throw against your hunter focus save DC or be knocked prone. Constrictor. When the beast deals damage with its innate attack, the target is grappled (escape DC equal to your hunter focus save DC). Until this grapple ends, the beast can't attack a different target. The beast can grapple a creature at most one size larger than itself. Dire. The beast is one size larger, and has an additional number of hit points equal to twice your hunter level. Enhanced senses. The beast doubles the proficiency bonus added to its Wisdom (Perception) rolls and can't be surprised. It also has either tremorsense (Beast of the Land) or blindsight (Beast of the Sky) out to a range of 60 feet. Pack tactics. The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated. Poisonous. Once per turn, the beast may try to poison a creature damaged by its innate attack. The creature must make a Constitution saving throw against your hunter focus save DC or be poisoned until the end of the beast's next turn. Protector. The first creature the beast attacks on its turn has disadvantage on any attack roll it makes on a target other than the beast, until the end of the beast's next turn. Prowl. The beast may add your proficiency bonus to its Dexterity (Stealth) rolls. In addition, any hit the beast scores against a creature that is surprised is a critical hit. Swift. Add 20 feet to the beast's walking speed (Beast of the Land) or flying speed (Beast of the Sky). In addition, the beast doesn't provoke opportunity attacks when it moves out of an enemy's reach. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. If your animal companion dies, it revives at the end of a short rest with 1 hit point. The companion is allowed to spend its Hit Dice to regain additional hit points when it revives. A dead animal companion also revives at the end of a long rest with full hit points. You may only have one animal companion at a time. If you befriend a beast (for example, through the use of the Animal Handling skill or animal friendship spell) and wish to make it your animal companion, you can do so at the end of a short rest, at which point your previous pet leaves peacefully. You choose whether your new animal companion is a Beast of the Land or a Beast of the Sky, along with new talents for it. At 6th level, your pet's innate attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may also choose another pet talent for it. Finally, you may cast beast sense on your animal companion at will. At 14th level, when your pet is reduced to 0 hit points but not killed outright, you can choose for it to be restored to half its maximum hit points instead. Your pet can't use this ability again until you finish a long rest. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. 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 twohanded or versatile property for you to gain this benefit. Rapid Reloading You ignore the loading property of ranged weapons you are proficient in. In addition, when you roll a 1 on a damage die for an attack you make with a ranged weapon, you can reroll the die and must use the new roll, even if the new roll is a 1. 23
Additional Fighting Styles If you own Tasha's Cauldron of Everything, you can ask your DM if you can take the optional ranger fighting styles detailed within, in addition to the fighting styles listed here. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Versatile Weapon Fighting When you are wielding a single versatile weapon and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon. In addition, you gain a +1 bonus to AC if you are wielding that weapon with two hands. Focus When you reach 2nd level, you learn to use cunning techniques that are fueled by special dice called focus dice. Focus Dice You have two focus dice, which are d6s. A focus die is expended when you use it on a focus technique. You regain all of your expended dice when you finish a short or long rest. You gain additional focus dice as you level, as shown in the Focus Dice column of the Hunter table. Your focus dice become d8s at 5th level, d10s at 9th level, and d12s at 17th level, as shown in the Focus Die Size column of the Hunter table. Focus Techniques You learn two focus techniques of your choice, which are detailed under "Focus Techniques" at the end of the hunter class description. You also know the Call of the Wild technique, which does not count against your number of techniques known. Many techniques enhance an attack in some way. You can use only one technique per attack. You learn additional techniques at the levels shown in the Techniques Known column of the Hunter table. Each time you gain a hunter level, you can also replace one technique you know with a different one. Saving Throws Some of your focus techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows: Focus save DC = 8 + your proficiency bonus + your Wisdom modifier Focus attack modifier = your proficiency bonus + your Wisdom modifier Hunter Specialization At 3rd level, you choose an archetype that you strive to emulate: Beast Mastery, Marksmanship, or Survival, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. 24
Wild Lore Also at 3rd level, your connection with the wilds allows you to cast certain spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for new spells. You can use a druidic focus as a spellcasting focus for your Wild Lore spells. If a Wild Lore spell requires a spell attack roll or saving throw, it uses your focus attack modifier or focus save DC. You can use this feature to cast spells a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you complete a long rest. You can also use your Wild Lore feature by expending one focus die per level of the spell you wish to cast. This does not count against your normal uses of this feature. You are initially able to cast animal friendship, and are able to cast additional spells as you gain hunter levels, as shown in the table below. Your choice of hunter specialization also grants you additional Wild Lore spells. Wild Lore Spells Hunter Level Spells 3rd animal friendship 5th locate animals or plants 9th ✦ flare 13th locate creature 17th commune with nature ✦ spell found in chapter 5 Wild Lore and You Different hunters manifest their Wild Lore spellcasting in different ways, based on their heritage and training. For example, night elf marksmanship hunters commonly call upon ethereal sentinel owls to accomplish their divination spells, while troll survival hunters might call upon mighty animal loa to cast enhance ability. Feel free to work with your DM to determine the specific details of your own Wild Lore spellcasting. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Animal Aspect At 6th level, you learn to emulate a beast of the wild. Choose one of the aspects listed below. You learn an additional aspect at 10th and 14th level. Aspect of the Chameleon You can use the Hide action as a bonus action, and you can try to hide when you are only lightly obscured from the creature from which you are hiding. Aspect of the Cheetah Your speed increases by 10 feet, and you can use the Dash action as a bonus action. Aspect of the Fox Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. Aspect of the Monkey You can use the Disengage action as a bonus action, and oppportunity attacks against you are made with disadvantage. Aspect of the Turtle When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Aspect of the Viper You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks. Camouflage When you reach 10th level, you are able to blend in with your surroundings with almost supernatural skill. Creatures have disadvantage on Wisdom (Perception) checks to detect you, provided you have moved at most half your speed since the beginning of your most recent turn. You are still automatically detected if any effect or action causes you to no longer be hidden. In addition, when traveling at a slow pace for an hour or more, Wisdom (Perception) checks made to detect your group have disadvantage. Readiness Starting at 13th level, when you roll initiative and have no focus dice remaining, you regain one focus die. 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. Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against an enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. 25
Hunter Specializations Different hunters choose to pursue their prey in different ways. Your specialization determines what methods and techniques you employ to hunt your quarry. Beast Mastery Prerequisite: Animal Companion chosen at 1st level Beast mastery hunters are masters of the wild who tame and train powerful beasts to assist them in their travels. Kindred Spirits When you choose this specialization at 3rd level, you gain proficiency in the Animal Handling skill. In addition, you can cast the spells listed in the Beast Mastery Lore Spells table with your Wild Lore feature, at the hunter levels listed. Beast Mastery Lore Spells Hunter Level Spells 3rd speak with animals 5th beast sense 9th feign death 13th dominate beast 17th awaken Master of Beasts Also at 3rd level, you treat your proficiency bonus as if it was 2 higher for determining your animal companion's statistics. In addition, your pet gains one of the special traits listed in the "Pet Talents" side bar, in addition to the special traits gained at 1st and 6th level. Spirit Bond At 7th level, whenever you roll a focus die for a focus technique, your animal companion regains hit points equal to the result rolled. Beast Cleave When you reach 11th level, when your animal companion attacks on its turn, it can make another attack against a different creature that is within 5 feet of the original target and within its attack range. Your pet can make this additional attack at most once per turn. Bestial Wrath At 15th level, you can use your action to endow your animal companion with the fury of the Ancients. For 1 minute, your pet gains the following benefits: It gains 50 temporary hit points, which are lost after 1 minute. It has advantage on saving throws. It adds your focus die to its damage rolls (no focus dice are actually expended). Once you use this feature, you can't use it again until you finish a long rest. Marksmanship Marksmanship hunters are master sharpshooters who excel in bringing down enemies from afar. Master Marksman When you choose this specialization at 3rd level, you gain proficiency in the Perception skill. In addition, you can cast the spells listed in the Marksmanship Lore Spells table with your Wild Lore feature, at the hunter levels listed. Marksmanship Lore Spells Hunter Level Spells 3rd ✦ endless quiver 5th ✦ eyes of the eagle 9th clairvoyance 13th arcane eye 17th scrying ✦ spell found in chapter 5 Sniper Training Also at 3rd level, whenever you make a ranged weapon attack, you gain the following benefits: You add 30 feet to its normal and long range values. You score a critical hit on a roll of 19 or 20. If you would make the attack roll with disadvantage, you instead roll normally, as long as you can see your target. 26
Careful Aim At 7th level, whenever you roll a focus die for a focus technique, you can choose to roll again. You must use the new roll. Volley Starting at 11th level, you are able to unleash a hail of arrows, bolts, or bullets on crowds of enemies. You can use your action to make a ranged weapon attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Rapid Fire At 15th level, you can use your bonus action to dramatically increase your coordination and reflexes. For 1 minute, you gain the following benefits: Once on your turn when you make a ranged weapon attack, you can make an additional ranged weapon attack against the same target with the same weapon. You have advantage on Dexterity saving throws. Once you use this feature, you can't use it again until you finish a long rest. Survival Survival hunters are rugged trackers who use animal venom, explosives, and traps as deadly weapons. Born to be Wild When you choose this specialization at 3rd level, you gain proficiency in the Survival skill. In addition, you can cast the spells listed in the Survival Lore Spells table with your Wild Lore feature, at the hunter levels listed. Survival Lore Spells Hunter Level Spells 3rd detect poison and disease 5th enhance ability 9th speak with plants 13th freedom of movement 17th tree stride Survivalist's Cunning Also at 3rd level, you have learned how to create a variety of explosive devices and cunning traps for use in combat. At the end of a long rest, choose two Survival Gear options from the list at the end of this specialization. You can use each option twice, and regain all uses when you complete a long rest. You can choose an additional Survival Gear option at 7th level (three options) and 15th level (four options). Natural Mending At 7th level, whenever you roll a focus die for a focus technique, you gain temporary hit points equal to the result rolled. Guerilla Tactics Beginning at 11th level, your survival gear has increased effectiveness. You gain the following benefits: The damage dice of your traps and bombs doubles to 4d8. The range of your bombs increases to 60 feet, and their effect radius increases to 20 feet. When you target a creature with a trap, it has disadvantage on the first saving throw it makes against the trap. Alpha Predator At 15th level, you can use your bonus action to greatly improve your hunting prowess for a short time. For 1 minute, you may perform one focus technique that you know for free on your turn, using but not expending a focus die. During this time, enemy creatures within 20 feet of you have disadvantage on saving throws against your focus techniques. Once you use this feature, you can't use it again until you finish a long rest. Survival Gear The survival gear options are presented in alphabetical order. Dart Trap. When a creature ends its movement on the ground within 5 feet of you, you can use your reaction to surprise it with a trap that shoots poisonous darts. The creature must make a Constitution saving throw against your focus save DC. On a failed save, the creature takes 2d8 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and suffers no additional effects. At the end of each of its turns, a poisoned creature can repeat the saving throw, ending the condition on a success. Explosive Trap. When a creature ends its movement on the ground within 5 feet of you, you can use your reaction to surprise it with an explosive trap that explodes with a powerful blast. The creature must make a Dexterity saving throw against your focus save DC. On a failed save, the creature takes 2d8 fire damage, is pushed 15 feet away from you in a straight line, and is knocked prone. On a successful save, the creature takes half as much damage and suffers no additional effects. Flash Bomb. When you take the Attack action on your turn, you can replace one of your attacks by throwing a flash bomb at a point you can see within 30 feet, which blinds creatures with searing light. Each creature within a 10 foot radius of that point must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage, and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no additional effects. Freezing Trap. When a creature ends its movement on the ground within 5 feet of you, you can use your reaction to surprise it with a freezing trap that encases it in solid ice. The creature must make a Constitution saving throw against your focus save DC. On a failed save, the creature takes 2d8 cold damage and is petrified for 1 minute or until it takes any further damage. On a successful save, the creature takes half as much damage and suffers no additional effects. At the end of each of its turns, a petrified creature can repeat the saving throw, ending the condition on a success. 27
Icy Bomb. When you take the Attack action on your turn, you can replace one of your attacks by throwing an icy bomb at a point you can see within 30 feet, which covers the ground in slick ice. Each creature within a 10 foot radius of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage, and is knocked prone. On a successful save, a creature takes half as much damage and suffers no additional effects. Until the end of your next turn, the area is considered difficult terrain, and any creature that enters the area or ends its turn there must succeed on a Dexterity saving throw or fall prone. Poison Bomb. When you take the Attack action on your turn, you can replace one of your attacks by throwing a poison bomb at a point you can see within 30 feet, which creates a lingering, poisonous cloud. Each creature within a 10 foot radius of that point must make a successful Constitution saving throw or take 2d8 poison damage. On a successful save, the creature takes half as much damage. Until the end of your next turn, the area is heavily obscured. Creatures that enter the area or end their turn there must make a Constitution saving throw. A creature takes 2d8 poison on a failed save, or half as much damage on a successful one. Steel Trap. When a creature ends its movement on the ground within 5 feet of you, you can use your reaction to surprise it with a steel trap that clamps shut with its metal teeth. The creature must make a Dexterity saving throw against your focus save DC. On a failed save, the creature takes 2d8 piercing damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and suffers no additional effects. A restrained creature can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your focus save DC. Wildfire Bomb. When you take the Attack action on your turn, you can replace one of your attacks by throwing a wildfire bomb at a point you can see within 30 feet, which explodes in a fiery blast. Each creature within a 10 foot radius of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage immediately, and 2d8 fire damage again at the beginning of its next turn. On a successful save, a creature takes half as much damage immediately, and no additional damage. Focus Techniques The focus techniques are presented in alphabetical order. Aimed Shot Prerequisite: Marksmanship specialization When you make a ranged weapon attack, you can expend a focus die to take deadly aim. The attack ignores half cover and three-quarters cover, and you add the focus die to the attack's damage roll. Arcane Shot Prerequisite: Marksmanship specialization When you make a ranged weapon attack, you can expend a focus die to empower your ammunition with arcane magic. Instead of making an attack roll, your target must make a Dexterity saving throw. On a failed save, your target takes damage as if it were hit by the attack, plus the focus die's roll. On a successful save, a target takes half as much damage. This attack deals force damage instead of the attack's normal damage type. Bursting Attack When you hit a creature with a weapon attack, you can expend one focus die to attempt to drive the target back. You add the focus die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Call of the Wild When you make an ability check with a hunter class skill, you can expend one focus die. Roll the focus die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail. 28
Coordinated Assault Prerequisite: Survival specialization When you take the Attack action on your turn, you can forgo one of your attacks and direct your pet or an ally to strike. When you do so, choose a friendly creature who can see or hear you and expend one focus die. That creature can immediately use its reaction to make one weapon attack, adding the focus die to the attack's damage roll. Deterrence On your turn, you can use a bonus action and expend one focus die, rolling the die. Until the beginning of your next turn, weapon attack rolls against you are made with disadvantage, and damage you take from weapon attacks is reduced by the focus die roll. Disarming Attack When you hit a creature with a weapon attack, you can expend one focus die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Disorienting Attack When you hit a creature with a weapon attack, you can expend one focus die to disrupt its spellcasting. You add the focus die to the attack's damage roll. If the creature has to make a Constitution saving throw to maintain concentration on a spell as a result of this attack, that saving throw is made with disadvantage. Exhilaration On your turn, you can use a bonus action and expend one focus die to gain temporary hit points equal to the focus die roll + half your hunter level. First Strike You can expend a focus die when you roll initiative to add the focus die roll to the total. During your first turn in combat, you have advantage on attack rolls against creatures that have not yet acted. Hydra's Bite When you hit a creature with a weapon attack, you can expend one focus die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within range of your weapon. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die plus your Strength of Dexterity modifier (your choice). The damage is of the same type dealt by the original attack. Intimidation Prerequisite: Beast Mastery specialization When your animal companion deals damage with a weapon attack, you can expend one focus die to have it attempt to frighten its target. You add the focus die to the attack's damage roll, and the creature must make a Wisdom saving throw. On a failed save, the creature is frightened of your pet until the end of your pet's next turn. Kill Command Prerequisite: Beast Mastery specialization When your animal companion makes a weapon attack, you can expend one focus to direct it to strike with deadly ferocity. The attack roll is made with advantage, and your pet adds the focus die to the attack's damage roll. Misdirecting Strike When you hit a creature with a weapon attack, you can expend one superiority die to attempt to redirect your target's attention. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against an ally you choose within 30 feet of you, that the target can see, until the end of your next turn. Mongoose Bite Prerequisite: Survival specialization When you hit a creature with a weapon attack, you can expend one focus die to impede your target's ability to react. You add the focus die to the attack's damage roll, and your target can't take reactions until the start of your next turn. Posthaste When you move, you can expend one focus die, rolling the die and adding the number rolled to your AC until you stop moving. You also double your movement speed this turn. Serpent Sting When you hit a creature with a weapon attack, you can expend one focus die to attempt to poison the creature with a deadly toxin. The creature hit by the attack takes additional poison damage equal to the focus die roll, and must make a Constitution saving throw. On a failed save, the creature is poisoned for 1 minute. The creature can make a new Constitution saving throw at the end of each of its turns. On a success, the creature is no longer poisoned. Steady Strike When you make a weapon attack roll against a creature, you can expend one focus die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Trip Attack When you hit a creature with a weapon attack, you can expend one focus die to attempt to knock the target down. You add the focus die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Wing Clip When you hit a creature with a weapon attack, you can expend one focus die to impede the target's movement. You add the focus die to the attack's damage roll, and your target's speed is halved until the end of your next turn. 29
Mage Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. To avoid interference with their spellcasting, magi wear little armor, but arcane shields and enchantments give them additional protection. Magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, command blizzards that tear into flesh and limit movement, even shrink their enemies into harmless sheep in the blink of an eye. Class Features As a mage, you gain the following class features. Hit Points Hit Dice: 1d6 per mage level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per mage level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) a dagger (a) a component pouch or (b) an arcane focus (a) a scholar's pack or (b) an explorer's pack A spellbook 30
Mage Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Evocation 3 2 — — — — — — — — 2nd +2 Mage Specialization 3 3 — — — — — — — — 3rd +2 Arcane Brilliance 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 5th +3 — 4 4 3 2 — — — — — — 6th +3 Specialization 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 Specialization Feature 5 4 3 3 3 2 — — — — 11th +4 Arcane Brilliance Improvement 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 Specialization 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 Spellcasting As a student of arcane magic, you can cast powerful spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for the mage spell list and new spells. Cantrips At 1st level, you know three cantrips of your choice from the mage spell list. You learn additional mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table. Spellbook At 1st level, you have a spellbook containing six 1st-level mage spells of your choice. This book holds the mage spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Mage table shows how many spell slots you have to cast your mage spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest. You prepare the list of mage spells that are available for you to cast. To do so, choose a number of mage spells from your spellbook equal to your Intelligence modifier + your mage level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level mage, you have four 1stlevel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of mage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your mage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. ─Spell Slots per Spell Level─ 31
In addition, you use your Intelligence modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your mage spells. Learning Spells of 1st Level and Higher Each time you gain a mage level, you can add two mage spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Mage table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). Evocation You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your mage level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level mage, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Your Spellbook The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil mage's chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a mage spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many mages keep backup spellbooks in a safe place. The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound giltedged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Mage Specialization When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of three elemental specializations: Arcane, Fire, or Frost. The tradition you choose reflects not just your favored element, but how you approach the study of magic in general. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. 32
Arcane Brilliance At 3rd level, your brilliant intellect allows you to achieve feats of staggering genius. You can expend a use of this feature to do any of the following: You can cast a spell in your spellbook even if you don't have it prepared, but otherwise following the normal rules for casting it. When you cast a mage spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. When you make an Intelligence check but before the outcome is determined, you can choose to make the roll again, using the better result. You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a long rest. At 11th level, when you finish a short rest, you regain one expended use of this feature. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level mage spell and a 2nd-level mage spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. Signature Spells When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level mage spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal. Mage Specializations Mages in Azeroth focus their studies on one of three schools of magic---Arcane, Fire, and Frost. Each imparts advanced techniques for harnessing magic in increasingly powerful ways. The specialization you choose reflects your approach. Arcane Arcane mages manipulate the pure essence of magic itself, augmenting their spellcasting and turning the magic of their foes against them. Bonus Cantrip When you choose this specialization at 2nd level, you gain the prestidigitation cantrip, which doesn't count against the number of mage cantrips you know. Arcane Power Also at 2nd level, you learn how to salvage some of your spent magic for later use. When you cast a spell using a spell slot, you gain a number of arcane charges equal to half the spell's level, rounded up. You can have a maximum of five arcane charges at once, and all accumulated charges dissipate when you finish a short or long rest. Before you roll damage for a spell, you can spend arcane charges to set a number of the spell's damage dice equal to their maximum value, up to the number of arcane charges spent. When you spend arcane charges on a spell, that spell does not also generate arcane charges. Savant Beginning at 6th level, when you use your Evocation feature, the combined level of spell slots you may recover increases by half your proficiency bonus. Prismatic Barrier When you reach 10th level, you learn how to siphon arcane energy from harmful magic for your own benefit. When you make a saving throw against a spell, you can use your reaction to give yourself advantage on the roll. On a failed save, you suffer the spell's effect, but take only half damage (if any). On a successful save, you take no damage from the spell. Regardless of whether your saving throw succeeds or fails, you gain arcane charges as if you had cast the spell. After using this feature, you can use it again only after finishing a short or long rest. Overpowered At 14th level, you have mastered the use of your arcane charges for both offense and defense. When you spend arcane charges, you may maximize a number of damage dice equal to twice the number of arcane charges spent. In addition, your accumulated arcane energy protects you. Whenever you make a saving throw, you gain a bonus to the roll equal to your current number of arcane charges. Fire Fire mages ignite enemies with balls of fire and combustive flames, harnessing the unrivaled destructive power of fire to utterly destroy their enemies. Bonus Cantrip When you choose this specialization at 2nd level, you gain the control flames cantrip, which doesn't count against the number of mage cantrips you know. 33
Pyromaniac Also at 2nd level, you learn how to enhance the volatile power of your fiery magic. Whenever you cast a spell that deals fire damage, the spell's fire damage dice increase in size by one step; d4 to d6, d6 to d8, d8 to d10, and d10 to d12. If a spell already deals its damage in d12 dice, they don't increase any further. Critical Mass Beginning at 6th level, when a creature rolls a natural 1 on a saving throw made against a spell you cast that deals damage, they take double damage from the spell. Cauterize At 10th level, if you are reduced to 0 hit points, you can use your reaction to draw on the fiery energy that burns within you. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your mage level + your Intelligence modifier. Once you use this feature, you can't use it again until you finish a long rest. Hot Streak When you reach 14th level, you learn how to unleash the true destructive potential of your fire magic. When you roll fire damage for a spell and roll the highest number possible on any of the dice, roll those dice and add those rolls to the damage. You may only reroll each die once with this feature. Frost Frost mages freeze enemies in their tracks and shatter them with icy magic, aided by summoned elementals or conjured wards. Bonus Cantrip When you choose this specialization at 2nd level, you gain the shape water cantrip, which doesn't count against the number of mage cantrips you know. Frost Adept Also at 2nd level, you learn to manifest your icy magic in an especially potent form. Choose one of the following features. Conjure Ice Barrier. When you cast an spell of 1st level or higher that deals frost damage, you can simultaneously use a strand of the spell's magic to create an ice barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your mage level + your Intelligence modifier. Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage. While the ice barrier has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast spell of 1st level or higher that deals cold damage, the barrier regains a number of hit points equal to twice the level of the spell. Once you create the ice barrier, you can't create it again until you finish a long rest. 34
Summon Water Elemental. You can use your action and spend a spell slot of 1st level or higher to summon a water elemental to your service. See the creature's game statistics in the summoned water elemental stat block, which uses your proficiency bonus (PB) in several places. In combat, the summoned water elemental acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the elemental can take any action of its choice, not just Dodge. If your elemental drops to 0 hit points or you dismiss it as an action, its form disperses. You can only have one summoned water elemental at a time; summoning a new one causes an existing elemental to immediately disperse. Bone Chilling Beginning at 6th level, you can freeze your enemies with the icy magic of your spells. Whenever you deal cold damage to a creature with a spell attack, or a creature fails the saving throw of a spell you cast that deals cold damage, that target is chilled until the end of your next turn: its speed is halved, and it can't take reactions. Only your spells of 1st level or higher can chill creatures. In addition, whenever a creature you have chilled takes cold damage from one of your spells, add your Intelligence modifier to the damage (minimum 1). Frost Mastery When you reach 10th level, your signature manifestation of frost magic become even more potent. You gain one of the following features, depending on your choice at 2nd level. Conjure Ice Barrier: Icicles. You can harness the lingering icy magic of your spells to unleash on your enemies. Whenever you cast spell of 1st level or higher that deals cold damage, instead of restoring hit points to your ice barrier, you can use your bonus action to make a spell attack roll against a creature you can see within 60 feet. On a hit, the creature takes cold damage equal to 1d6 + twice the level of the spell. Summon Water Elemental: Unbound Elemental. Your summoned water elemental gains the following benefits: Any creature hit by its Slam attack is grappled, with an escape DC equal to your spell save DC. The elemental can only grapple one creature at a time. Creatures hit by its waterbolt are pushed up to 10 feet away from the elemental in a straight line. When it uses its Freeze action, creatures that fail their saving throw take cold damage equal to 2d6 + your proficiency bonus, and are restrained until the end of the elemental's next turn. Creatures that succeed on their save take half damage and suffer no other effects. Frigid Winds At 14th level, your magical attacks against frozen foes become far deadlier. Your spell attack rolls have advantage against creatures you have chilled, and such creatures have disadvantage on saving throws against your spells. 35 Summoned Water Elemental Medium elemental, neutral Armor Class 14 (natural armor) Hit Points 5 + five times your mage level (the elemental has a number of Hit Dice [d8s] equal to your mage level) Speed 30 ft., swim 60 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 15 (+2) 7 (-2) 15 (+2) 8 (-1) Saving Throws Con +2 plus PB, Wis +2 plus PB Damage Immunities poison Condition Immunities exhaustion, poisoned, unconscious Senses darkvision 60 ft., passive Perception 12 Languages understands the languages of its summoner but can't speak Challenge — Proficiency Bonus (PB) equals your bonus Actions Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeoning damage. Waterbolt. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d6 + PB cold damage. Freeze (Recharges after a Short or Long Rest). The water elemental may unleash a surge of freezing magic. All creatures within 10 feet of the elemental must make a Dexterity save. On a failed save, a creature's speed becomes 0, and it can't benefit from any bonus to its speed, until the end of the elemental's next turn.
Paladin This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead. Paladins are not only zealots, but also guardians of the righteous, and they bestow blessings on those the Light would shine upon. The Light radiates from paladins, and worthy allies who stand near them are emboldened by its power. Class Features As a paladin, you gain the following class features. 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 per paladin level after 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons (a) five javelins or (b) any simple melee weapon (a) a priest's pack or (b) an explorer's pack Chain mail and a holy symbol 36
Paladin Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Divine Sense, Lay on Hands — — — — — 2nd +2 Fighting Style, Spellcasting, Crusader Strike 2 — — — — 3rd +2 Divine Health, Paladin Specialization 3 — — — — 4th +2 Ability Score Improvement 3 — — — — 5th +3 Extra Attack 4 2 — — — 6th +3 Aura of Protection 4 2 — — — 7th +3 Specialization 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 Crusader Strike 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 Specialization Feature 4 3 3 2 — 16th +5 Ability Score Improvement 4 3 3 2 — 17th +6 — 4 3 3 3 1 18th +6 Aura Improvements 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Specialization Feature 4 3 3 3 2 Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the dreadlord Mal'Ganis, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ─Spell Slots per Spell Level─ 37
Additional Fighting Styles If you own Tasha's Cauldron of Everything, you can ask your DM if you can take the optional paladin fighting styles detailed within, in addition to the fighting styles listed here. 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. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Versatile Weapon Fighting When you are wielding a single versatile weapon and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon. In addition, you gain a +1 bonus to AC if you are wielding that weapon with two hands. Spellcasting By 2nd level, you have learned to draw on holy magic through prayer and study to cast paladin spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for the paladin spell list and new spells. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination, chosen from your libram. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your faith. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells. Crusader Strike Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. Divine Health By 3rd level, the divine magic flowing through you makes you immune to disease. Paladin Specialization When you reach 3rd level, you commit to the path that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you pledge yourself to the ideal of Holy, Protection, or Retribution. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Specialization Spells Each specialization has a list of associated spells. You gain access to these spells at the levels specified in the oath description. They are automatically added to your libram, and you always have them prepared. Specialization spells don't count against the number of spells you can prepare each day. If you gain a specialization spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. 38
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. Improved Crusader Strike By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. Cleansing Touch Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. Aura Improvements At 18th level, the range of your auras increase to 30 feet. Paladin Specializations While all paladins follow the Light, they do so in different ways. Some paladins embrace the nurturing, healing nature of the Light, while others adopt its searing, wrathful aspect. The specialization you choose reflects your approach. Holy Holy paladins invoke the power of the Light to protect and heal their allies. 39
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Bestow Faith. As a bonus action, you can bless a creature you can see within 60 feet with a fortifying boon, using your Channel Divinity. Until the beginning of your next turn, that creature has advantage on saving throws. At the beginning of your next turn, the creature is healed to half its hit point maximum if it has less than that amount. Undead or constructs cannot regain hit points from this feature Light of Dawn. As an action, you can use your Channel Divinity to radiate light that banishes darkness and heals injured allies. Magical darkness is dispelled in a 30-foot cone in front of you, and allies within that area regain hit points equal to 2d6 + your paladin level, up to half of their hit point maximum. Undead or constructs cannot regain hit points from this feature. Holy Specialization Spells Paladin Level Spells 3rd bless, healing word 5th ✦ beacon of light, prayer of healing 9th daylight, mass healing word 13th aura of purity, ✦ divine star 17th holy weapon, mass cure wounds ✦ spell found in chapter 5 Lightbringer By 7th level, you have learned to use your natural healing abilities more effectively, especially in combat. You gain the following benefits: You can use your Lay on Hands ability on creatures you can see within 30 feet of you. When you use Lay on Hands to restore hit points to a creature, it regains hit points equal to twice the number of points expended. When you use your action to use Lay on Hands, you can make one weapon attack as a bonus action. Divine Purpose Starting at 15th level, when you would normally roll one or more dice to restore hit points with a spell or paladin class feature (such as your Light of Dawn Channel Divinity), you instead use the highest number possible for each die. Avenging Crusader At 20th level, as an action, you can transform into an avatar of radiance. For 1 minute, bright light shines from you in a 30- foot radius, and dim light shines 30 feet beyond that. Any magical darkness in the area of bright light is dispelled when you activate this feature. You also gain the following benefits: At the start of each of your turns, you regain 10 hit points. Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells. Once you use this feature, you can't use it again until you finish a long rest. Protection Protection paladins use holy magic to shield themselves and defend their allies, serving as stalwart champions against the forces of darkness. Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Aegis of Light. As a bonus action, you can use your Channel Divinity to create a protective barrier of Light that shields your allies from harm. Until the beginning of your next turn, you and your allies within 10 feet have resistance to all damage. Judgment. As an action, you can channel holy power to smite a foe, using your Channel Divinity. Make a melee attack with your weapon against a creature you can see within 60 feet. On a hit, the target suffers the attack's normal effects plus extra radiant damage equal to 1d8 + your paladin level, and the creature deals only half damage with weapon attacks until the beginning of your next turn. Protection Specialization Spells Paladin Level Spells 3rd compelled duel, protection from evil and good 5th enhance ability, warding bond 9th ✦ divine shield, spirit guardians 13th ✦ guardian of ancient kings, guardian of faith 17th circle of power, dispel evil and good ✦ spell found in chapter 5 Righteous Fury By 7th level, your holy might sears your foes. Whenever you deal radiant damage to a creature with an attack, or a creature fails the saving throw of a spell you cast that deals radiant damage, that target has disadvantage on any attack roll that isn't against you until the start of your next turn. Holy Shield Starting at 15th level, whenever a creature makes a melee attack against you and misses, they take radiant damage equal to 1d8 plus half your paladin level. Avenging Guardian At 20th level, as an action, you can transform into an avatar of protection. For 1 minute, bright light shines from you in a 30- foot radius, and dim light shines 30 feet beyond that. Any magical darkness in the area of bright light is dispelled when you activate this feature. You also gain the following benefits: Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. Whenever an allied creature starts its turn in the bright light, the creature gains 10 temporary hit points. You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. Once you use this feature, you can't use it again until you finish a long rest. 40
Retribution Retribution paladins are righteous crusaders who judge and punish opponents with weapons and Holy magic. Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Divine Storm. As an action, you can use your Channel Divinity to lash out in holy fury with a melee weapon. Each creature you choose within 10 feet of you must succeed on a Dexterity saving throw or take damage as if it were hit by your weapon, plus an extra 2d8 radiant damage. On a successful save, a target takes half as much damage. Shield of Vengeance. When you are damaged by a creature within 60 feet of you that you can see, you can use your reaction to retaliate with holy fire, using your Channel Divinity. You gain resistance to the triggering attack's damage, and the creature that damaged you must make a Dexterity saving throw. It takes radiant damage equal to 2d10 + your paladin level on a failed save, or half as much damage on a successful one. Retribution Specialization Spells Paladin Level Spells 3rd divine favor, searing smite 5th ✦ holy fire, righteous smite 9th blinding smite, haste 13th locate creature, staggering smite 17th banishing smite, hold monster ✦ spell found in chapter 5 Zeal By 7th level, your strikes are so powerful that they cleave to nearby foes. Once on each of your turns when you make a melee weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. In addition, when you cast a specialization spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 round for that casting, ending at the end of your next turn (or earlier, if the spell specifies). Eye for an Eye Starting at 15th level, when an enemy creature within your melee range makes a successful attack against you or an ally, you may use your reaction to make a melee weapon attack against them. Avenging Wrath At 20th level, as an action, you can transform into an avatar of retribution. For 1 minute, bright light shines from you in a 30- foot radius, and dim light shines 30 feet beyond that. Any magical darkness in the area of bright light is dispelled when you activate this feature. You also gain the following benefits: Radiant wings sprout from your back and grant you a flying speed of 60 feet. When you take the Attack action on your turn, you can make one additional attack as part of that action. Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Once you use this feature, you can't use it again until you finish a long rest. 41
Priest Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders. These masters of the healing arts keep their companions fighting far beyond their normal capacities with an array of restorative powers and blessings. The divine forces at the priest's command can also be turned against foes, smiting them with holy fury. As light cannot exist without darkness, and darkness without light, some priests tap into shadow to better understand their own abilities, as well as the abilities of those who threaten them. Class Features As a priest, you gain the following class features. Hit Points Hit Dice: 1d6 per priest level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per priest level after 1st Proficiencies Armor: None Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Intimidation, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a mace or (b) any simple weapon (a) a priest's pack or (b) an explorer's pack A holy symbol 42
Priest Level Proficiency Bonus Faith Points Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 — Spellcasting, Light and Shadow 3 2 — — — — — — — — 2nd +2 2 Enlightenment, Priest Specialization 3 3 — — — — — — — — 3rd +2 3 Words of Power 3 4 2 — — — — — — — 4th +2 4 Ability Score Improvement 4 4 3 — — — — — — — 5th +3 5 — 4 4 3 2 — — — — — — 6th +3 6 Words of Power, Specialization Feature 4 4 3 3 — — — — — — 7th +3 7 — 4 4 3 3 1 — — — — — 8th +3 8 Ability Score Improvement 4 4 3 3 2 — — — — — 9th +4 9 — 4 4 3 3 3 1 — — — — 10th +4 10 Words of Power 5 4 3 3 3 2 — — — — 11th +4 11 — 5 4 3 3 3 2 1 — — — 12th +4 12 Ability Score Improvement 5 4 3 3 3 2 1 — — — 13th +5 13 — 5 4 3 3 3 2 1 1 — — 14th +5 14 Specialization Feature 5 4 3 3 3 2 1 1 — — 15th +5 15 — 5 4 3 3 3 2 1 1 1 — 16th +5 16 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th +6 17 Words of Power 5 4 3 3 3 2 1 1 1 1 18th +6 18 Specialization Feature 5 4 3 3 3 3 1 1 1 1 19th +6 19 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 20 Divine Restoration 5 4 3 3 3 3 2 2 1 1 Spellcasting As a conduit for divine power, you can cast priest spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for the priest spell list and new spells. Cantrips At 1st level, you know three cantrips of your choice from the priest spell list. You learn additional priest cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Priest table. Preparing and Casting Spells The Priest table shows how many spell slots you have to cast your priest spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of priest spells that are available for you to cast, choosing from the priest spell list. When you do so, choose a number of priest spells equal to your Charisma modifier + your priest level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level priest, you have four 1stlevel and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of priest spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your priest spells, since the power of your magic relies on your ability to project your faith, devotion, and will into the world. You use your Charisma whenever a priest spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a priest spell you cast and when making an attack roll with one. ─Spell Slots per Spell Level─ 43
Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Ritual Casting You can cast a priest spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a holy symbol as a spellcasting focus for your priest spells. Light and Shadow All priests can channel the powers of light and darkness, though the specifics differ by tradition and belief. You know the spells bless and bane. You always have these spells prepared, and they don't count against the number of spells you can prepare each day. In addition, you can cast one of these spells once without expending a spell slot and without requiring concentration. You must then finish a short or long rest to do so again. Enlightenment At 2nd level, your devotion has unlocked a deep wellspring of power within yourself. This wellspring is represented by faith points, which allow you to create a variety of potent effects. Faith Points You have 2 faith points, and you gain more as you reach higher levels, as shown in the Faith Points column of the Priest table. You can never have more faith points than shown on the table for your level. You regain all spent faith points when you finish a long rest. Flexible Casting You can use your faith points to gain additional spell slots, or sacrifice spell slots to gain additional faith points. You learn other ways to use your faith points as you reach higher levels. Creating Spell Slots. You can transform unexpended faith points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Converting a Spell Slot to Faith Points. As a bonus action on your turn, you can expend one spell slot and gain a number of faith points equal to the slot's level. Creating Spell Slots Spell Slot Level Faith Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 44
Priest Specialization Also at 2nd level, you choose a priest specialization. Your specialization describes how you manifest your spiritual power: Discipline, Holy, or Shadow, all of which are detailed at the end of the class description. Your choice grants you specialization spells and other features when you choose it at 2nd level, and additional features at 6th, 14th, and 18th level. Specialization Spells Each specialization has a list of spells---its specialization spells---that you gain at the priest levels noted in the specialization description. Once you gain a specialization spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a specialization spell that doesn't appear on the priest spell list, the spell is nonetheless a priest spell for you. Words of Power At 3rd level, you learn to pronounce magical words of great power, granted to you by whatever faith, philosophy, or patron you follow. You gain three of the following Words of Power options of your choice. You gain another one at 6th, 10th, and 17th level. You can use only one Word of Power each turn. Holy Word: Chastise As a bonus action, you can spend 2 faith points to chastise a creature you can see within 60 feet. That creature must make a Wisdom saving throw. On a failure, it is incapacitated until the end of your next turn. Holy Word: Sanctify When you would normally roll one or more dice to restore hit points with a spell, you can spend 3 faith points and instead use the highest number possible for each die. Holy Word: Serenity When a creature you can see within 60 feet fails a Constitution saving throw to maintain concentration on a spell, you can expend 1 faith point and use your reaction to make the creature succeed instead. Power Word: Barrier When a creature within 60 feet makes a saving throw, you may use your reaction and spend 3 faith points to allow that creature to reroll the saving throw. You can choose to use this feature after the creature makes its roll, but before the DM declares whether the saving throw succeeds or fails. Power Word: Fortitude As a bonus action, you may spend 2 faith points and grant a creature you can see within 60 feet temporary hit points equal to 1d6 + your priest level. Power Word: Shield When a creature you can see within 60 feet is hit by an attack, you may use your reaction and spend 1 faith point to add your proficiency bonus to their AC until the start of their next turn, including against the triggering attack. Shadow Word: Death When a creature within 60 feet of you takes damage from an attack or spell, you can spend 2 faith points and use your reaction to deal necrotic damage to it equal to 1d10 + your priest level. If this damage doesn't reduce the creature to 0 hit points, you take half this damage, which can't be reduced or prevented in any way. Shadow Word: Pain You can spend 1 faith point when you cast a spell on a creature to inflict torment, provided the spell hit the target with an attack or it failed a saving throw against the spell. At the beginning of the target's next turn, it takes a number of d4s of necrotic damage equal to your proficiency bonus. Shadow Word: Void When you deal psychic or necrotic damage to a creature with a spell, you can spend 3 faith points to cripple its resolve. That creature has disadvantage on the next saving throw it makes before the end of your next turn. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Divine Restoration At 20th level, you regain 4 expended faith points whenever you finish a short rest. Priest Specializations Priests in Azeroth serve all manner of religions and patrons, from the Holy Light to the endless Void. While all are united by faith in a higher power, they manifest that faith in different ways. The specialization you choose reflects your approach. Discipline Discipline priests use magic to shield allies as well as heal their wounds, while punishing their enemies with spells. Discipline Specialization Spells Priest Level Spells 3rd hold person, silence 5th beacon of hope, dispel magic 7th aura of purity, ✦ divine star 9th circle of power, wall of force ✦ spell found in chapter 5 Atonement Starting at 2nd level, you heal your allies even as you punish your foes. Whenever you cast a spell of 1st level or higher that deals damage, you can choose another creature you can see within 60 feet of you to regain hit points equal to 1d6 + half your priest level. You can't use this feature to restore hit points to an undead or a construct. 45
Confessor Also at 2nd level, you gain proficiency in the Insight skill. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. Rapture At 6th level, you can use your bonus action to empower yourself with righteous conviction. For 1 minute, or until you are incapacitated or die, your Words of Power have their faith point cost reduced by 1. You can use this feature once at 6th level, and twice at 14th level. You regain all expended uses when you finish a short or long rest. Contrition When you reach 14th level, when you use a Power Word on a creature, your Atonement healing to that creature is doubled until the end of your next turn. Pain Supression At 18th level, you may use your action to safeguard a creature you can see within 60 feet against harm and other ill effects. For 1 minute, the creature gains resistance to all damage, and has advantage on all saving throws. Once you use this feature, you can’t use it again until you finish a long rest. Holy Holy priests are the foremost practitioners of the healing arts, who use their divine power to bless allies and mend wounds. Yet these holy champions are also capable of smiting foes and carrying out sacred justice with radiant might. Holy Specialization Spells Priest Level Spells 3rd ✦ holy fire, lesser restoration 5th beacon of hope, revivify 7th death ward, guardian of faith 9th mass cure wounds, raise dead ✦ spell found in chapter 5 Disciple of Life Starting at 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Miracle Worker Also at 2nd level, you gain proficiency in the Medicine skill. In addition, whenever you successfully stabilize a dying creature, that creature also regains 1 hit point. 46
Circle of Healing At 6th level, you learn how to radiate holy energy to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your priest level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. You can use this feature once at 6th level, and twice at 14th level. You regain all expended uses when you finish a short or long rest. Echo of Light When you reach 14th level, you are able to draw even more power from your Holy Words. After you invoke a Holy Word, the next spell you cast of 1st level or higher before the end of your next turn is cast one spell level higher, to a maximum of 9th level. Guardian Spirit At 18th level, you can call upon the spirits to guide a fallen ally back to their body. When a creature you can see within 60 feet would drop to 0 hit points as a result of taking damage, or would be subjected to an effect that would kill it instantaneously without dealing damage, you can use your reaction to prevent that damage or effect. If the creature was below half their hit point maximum, they are healed to that value. Finally, the creature is immune to all damage until the start of their next turn. Once you use this feature, you can't use it again until you finish a long rest. Shadow Shadow priests use dark arts to eradicate their enemies, harnessing the baleful magic of the Void, the Shadowlands, and other forbidden sources of power. Shadow Specialization Spells Priest Level Spells 3rd ✦ mind blast, phantasmal force 5th ✦ mind sear, vampiric touch 7th Evard's black tentacles, phantasmal killer 9th contact other plane, dominate person ✦ spell found in chapter 5 Twist of Fate Starting at 2nd level, your damaging cantrips that deal psychic or necrotic damage affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. Master Manipulator Also at 2nd level, you gain proficiency in the Deception skill. You have advantage on all checks and rolls to conceal your motives, emotions, or thoughts, such as when you roll Charisma (Deception) to oppose a creature's Wisdom (Insight) check against you, or when you make a Wisdom saving throw to resist the full effect of a detect thoughts spell. Shadowform At 6th level, you may use your bonus action to wreathe yourself in shadowy energy. For 1 minute, or until you are incapacitated or die, you enjoy the following benefits: You can add your Charisma modifier to one damage roll of any priest spell you cast that deals necrotic or psychic damage. You can cast damaging priest spells with a range of touch and make melee spell attacks against targets you can see within 60 feet. You are considered to be behind half cover, as swirling shadows protect you. You can use this feature once at 6th level, and twice at 14th level. You regain all expended uses when you finish a short or long rest. Shadowy Apparitions When you reach 14th level, you are able to conjure shadowy visions of yourself that can distract and hinder your enemies. Whenever you spend faith points to invoke a Shadow Word, a dark illusion appears around you. These apparitions last for 1 minute or until they are destroyed, and you can have at most three of them present at once. While any apparitions are present, you are considered to be under the effects of a mirror image spell, with the number of images equal to the number of apparitions. In addition to their defensive benefit, you may also use your bonus action to command an apparition to assault a foe. Make a ranged spell attack against a creature you can see within 60 feet. On a success, the creature takes necrotic damage equal to 1d6 + half your priest level. Regardless of whether the attack hits or misses, the apparition is destroyed. Vampiric Embrace At 18th level, you learn how to use your spells to steal the life from your enemies to restore your allies. You use your bonus action to activate this Vampiric Embrace, which lasts for 1 minute. You can use the same bonus action to activate both this feature and your Shadowform. While using Vampiric Embrace, when you use a spell of 1st level or higher to deal damage to a creature on your turn, you may choose another creature you can see within 60 feet of you. That creature regains hit points equal to the half the damage taken by the original creature. If your spell affects multiple creatures at once, you choose which target is used to determine the amount of healing. Once you use this feature, you can't use it again until you finish a long rest. 47
Rogue For rogues, the only code is the contract, and their honor is purchased in gold. Free from the constraints of a conscience, these mercenaries rely on brutal and efficient tactics. Lethal assassins and masters of stealth, they will approach their marks from behind, piercing a vital organ and vanishing into the shadows before the victim hits the ground. With the rogue's cunning, speed, and lethality, the first strike is often the last step before the killing blow. Class Features 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 Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves' tools Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) a shortsword (a) a shortbow and quiver of 20 arrows or (b) a shortsword (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack Leather armor, two daggers, and thieves' tools 48
Rogue Level Proficiency Bonus Sneak Attack Features 1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant 2nd +2 1d6 Cunning Action 3rd +2 2d6 Rogue Specialization 4th +2 2d6 Ability Score Improvement 5th +3 3d6 Uncanny Dodge 6th +3 3d6 Expertise, Dirty Tricks (1/rest) 7th +3 4d6 Evasion 8th +3 4d6 Ability Score Improvement 9th +4 5d6 Specialization Feature 10th +4 5d6 Vigor, Dirty Tricks (2/rest) 11th +4 6d6 Reliable Talent 12th +4 6d6 Ability Score Improvement 13th +5 7d6 Specialization Feature 14th +5 7d6 Blindsense, Dirty Tricks (3/rest) 15th +5 8d6 Slippery Mind 16th +5 8d6 Ability Score Improvement 17th +6 9d6 Specialization Feature 18th +6 9d6 Elusive 19th +6 10d6 Ability Score Improvement 20th +6 10d6 Stroke of Luck Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. 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 During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Rogue Specialization At 3rd level, you choose a specialization that you emulate in the exercise of your rogue abilities: Assassination, Outlaw, or Survival, all of which are detailed at the end of the class description. Your specialization choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Dirty Tricks At 6th level, you learn how to weaken your foes with debilitating attacks. When you deal Sneak Attack damage, you can force the target to make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failure, the creature is blinded, incapacitated, or its speed is reduced to 0 (your choice), until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between rests starting at 10th level and three times between rests starting at 14th level. 49
Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Vigor At 10th level, you gain an additional bonus action you can use on your turn. You can use this bonus action only for your Cunning Action feature, and can't use both bonus actions to take the same action twice on the same turn. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Slippery Mind By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. Elusive Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. Stroke of Luck At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest. Rogue Specialiations Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue specializations. Your choice of specialization is a reflection of your focus — not necessarily an indication of your chosen profession, but a description of your preferred techniques. Assassination Assassination rogues are deadly masters of poisons who dispatch their victims with vicious strikes. Acknowledgment This assassination rogue was inspired by SargeBriar's Tweaked Assassin rogue archetype. Deadly Poisons When you choose this specialization at 3rd level, you gain proficiency with the poisoner's kit. In addition, as a bonus action you can apply a dose of deadly poison to your weapon or a piece of ammunition, which lasts for 1 minute or until you hit with the weapon or ammunition. The poison ignores immunity to the poisoned condition, and its save DC is calculated as follows: Poison save DC = 8 + your proficiency bonus + your Intelligence modifier When you use this feature, choose one of the following: Agonizing poison (injury). A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned creature is unable to take reactions. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Crippling poison (injury). A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned creature's speed is halved. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Wound poison (injury). A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. When the poisoned create makes a successful weapon attack and rolls damage, it must roll twice and use the lower result. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. A creature can only be affected by one of your deadly poisons at a time. Ambush Also at 3rd level, you have advantage on initiative rolls. You also have advantage on attack rolls against any creature that hasn't taken a turn in combat yet. Master Poisoner At 9th level, your deadly poisons are enhanced in the following ways: When a creature successfully saves against your poison, the poison doesn't end but is inactive until the end of the creature's next turn, when it can make another saving throw as normal. The poison ends when the creature has made three successful saves against it. When a creature fails a saving throw against one of your Deadly Poisons, it takes 2d8 poison damage, or half as much damage on a successful save, which ignores resistance and immunity to poison damage. This damage increases to 3d8 at 17th level. In addition, you can choose to use your poison save DC for any poison you use, not just your Deadly Poisons. 50