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D&D 5E - World of Warcraft Heroes Handbook 2.1

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Published by marcelo_reiz, 2023-07-14 08:38:46

D&D 5E - World of Warcraft Heroes Handbook 2.1

D&D 5E - World of Warcraft Heroes Handbook 2.1

26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 51/153 Guardian of Ursoc At 14th level, your presence is menacing to those around you. Whilst in bear form, any creature within 5 feet of you that's hostile to you have disadvantage on attack rolls against targets other than you or another character with range of this feature. An enemy is immune to this effect if it can't see or hear you, or if it can't be frightened. Path of Restoration Druids of the restoration path builds a stronger bond with things that grow than the rest of their kin, gaining inspiration from the flower’s bloom, the seeds sprout, the mushroom’s spores, and the tree’s growth. Path of Restoration Spells Druid Level Spells 3rd barkskin, lesser restoration 5th mass healing word, revivify 7th aura of life, guardian of nature 9th greater restoration, raise dead Rejuvenation When you choose this path at 2nd level, you gain the blessings of Elune, making you a font of energy that offers respite from injuries. You have a pool of energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature that 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. You regain all expended dice when you finish a long rest. Ironbark Beginning at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. Tranquility Starting at 10th level, you can become as calm as spring, soothing your allies. As an action, you evoke a healing energy that can restore a number of hit points equal to five times your druid 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 a construct. Once you use this feature, you can't use it again until you finish a long rest. Tree of Life At 14th level, you can draw your strength from the world trees of Azeroth. Assuming the shape of a large treant. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: Your size doubles, if there isn't enough room you attain the maximum possible size in the space available. When you cast a spell on a target that restores hit points, another creature of your choice within 30 feet of the target is healed for half the hit points regained. Once you use this feature, you can't use it again until you finish a long rest. PART 1 | CLASSES 51


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 52/153 Hunter The way of the hunter is one of mastery over the beasts of the world, an unparalleled precision in marksmanship, and the knowledge of how to survive in situations where others would perish. — Ranger Sallina Wild and barbaric looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a spear in his hands, he charges in with intense fury, a large bear running at his side, roaring as he engages, cutting down one enemy after another. Tumbling away from a cone of freezing air, a night elf finds her feet and draws back her bow to loose an arrow at the blue dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales. Holding his hand high, a blood elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Thalassian, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow. Inescapable Stalkers 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. As masters of their environment, hunters are able to slip like ghosts through the trees and lay traps in the paths of their enemies. These expert marksman drop foes dead in their tracks with flawless shots from a bow, crossbow or rifle. With the ability to wield two weapons simultaneously, hunters can unleash a flurry of blows against anyone unfortunate enough to stumble into close combat with them. The art of survival is central to the isolated life of a hunter. Hunters track beasts with ease and enhance their own abilities by attuning themselves to the feral aspects of various creatures. Hunters are known for the lifelong bonds they form with animals of the wild, training great hawks, cats, bears, and many other beasts to fight alongside them. Proud Rangers The hunter is a stalker in the wilds, living on his knowledge of survival and skill with a bow or rifle. He is deeply in tune with nature, and some of its mightiest beasts are his allies. Of Azeroth's many creatures, few can resist the hunter's call, and fewer can survive his fury. Hunters are as varied as the world's many climates, but they are universally renowned for their amazing abilities to find their prey and bring it down. Most hunters seek to aid the balance of nature along with their druidic allies. Elven rangers are not alone in their mastery of the wilderness. While an elven ranger prefers the bow, the hunter would rather get up close. A hunter is skilled in stealth, slipping through the woods like a ghost. The Hunters Choice The hunter is the choice of life for those who reject societies that oppress the natural role as prey and hunter, and also reject the druidic stance that we should be healers and observers rather than active participants in the "Great Hunt". They follow a life of reverence for nature complimenting their tradition and willingness to use man-made tools. We are all tool-using creatures after all, and it is only natural to use that advantage afforded by nature to be better hunters. There are however also those hunters who prefer a more direct approach to tracking and hunting. PART 1 | CLASSES 52


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 53/153 The Hunter Level Proficiency Bonus Features Hunter's Mark Focus Points 1st +2 Animal Empathy, Natural Explorer — — 2nd +2 Fighting Style, Hunter's Mark, Focus (2 Attacks) 1d4 2 3rd +2 Hunter Archetype, Animal Companion 1d4 3 4th +2 Ability Score Improvement 1d4 3 5th +3 Extra Attack 1d4 3 6th +3 Focus (3 Attacks) 1d4 4 7th +3 Hunter Archetype feature 1d6 4 8th +3 Ability Score Improvement, Fleet of Foot 1d6 4 9th +4 Know Your Prey 1d6 5 10th +4 Focus (4 Attacks) 1d6 5 11th +4 Hunter Archetype feature 1d6 5 12th +4 Ability Score Improvement 1d8 6 13th +5 Hide in Plain Sight 1d8 6 14th +5 Focus (5 Attacks) 1d8 6 15th +5 Hunter Archetype feature 1d8 7 16th +5 Ability Score Improvement 1d8 7 17th +6 Honed Senses 1d10 7 18th +6 Focus (6 Attacks) 1d10 8 19th +6 Ability Score Improvement 1d10 8 20th +6 Aspect of the Wild 1d10 8 Creating a Hunter As you create your hunter character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the hunter's ways? Did you leave your apprenticeship. or was your mentor slain, perhaps you learned your skills as part of a band of hunters affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds. Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer? Quick Build You can make a hunter quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some hunters who focus on melee fighting make Strength higher than Dexterity.) 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 + your Constitution modifier per hunter level after 1st Proficiencies Armor: Light armor, medium armor Weapons: Simple weapons, martial weapons, firearms Tools: None Saving Throws: Strength, Dexterity Skills: Choose three from Animal Handling, Insight, Investigation, Nature, Perception, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor (a) two short swords or (b) two simple melee weapons (a) a dungeoneer's pack or (b) an explorer's pack A longbow and a quiver of 20 arrows PART 1 | CLASSES 53


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 54/153 Animal Empathy Your mastery of hunter lore allows you to establish a link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs, and actions you can take to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Natural Explorer You are familiar with natural environments and are adept at traveling and surviving in such regions. This grants you the following benefits: You ignore nonmagical difficult terrain. You have advantage on initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more. Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone with or without your pet, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. 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. Close Quarters Shooter When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and threequarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to use this benefit. Hunter's Mark Beginning at 2nd level, you are able to mark a target as your quarry. As a bonus action, choose a creature within 120 feet of you that you can see. The target is marked for the 1 hour, until you use this feature again, or until it dies. The mark also ends if you fall unconscious. Once per turn, you can deal an extra 1d4 damage to that creature when you hit it with a weapon attack. The amount of extra damage increases as you gain levels in this class, as shown in the Hunter's Mark column of the Hunter table. In addition, you have advantage on Wisdom (Perception), and Wisdom (Survival) checks you make to find your mark. Focus Starting at 2nd level, you learn to enter a heightened state of focus in combat. Your access to this focus is represented by a number of focus points. Your hunter level determines the number of focus points you have, as shown in the Focus Points column of the Hunter table. You can spend these points to perform various focus features. Each focused attack must be declared before making an attack, unless otherwise specified. You can only use one focused attack per attack roll. You learn two focused attacks of your choice when you gain this feature, which are detailed under Focused Attacks below. You learn an additional focused attack of your choice at 6th, 10th, 14th, and 18th level. When you learn a new focused attack, you can also replace one focused attack you know with another from the list. When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which your focus is regained. Additionally you regain 1 expended focus point each time you roll a 20 on the d20 roll for an attack with a weapon, or deal the killing blow to a creature of significant threat (DM's discretion). Some of your focused attacks require your target to make a saving throw to resist the attacks effect. The saving throw DC is calculated as follows: Focus save DC = 8 + your proficiency bonus + your Wisdom modifier Focused Attacks These focused attacks are presented in alphabetical order. Aimed Attack. When you make a weapon attack against a creature, you can spend 1 focus point to attempt to topple a target. On a hit, the target suffers normal damage, and must succeed Strength save or be knocked prone. Carving Strike. When you make a melee weapon attack against a creature, you can spend 1 focus point to make an attack roll against each target directly on either side of your initial attack. On a hit, roll damage for one target, any additional creature hit takes the same amount of damage. Concussive Attack. When you make a weapon attack against a creature, you can spend 1 focus point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn. Disarming Attack. When you make a weapon attack against a creature, you can spend 1 focus point to attempt to shoot or knock an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away in the direction of your attack. PART 1 | CLASSES 54


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 55/153 Disengaging Attack. Immediately after taking the Attack action on your turn, you can spend 1 focus point to take the Disengage action as a bonus action. Resorting Attack. If a creature misses you with a weapon attack, you can spend 1 focus point and use your reaction to make a weapon attack against the creature. Piercing Shot. When you make a ranged weapon attack against a creature, you can spend 1 focus point to attempt to shoot through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Steady Attack. When you make a weapon attack against a creature, you can spend 1 focus point to gain advantage on the attack roll. Hunter Archetype At 3rd level, you choose to emulate the ideals and training of a hunter archetype: Beast Master, Marksman or Survival, each detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Animal Companion Beginning at 3rd level, you have strengthened your connection with animals, allowing you to bond with a creature of the natural world. You gain a companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium with a challenge rating of 1/2 or lower. your animal companion gains all the benefits of your Companion's bond ability. You can only have one animal companion at a time. If your animal companion dies, you can obtain another one by spending 8 hours bonding with another animal that isn't hostile to you, either the same type of beast as before or a different one. Companion's Bond Your beast companion gains a variety of benefits once loyal. The beast loses its Multiattack action, if it has one. Your companion obeys your commands as best it can. It rolls initiative like any other creature, but you determine its actions, decisions, attitudes and so on. If you are incapacitated or absent, the companion acts on its own. Your beast companion has abilities and statistics determined in part by your level. Using your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your companion also adds its proficiency bonus to its AC and to its damage rolls. Your beast gains proficiency in two skills of your choice. It also becomes proficient in all saving throws. For each level above 3rd, your beast companion gains an additional hit die and its maximum hit points increases accordingly. This is retroactive for companions gained at later levels. Whenever you gain an Ability Score Improvement, your companions abilities improve as well, applying all the rules of increasing ability scores that applies to you. Your companions alignment changes to sharing yours. 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. Fleet of Foot Starting at 8th level, when you take the Dash action, you can pass through any difficult terrain without requiring extra movement. Additionally, you are able to pass through nonmagicalplants without being slowed by them or taking damage from them if they have thorns, spines, or a similar hazard. Know Your Prey At 9th level, you can glean intimate knowledge about the capabilities of your marked target. As action you can learn two of the following characteristics of your choice about the target of your hunter's mark if it's within 120 feet. Creature Type Armor Class Speed Damage Vulnerabilities Damage Resistances Damage Immunities Senses Once you have gained knowledge of a creature, you can't gain more knowledge of that type of creature for 24 hours. Hide in Plain Sight Beginning at 13th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by non-magical means, unless you choose to leave a trail. Honed Senses Upon reaching 17th 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 creatures within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. Aspect of the Wild At 20th level, you become an unparalleled hunter. 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. PART 1 | CLASSES 55


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 56/153 Hunter Archetypes All hunters have certain things in common, such as their love for the wilderness, or their passion for beasts. But some hunters have more than love for beasts, and others a greater love for the wild, hunters fall into three categories: Beast Master, Marksman, and Survivalist. Beast Master Among the most gifted hunters, there are those who have from birth felt a profound bond with the creatures of the wild. These beast masters are drawn to the perilous primal world, invigorated by its dangerous and untamed nature. Primitive landscape becomes home. Ferocious predator becomes kin. Dire Tamer Starting at 3rd level, your way with beasts are unmatched, making you able to tame Large beasts with a challenge rating of 1 or lower. Kindred Spirit Beginning at 7th level, you and your animal companion form a more potent fighting team. When you hit a creature with a weapon attack on your turn, if your companion is within range, it can use its reaction to make a melee attack against the same target. Additionally, you can use your reaction to warn your companion when an attack roll is made against it, giving it resistance to all damage dealt by the attack if it hits. Aspect of the Wilds Starting at 11th level, your time spent around your animal companion have begun influencing you, granting you one of the following features of your choice. Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Pounce. If you move at least 20 feet straight toward a creature and then hit with a melee weapon attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. Rampage. When you reduce a creature to 0 hit points with a weapon attack on your turn, you can use your bonus action to move up to half your speed and make another attack with the same weapon. One of the Pack At 15th level, the 'voice' of your companion helps you to overcome grievous injuries and keep on fighting. When you take damage that reduces you to 0 hit points and doesn't kill you outright, your companion can use its reaction to call out to you. If you are within range to hear its call, you immediately gain hit points equal to your hunter level, and regain your consciousness. Once you (and your companion) uses this feature, you can't use it again until you finish a long rest. PART 1 | CLASSES 56


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 57/153 Marksman Marksmen shroud themselves in the perils of the untamed wilds, perfecting the use of weapons that are deadliest from great range. They have little interest in gaining the loyalty of beasts. Instead, they blend into the surrounding environment, surveying predators and delivering deadly shots from great distances. Careful Aim Starting at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of your turn, your ranged attacks with that weapon gain two benefits against the target. The attack ignores half and three-quarters cover. On a hit, the weapon deals additional damage to the target equal to 2 + half your hunter level. You can use this feature three times. You regain expended uses when you finish a short or long rest. Aspect of the Eagle Beginning at 7th level, you can take Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one). If you already have proficiency in all three, you gain expertise in one of them of your choice. Multiattack Upon reaching 11th level, you gain one of the following features of your choice. Barrage. You can use your action to make a ranged attack against any number of creatures within a 30-ft cone. You must have ammunition for each target as normal, and you make a separate attack roll for each target. Volley. You can use your action to make a ranged 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. Marksman's Focus At 15th level, when you roll for initiative and have no uses of careful aim remaining, you regain one use. Survival All hunters feel a calling to the wild, but some serve as a reflection of its brutality. To them, the hunt is defined by unrelenting ferocity. Weapons of great range are thrown away for close-quarters combat. Predator Starting at 3rd level, at the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If the attack hits, the target takes an extra 1d8 damage of the weapon's damage type. Additionally, you add your Wisdom modifier to your initiative rolls. Camouflage Beginning at 7th level, you gain the ability to cast the pass without trace spell without providing material components, but only as a ritual. You must have access to fresh mud, dirt, plants, soot, or other natural occurring materials for you to be able to do so. Marked Counter Upon reaching 11th level, you gain the ability to counterattack when your marked target tries to sabotage you. If the target of your Hunter's Mark forces you to make a saving throw, you can use your reaction to make a weapon attack against the quarry. You make this attack before making the saving throw. If your attack hits, you gain advantage on your saving throw, in addition to the attack's normal effects. Aspect of the Beast At 15th level, you take on an aspect of a one of the following beasts of your choice. Cheetah. 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. Monkey. When a creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. 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. PART 1 | CLASSES 57


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 58/153 Mage Always remember that power is a double-edged blade. One side light, the other dark. It calls to you, where you are most desperate; when victory seems worth any sacrifice. There is a price to be paid for such a gift, and many eagerly accept the bargain. Power alone is not to be feared. Fear, instead, those who wield it. — Jaina Proudmoore Clad in a golden robe, a blood elf closes her eyes to shut out the distractions of the battlefields and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a bead of fire toward the enemy ranks, where it erupts into an engulfing conflagration. The air shimmers, as a draenei lifts his hands above his head twisting the air around him into a barrier of force engulfs him, blocking a barrage of attacks against him. Golden eyes flashing, a human stomps his foot into the ground as a crippling fire sets him ablaze, as swords clash against him, an inferno of fire spews out at the attackers, engulfing them in hellfire. Mages are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the leylines of magic that permeates Azeroth, mages cast spells of explosive fire, arcing lightning, and subtle deception. Their magic can conjure monsters from other planes of existence, or glimpses the future. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals across continents. Masters of Time and Space 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, mages wear only cloth armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, mages can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze. Masters of ice can command blizzards that tear into flesh and limit movement. Should enemies manage to survive this assault, mages can shrink them into harmless sheep in the blink of an eye. Powerful magi can even generate enhancements and portals, assisting allies by sharpening their minds and transporting them instantly across the world. Scholars of the Arcane Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the titans, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Mages live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other mages, from ancient tomes or inscriptions, and from ancient creatures that are steeped in magic. PART 1 | CLASSES 58


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 59/153 The Mage Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — — — — 2nd +2 Arcane Study 3 3 — — — — — — — — 3rd +2 Metamagic (1/rest) 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 5th +3 — 4 4 3 2 — — — — — — 6th +3 Arcane Study feature 4 4 3 3 — — — — — — 7th +3 — 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 4 3 3 2 — — — — — 9th +4 — 4 4 3 3 3 1 — — — — 10th +4 Arcane Study feature 4 4 3 3 3 2 — — — — 11th +4 — 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 13th +5 — 5 4 3 3 3 2 1 1 — — 14th +5 Arcane Study feature 5 4 3 3 3 2 1 1 — — 15th +5 Metamagic (2/rest) 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 The Lure of Knowledge Mages' lives are seldom mundane. The closest a mage is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. But the lure of knowledge and power calls even the most unadventurous mages out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most mages believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. Creating a Mage Creating a mage character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic? What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other mages? Perhaps you're simply eager to put your newfound magical skills to the test in the face of danger. Quick Build You can make a mage quickly by following these suggestions. First, lntelligence should be your highest ability score, followed by Constitution or Dexterity. 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 + your Constitution modifier per mage level after 1st Proficiencies Armor: None Weapons: Simple weapons Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, History, lnsight, lnvestigation, Medicine, and Religion PART 1 | CLASSES 59


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 60/153 Equipment You start with the following equipment, in addition to the equipment granted by your background: (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 Spellcasting As a student of arcane, you own a spellbook with spells that show the glimmerings of your true power. See chapter 10 of Player's Handbook for the general rules of spellcasting and chapter 6 of this book for the mage spell list. 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. Your spellbook does not contain your known cantrips. Preparing and Casting Spells The Mage table shows how many spell slots you have to cast your 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 expended spell 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. 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: 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. 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. 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. 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 sorcerer'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 level for which you can prepare and if you can spare the time to decipher and copy it. Copying a 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. 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, a finely bound gilt-edged 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. 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 add two mage spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventurers, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar). PART 1 | CLASSES 60


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 61/153 Arcane Recovery You learn 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 of 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. Arcane Study Starting at 2nd level, you choose an arcane study, shaping your practice of magic through one of three areas: Arcane, Fire or Frost, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You learn two of the following metamagics of your choice from the list below. When you use your Metamagic, you choose which effect to twist your spells with. You must then finish a short or long rest to use your Metamagic again. At 15th level, you can use your Metamagic twice between rests. When you finish a short or long rest, you regain your expended uses. Careful Spell You can use your metamagic to protect creatures from your spells saving throw. Choose a number of creatures up to your Intelligence modifier (minimum of 1). A chosen creature automatically succeeds on its saving throw. Empowered Spell You can use your metamagic when you roll damage for a spell to reroll a number of the damage dice up to your Intelligence modifier (minimum of 1). You must then use the new damage rolls. Extended Spell You can use your metamagic when you cast a spell that has a duration of 1 minute or longer to double its duration, to a maximum duration of 24 hours. Distant Spell You can use your metamagic when you cast a spell that has a range of 5 feet or greater to double the range of the spell. You can use your metamagic when you cast a spell that has a range of touch to make the range of the spell 30 feet. Quickened Spell You can use your metamagic when you cast a spell that has a casting time of 1 action to cast it as a bonus action. Subtle Spell You can use your metamagic when you cast a spell to cast it without any somatic or verbal components. 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. You can spend 8 hours in study, and change one or both of the spells you chose for different spells of the same level. 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. Arcane Studies Mages are spellcasters who favor magics involving the cardinal elements of the universe. Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The magic available to mages is both great and dangerous, and thus is revealed only to the most devoted practitioners. Study of Arcane Mages of the arcane are diviners of secrets, balancing the webb and flow of incredible mystic energies. These practitioners push their magical knowledge to its very limits. Those who master this craft are capable of releasing a barrage of unrelenting power upon their enemies. Abjuration Savant Beginning when you select this study at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. Unstable Surge Starting at 2nd level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a mage spell of 1st level or higher, roll a d20. If you roll a 1, consult the Surge Intensity table beneath and roll on the Unstable Surge table to create a random magical effect. Surge Intensity Spell level or Higher Surge Die 1st level d8 3rd level d10 5th level d12 7th level d20 The level of the spell slot that triggered the unstable surge determines the strength that the surge is capable of achieving, as shown on the table beneath. When you trigger an Unstable Surge, roll the dice shown for the spells level and consult the Unstable Surge table. PART 1 | CLASSES 61


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 62/153 Unstable Surge d20 Effect 01 You cast mirror image. 02 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. 03 You cast levitate on yourself. 04 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. 05 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 06 You regain 2d10 hit points. 07 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. 08 Maximize the damage of the next damaging spell you cast. 09 Creatures have disadvantage on saving throws against the new spell you cast in the next minute that involves a saving throw. 10 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. 11 You cast magic missile as a 5th-level spell. 12 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. 13 Up to three creatures you choose within 30 feet of you take 4d10 force damage. 14 You gain resistance to all damage for the next minute. 15 You cast fireball as a 3rd-level spell centered on yourself, the spell deals force damage instead. 16 You cast confusion centered on yourself. 17 You regain your lowest-level expended spell slot. 18 You teleport to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the next unoccupied space if that space is occupied. 19 For the next minute, you can see any invisible creatures if you have line of sight to it. 20 You regain all expended metamagic uses. Potent Cantrip At 6th level, your damaging cantrips 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 effects from the cantrip. Presence of Mind Starting at 10th level, the magic that surges through you helps to ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. Overpowered Upon reaching 14th level, you are able to channel exceeding amounts of arcane energy into a spell. When you cast a mage spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 psychic damage per level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the force damage per spell level increases by 1d12. Damage dealt by this feature ignores your resistances and immunities. Study of Fire While any worthy mage is an unparalleled expert in the use of magic and heavily dedicated to their craft, those who master the forces of fire tend to be a little more audacious than their peers. These mages take pride, even pleasure in igniting their enemies in wild bursts of flame. Evocation Savant Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Combustion Starting at 2nd level, you can unleash the flames that blaze within you. As a bonus action, you magically wreath yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits: You shed bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature takes fire damage equal to your Intelligence modifier if it hits you with a melee attack from within 5 feet of you or if it touches you. Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Intelligence modifier. Once you use this feature, you can’t use it again until you finish a short or long rest. Blazing Soul Beginning at 6th level, if you are reduced to 0 hit points, you can use your reaction to draw on the fiery energy that burn 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. If you use this feature while under the effects of your Combustion, this feature instead deals fire damage equal to your mage level + twice your Intelligence modifier, and your Combustion immediately ends. Once you use this feature, you can’t use it again until you finish a long rest. PART 1 | CLASSES 62


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 63/153 Empowered Evocation Starting at 10th level, you can add your Intelligence modifier to damage rolls of any mage evocation spell you cast. Hot Streak At 14th level, the blazing energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn. Study of Frost Frost mages stand apart from their colleagues, in that their chosen school of magic focuses on maintaining supreme control over the capabilities of their enemies. Mages who command frost perform chilling displays on the battlefield, rendering foes immobile as they bombard them with ice. Conjuration Savant Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved. Cold Snap Starting at 2nd level, whenever you hit a creature with a spell that deals cold damage, the target must succeed on a Constitution saving throw or have its speed reduced by 10 feet for 1 minute. In addition to any movement reduction the spell might have normally. Ice Barrier At 6th level, you can manifest ice around a creature to protective it from harm, warping with the creature to not prevent movement.. As a bonus action, ice forms around a creature you can see within 60 feet of you. The creature gains resistance to bludgeoning, piercing, and slashing from nonmagical attacks for 1 minute, until you use this feature again, or until you are incapacitated. You can use this feature twice. You regain expended uses when you finish a long rest. Frigid Winds Starting at 10th level, you gain resistance to cold damage. In addition, whenever you cast a spell of 1st level or higher that deals cold damage, frigid winds surround you. This wind shivers creatures of your choice within 10 feet of you, making them lose their reaction until their next turn. This feature have no effect on creatures that are immune to cold damage. Ice Familiar At 14th level, you learn the find familiar spell if you don't already know it, and you cast it without providing material components. The familiar you summon is made of ice, and have immunity to cold damage. As an action, you can transform the familiar into an ice elemental, as by the conjure elemental spell, its duration becomes 1 minute, and if you lose your concentration the elemental returns to being your familiar. You can use this feature even if you don't have a familiar summoned, conjuring an ice elemental in an empty space within 30 feet of you. Once the feature ends, the elemental transforms into your familiar. Your ice elemental uses the water elemental statistics with the following changes. It is immune to cold damage It deals slashing damage instead of bludgeoning. It can cast the sleet storm spell once. Once you use this feature, you can't use it again until you finish a long rest. PART 1 | CLASSES 63


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 64/153 Monk To ask why we fight... is to ask why the leaves fall. It is in their nature. Perhaps, there is a better question. Why do we fight? To protect Home, and Family... To preserve Balance, and bring Harmony. — Chen Stormstout Taking a deep breath, an orc clad in loose clothes fastens his footings. As the first charging arcs reach him, he exhales a cone of fire from his mouth, engulfing his foes. A gnome standing behind her allies as attacks clash down upon them. She focuses her chi, manifesting a statue of pure jade, as she sends a beam of chi towards her ally, soothing their wounds. A tauren springs over a barricade and throws herself into the massed ranks of gnolls on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone. Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. The Flow of Chi Monks make careful study of the magical energy they call chi. The pandaren word for 'spirit', they use the energy of their inner spirit, that flows through every living body. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabilities. Using this energy, monks channel uncanny speed and strength into their unarmed strikes, as they gain experience, their training and their mastery of chi gives them more power over their bodies and the bodies of their foes. Training and Asceticism Small walled cloisters dot the world, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn't be found to support them, or in return for some kindness that the monks had performed for their families. Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or other mortal or divine power. The majority of monks don't shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants. For a monk, becoming an adventurer means leaving a structured, communal lifes to become a wanderer. This can be a harsh transition, and monks don't undertake it lightly. PART 1 | CLASSES 64


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 65/153 The Monk Level Proficiency Bonus Martial Arts Chi Points Unarmored Movement Features 1st +2 1d4 — — Unarmored Defense, Martial Arts 2nd +2 1d4 2 +10 ft. Chi, Unarmored Movement 3rd +2 1d4 3 +10 ft. Monastic Tradition, Roll 4th +2 1d4 4 +10 ft. Ability Score Improvement 5th +3 1d6 5 +10 ft. Extra Attack, Stunning Palm 6th +3 1d6 6 +15 ft. Monastic Tradition feature, Chi-Empowered Strikes 7th +3 1d6 7 +15 ft. Evasion, Detox 8th +3 1d6 8 +15 ft. Ability Score Improvement 9th +4 1d6 9 +15 ft. — 10th +4 1d6 10 +20 ft. Mystic Vitality 11th +4 1d8 11 +20 ft. Monastic Tradition feature 12th +4 1d8 12 +20 ft. Ability Score Improvement 13th +5 1d8 13 +20 ft. Transcendence 14th +5 1d8 14 +25 ft. Zen Focus 15th +5 1d8 15 +25 ft. Timeless Body 16th +5 1d8 16 +25 ft. Ability Score Improvement 17th +6 1d10 17 +25 ft. Monastic Tradition feature 18th +6 1d10 18 +30 ft. Transcendence Improvement 19th +6 1d10 19 +30 ft. Ability Score Improvement 20th +6 1d10 20 +30 ft. Inner Self Creating a Monk As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Arc you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness chi, monks are almost always lawful in alignment. Quick Build You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Mistweaving monks make their Wisdom higher than Dexterity). Class Features As a monk, you gain the following class features. Hit Points Hit Dice: 1d8 per monk level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 + your Constitution modifier per monk level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, shortswords Tools: Choose one type of artisan's tools or one musical instrument Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword or (b) any simple weapon (a) a dungeoneer's pack or (b) an explorer's pack 10 darts PART 1 | CLASSES 65


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 66/153 Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing mail or plate armor or wielding a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action. Chi Starting at 2nd level, your training allows you to harness the mystic energy of chi. Your access to this energy is represented by a number of chi points. Your monk level determines the number of points you have, as shown in the Chi Points column of the Monk table. You can spend these points to fuel various chi features. You start knowing four such features: Flurry of Blows, Patient Defense, Step of the Wind, and Surging Mist. You learn more chi features as you gain levels in this class. When you spend a chi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chi back into yourself. You must spend 30 minutes of the rest meditating to regain your chi points. Some of your chi features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Chi save DC = 8 + your proficiency bonus + your Wisdom modifier Fists of Fury Immediately after you take the Attack action on your turn, you can spend 1 chi point to make two unarmed strikes as a bonus action. Elusive Dance You can spend 1 chi point to take the Dodge action as a bonus action on your turn. Step of the Wind You can spend 1 chi point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Effuse You can spend chi points and use your bonus action to touch a creature within range. The creature regains hit points equal to 1d4 + 1 for each chi point you spent, to a maximum of 4d4 + 4. Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Brewmaster, the Way of the Mistweaver, or the Way of the Windwalker, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th. 11th, and 17th level. Roll At 3rd level, you are able to tumble across the battlefield when you are not wearing armor or wielding a shield. Using your bonus action, you can tumble 10 feet in a straight line without expending movement, giving opportunity attacks against you disadvantage. Once you use this feature, you can't use it again until you move 0 feet on one of your turns. 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. Stunning Palm Starting at 5th level, you can interfere with the flow of chi in an opponent's body. Once per turn when you hit another creature with a melee weapon attack, you can spend 1 chi point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Chi-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's frost breath or a fireball 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 half damage if you fail. Detox Starting at 7th level, you can use an action to end one effect on yourself that is causing you to be charmed or frightened. Mystic Vitality Beginning at 10th level, your mastery of the chi flowing through you makes you immune to disease and poison. PART 1 | CLASSES 66


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 67/153 Transcendence At 13th level, you can use your action and spend 1 chi point to summon an incorporeal jade visage of yourself in your space, the visage doesn't move and appears to be in deep meditation. It stays for 1 minute before vanishing. While you are within 60 feet of the visage, you can use your bonus action to change position with it, teleporting you to the space you summoned it in. Once done, the visage vanishes. Upon reaching 18th level, your visage stays for 1 hour before vanishing, and its range increases to 1 mile. Zen Focus Beginning at 14th level, your mastery over chi grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 chi point to reroll it and use the new roll. Timeless Body At 15th level, your chi sustains you so that you suffer none of the frailty of old age, and you can't he aged magically. You can still die of old age, however. In addition, you no longer need food or water. Inner Self At 20th level, when you roll for initiative and have no chi points remaining, you regain 4 chi points. Monastic Traditions Three traditions of monastic pursuit were common in the monasteries scattered across Pandaria. Most monasteries practice one tradition exclusively, sending out monks to teach their ways throughout Azeroth. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Way of the Brewmaster Brewmasters are often quirky and joyful, many would think them merely as fools that enjoy a drink to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the brewmaster can be a maddening, masterful foe. Bonus Proficiency When you choose this monastery at 3rd level, you gain proficiency with brewer's supplies if you don't already have it. Stagger At 3rd level, you are able to shrug off attacks made against you. You can use your reaction upon taking damage to give yourself resistance to all damage dealt by the attack, except psychic damage. You can use this feature twice. You regain expended uses when you finish a short or long rest. Elusive Brawler Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. Leap to Your Feet. When you're prone, you can stand up by spend 5 feet of movement, rather than half your speed. Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 chi point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. PART 1 | CLASSES 67


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 68/153 Black Ox Brew Starting at 11th level, when you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 chi points to cancel the disadvantage for that roll. High Tolerance At 17th level, you are capable of shrugging of immense pain like it was nothing. Whenever you use your Stagger feature, you gain immunity to all damage except psychic. Way of the Mistweaver Mistweavers are unique among those who heal, they channel mysterious energy. Those who weave the mists wield the power of life’s essence, using a mixture of preventative and restorative spells to mend their allies’ wounds. Soothing Mist At 3rd level, you have a pool of healing chi that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level x 10. As an action, you can manifest a beam of chi towards a creature within 30 feet of you 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 Soothing Mist, expending hit pointss separately for each one. This feature has no effect on constructs. Mistwalk Starting at 6th level, you are able to teleport short distances through mist. As an action, you can spend 1 chi point and teleport 60 feet to an unoccupied space you can see. As part of the same action you can use your soothing mist on a target within range of your new position. Reawaken Upon reaching 11th level, you are able to manifest your chi to reawaken a creature that has fallen. As an action, you can expend 4 chi points to cast revivify without providing a material component. You must then finish a long rest to cast revivify again in this way. Statue of the Jade Serpent At 17th level, you can give your chi physical form, shaping it into a statue of Yu'lon the Jade Serpent. You can spend 3 chi points as an action, and choose an empty space within 30 feet of you, manifesting a statue of jade. The statue has hit points equal to twice your monk level, resistance to all damage, and immunity to psychic and poison damage. Whenever you use your Soothing Mist feature, you may choose a second target within 60 feet of the jade statue to be healed for half of the hit points you restore. The statue remains for 1 minute or until it is destroyed. Way of the Windwalker Among monks, none have mastered the martial arts as the windwalkers have, and few across Azeroth can fight with their grace. Windwalkers possess unparalleled physical finesse, and are capable of overwhelming their enemies with a dizzying flurry of punches and kicks. Winds Technique Starting at 3rd level, you can manipulate your enemy's chi when you harness your own. Whenever you hit a creature with one of the attacks granted by your Fists of Fury, you can impose one of the following effects on that target: It must succeed on a Dexterity saving throw or be knocked prone. It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. It can't take reactions until the end of your next turn. Windwalking Starting at 6th level, you gain the ability to channel your chi into enhancing your own body. As an action, you can spend 4 chi points to cast the haste spell on yourself without providing a material component. In addition, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to twice your monk level. Unpredictable Strikes Upon reaching at 11th level, whenever you make an opportunity attack, you may spend 1 chi point to use your Fists of Fury feature against the target instead. Touch of Death At 17th level, when you hit with an unarmed strike, you can spend 3 chi points to transfer a deadly stream of chi into their body. The target must make a Constitution saving throw. Taking 7d8 + 20 psychic damage on a failed save, or half as much damage on a successful one. Once you have used this feature, you can't use it again until you have finished a long rest. PART 1 | CLASSES 68


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 69/153 Paladin Vengeance cannot be a part of what we must do. If we allow our passions to turn to bloodlust, then we will become as vile as the orcs. — Uther the Lightbringer Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man's wounds knit closed, and his eyes open wide with amazement. A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there. Silver hair shining in a shaft of light that seems to illuminate only him, a blood elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness. Whatever their origin and their mission, paladins are united by the light to stand against the forces of evil. It is a source of power that turns a devout warrior into a blessed champion. Paladins Call 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. Ready to serve, paladins can defend their allies with sword and shield, or they can wield massive two-handed weapons against their enemies. The Light grants paladins additional power against the undead and demons, ensuring that these profane beings corrupt the world no longer. 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. Beyond the Mundane Life Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country. PART 1 | CLASSES 69


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 70/153 The 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 Sacred Oath, Divine Aura (1/rest) 3 — — — — 4th +2 Ability Score Improvement 3 — — — — 5th +3 Extra Attack 4 2 — — — 6th +3 Divine Aura (2/rest) 4 2 — — — 7th +3 Sacred Oath feature 4 3 — — — 8th +3 Ability Score Improvement 4 3 — — — 9th +4 — 4 3 2 — — 10th +4 Divine Aura (3/rest) 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, Divine Aura (4/rest) 4 3 3 1 — 15th +5 Sacred Oath feature 4 3 3 2 — 16th +5 Ability Score Improvement 4 3 3 2 — 17th +6 Divine Aura (5/rest) 4 3 3 3 1 18th +6 Divine Aura Improvement 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Sacred Oath feature 4 3 3 3 2 Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion. Creating a Paladin The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don't appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the light, justice and honor, a holy knight in shining armor venturing forth to smite evil? Or are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow? How did you experience your call to serve as a paladin? Did you hear a whisper from the light while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin's life was your calling. As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Quick Build You can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. (Paladins who strive to please the holy light and heal their allies make Constitution higher than Strength.) 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 + 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 PART 1 | CLASSES 70


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 71/153 Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a greatsword or (b) any martial weapon (a) a priest's pack or (b) an explorer's pack Chain mail, shield and a holy symbol 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 demon Illidan Stormrage, 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 x 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. 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. Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a priest does. See chapter 10 of the Player's Handbook for the general rules of spelicasting and chapter 6 of this book for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, 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. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2ndlevel 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 convictions. 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 a 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. Crusader Strikes damage increases by 1d8 if the target is an undead or a fiend. Sacred Oath When you reach 3rd level, you swear the oath 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 choose the Oath of the Holy, the Oath of Protection, or the Oath of Retribution, all detailed at the end of the class description. PART 1 | CLASSES 71


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 72/153 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. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath 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. 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. Divine Auras Upon reaching 3rd level, you are able to emit your divinity onto creatures within 10 feet of you as divine auras. As an action you active a divine aura, choosing which effect to create, you can only have one aura active at a time. The aura persists for 1 hour before vanishing. You must then finish a long rest to use a Divine Aura again. Beginning at 6th level, you can use your Divine Aura twice between rests, and you gain an additional use at 10th, 14th, and 17th level. When you finish a long rest, you regain your expended uses. At 18th level, the range of your aura increases to 30 feet. Aura of Courage You and friendly creatures can't be charmed or frightened. Aura of Devotion Whenever you or a friendly creature must make a saving throw, the creature gains a bonus to their saving throw equal to your Charisma modifier (minimum of 1). Aura of Protection Whenever you or a friendly creature is hit by a weapon attack, its damage is reduced by an amount equal to your Charisma modifier. Damage can't be reduced below 1. Aura of Resistance You and friendly creatures within range have resistance to damage from spells. Aura of the Crusader Whenever you or a friendly creature hits with a weapon attack, their attack deals extra radiant damage equal to your Charisma modifier (minimum of 1). 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. 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. If you also use your Crusader Strike with an attack, you add this damage to the extra damage of your Crusader Strike. 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 one), regaining expended uses when you finish a long rest. Sacred Oath Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart. Oath of the Holy Like priests who serve the Light, holy paladins are devout in their faith. Those who pledge themselves to the holy oath becomes beacons of the Light for their allies in conflict, taking up the heavy armor and weaponry of justice. Oath Spells You gain oath spells at the paladin levels listed. Oath of the Holy Spells Paladin Level Spells 3rd protection from evil and good, sanctuary 5th lesser restoration, zone of truth 9th beacon of hope, revivify 13th death ward, guardian of faith 17th holy weapon, mass cure wounds PART 1 | CLASSES 72


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 73/153 Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Light of Dawn. As an action, you present the holy light and release a burst of radiant healing that can restore a number of hit points equal to three times your paladin 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 construct. Light's Hammer. As an action, you slam a divine maul into the ground at a point within 30 feet of you, causing the ground to erupt in holy light in a 10-ft radius. Any ally within range is healed equal to your paladin level, and all enemies within range must make a Constitution saving throw, taking your paladin level in radiant damage on a failed save, and half as much on a successful one. Soothing Hand Beginning at 7th level, you are able to use your Lay on Hands on targets that are within 30 feet of you, instead of requiring to touch them. Divine Shield Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Lightbringer At 20th level, you can envelope your body in the warmth of the holy light, making your skin shine a bright golden light. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using your bonus action. Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. You shine bright light in a 20-ft radius around you, and dim light for an additional 20 feet. Once you use this feature, you can't use it again until you finish a long rest. Oath of Protection Stalwart and steadfast, these protectors are ardent defenders of the Light and all that it touches, and are rejuvenated by its radiance in return. Dedicated to their cause, they consecrate the very ground upon which they battle corruption. Oath Spells You gain oath spells at the paladin levels listed. Oath of Protection Spells Paladin Level Spells 3rd sanctuary, shield of faith 5th branding smite, warding bond 9th aura of vitality, life transference 13th aura of purity, death ward 17th banishing smite, reincarnate PART 1 | CLASSES 73


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 74/153 Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Avenger's Shield. As an action, you can toss a radiant copy of a wielded shield against a target within 60 feet of you as part of the same action. The target must make a Constitution saving throw. On a failed save, the target takes radiant damage equal to your paladin level, or half as much damage on a successful one. If the target is concentrating on a spell, their check made to keep concentration is made with disadvantage. Consecration. As an action, you consecrate the land around you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die, or if the creature is moved more than 30 feet away from you. Holy Shield Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way. Guarded by the Light At 15th level, the holy light mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated. Ardent Defender At 20th level, you armor is replaced by heavy plates of divine energy, your presence on the field of battle becoming an inspiration to those around you. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: You have resistance to all damage. Your allies have advantage on death saving throws while within 30 feet of you. 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. Oath of Retribution Retribution paladins are vengeful guardians of the weak, crusaders judging and punishing the wicked. Their resolute conviction in the divine order of all things assures them that victory is inevitable, but they will fight to the end to ensure that the Light prevails. Oath Spells You gain oath spells at the paladin levels listed. Oath of Retribution Spells Paladin Level Spells 3rd compelled duel, searing smite 5th flame blade, magic weapon 9th binding smite, holy wrath 13th banishment, staggering smite 17th destructive wave, dispel evil and good Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Templar's Verdict. As a bonus action, you can utter a verdict against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute, until it drops to 0 hit points or falls unconscious. Weapon of Justice. As an action, you slam a divine weapon down upon an enemy within 30 feet, the target must succeed a Constitution saving throw, or be stunned for a number of rounds equal to your Charisma modifier, or until it takes damage. The target makes another saving throw at the end of each of its turns, ending the sun on a successful save. Divine Weapon Upon reaching 7th level, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Relentless Avenger Starting at 15th level, when a creature under the effect of your Templar's Verdict makes an attack, you can use your reaction to make a melee weapon attack against the creature if it is within range. Divine Judgement At 20th level, you gain the ability to harness extraordinary martial prowess. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: You have resistance to bludgeoning, piercing, and slashing from nonmagical weapons. 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. PART 1 | CLASSES 74


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 75/153 Priest It is faith in ourselves that separates us from others, and with our powers, we will cause great change in all of Azeroth. The weak will come to lean on you. The lepers will call you Lord. And the ignorant will look to you for guidance. — Dark Cleric Duesten Bend down over her falling ally, a dwarf clutches her holy symbol, and begins to sing a slow melodic tune, holy light shining from her hand, covering her allies limp body. Kneeling on the ground, one hand firmly grasping a staff, the other filled with swirls of divine and necrotic energies. A human raises, and sends out a thick halo of light and dark energy out around him, his allies gaining new life, his enemies feeling the rush of necrotic through their bodies. A forsaken, surrounded in voidic energy pulls his holy symbol from his neck as void covers his body. Tentacles sprouting from his back, as he sends out a laughter, spewing bolts of necrotic energy towards enemies and allies. Priests are the bridge between light and dark, they are the wielders of the warmth holy light of the divine, and the voidic magic granted by the old gods. They serve as protectors, healers, and casters of insanity.w Invokers of Light and Darkness 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. 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. Devoted Acolytes Priests practice a complex, organized form of spirituality built around moral philosophy, the worship of a particular deity (such as Elune) in some cases, and/or idol worship, rather than around the reverence of the elements that shamans practice, or the close divine connection with animals and the wilderness that druids maintain. Priests serve not only as influential religious figures in their respective societies, but also as powerful practitioners of divine magic, which they use to heal and protect, or harm and weaken. Devotion to the faiths of Azeroth leads many priests to the paths of courage and heroism. In dark times, priests carry the Light of faith with them as a reminder of the powerful forces at work beyond the comprehension of the peoples who walk the land. Powerful healers with an intimate connection to the divine, priests are empowered with abilities that aid them in times of dire need. PART 1 | CLASSES 75


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 76/153 The Priest Level Proficiency Bonus Light Points Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 — Spellcasting, Divine Priesthood 3 2 — — — — — — — — 2nd +2 2 Channel Divinity (1/rest), Divine Priesthood feature, Lightwell 3 3 — — — — — — — — 3rd +2 3 Word of Power 3 4 2 — — — — — — — 4th +2 4 Ability Score Improvement 4 4 3 — — — — — — — 5th +3 5 — 4 4 3 2 — — — — — — 6th +3 6 Channel Divinity (2/rest), Divine Priesthood feature 4 4 3 3 — — — — — — 7th +3 7 — 4 4 3 3 1 — — — — — 8th +3 8 Ability Score Improvement, Divine Priesthood feature 4 4 3 3 2 — — — — — 9th +4 9 — 4 4 3 3 3 1 — — — — 10th +4 10 Divine Intervention, Word 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 Word of Power 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 Divine Priesthood feature, Word of Power 5 4 3 3 3 2 1 1 1 1 18th +6 18 Channel Divinity (3/rest) 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 Intervention improvement 5 4 3 3 3 3 2 2 1 1 Creating a Priest Are you a devoted servant of good, loyal to the holy light?, a disciplined priest, in beautiful robes, monitoring a sept? or are you an unholy priest of shadows, fallen either by choice or forcefully towards the necrotic arts? How did you enter priesthood? Were you raised in a monastery? Did you hear a whisper from the light itself telling you to serve it? Or did a terrible war force you to take up the warmth of the holy light to assist your allies? Perhaps you might have known from your earliest memories that the priest's life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul. As guardians against forces of wickedness and evil, priests are rarely of any evil alignment. Most of them walk the paths of charity and soothing, or did you never feel the warmth of the holy light, and instead felt the calling of the old gods? their voidic magic wrapping around you, making your actions chaotic? Quick Build You can make a priest quickly by following these suggestions. First. Wisdom should be your highest ability score, followed by Constitution. 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 + your Constitution modifier per priest level after 1st Proficiencies Armor: None Weapons: All simple weapons Tools: Healer's Kit Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, 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) a quarterstaff (a) a priest's pack or (b) an explorer's pack a holy symbol, and two daggers PART 1 | CLASSES 76


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 77/153 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 6 of this book for the priest spell list. 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 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 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 Wisdom 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 1st-level 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 flash heal, 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 Wisdom is your spellcasting ability for your priest spells. The power of your spells comes from the light. You use your Wisdom whenever a priest spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a priest 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 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. Divine Priesthood Choose a divine priesthood: Discipline, Holy, or Shadow. Each priesthood is detailed at the end of the class description. Your choice grants you spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. Priesthood Spells Each priesthood has a list of spells that you gain at the priest levels noted in the priesthood description. Once you gain a priesthood 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 priesthood spell that doesn't appear on the priest spell list, the spell is considered a priest spell for you. Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from the holy light, using that energy to fuel magical effects. You start with two such effects: Shackle Undead and an effect determined by your priesthood. When you use your Channel Divinity, you choose which effect to create. 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 priest spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. Channel Divinity: Shackle Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is stunned for 1 minute or until it takes any damage. Lightwell Also at 2nd level, you tap into a deep wellspring of divine energy within yourself. This wellspring is represented by light points, which allow you to create magical effects. Light Points You have 2 light points, and you gain more as you reach higher levels, as shown in the Light Points column of the Priest table. You can never have more light points than shown on the table for your level. You regain all spent light points when you finish a long rest. Flexible Casting You can use your light points to gain additional spell slots, or sacrifice spell slots to gain additional light points. You learn other ways to use your light points as you reach higher levels. Creating Spell Slots. You can transform unexpended light 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. Creating Spell Slots Spell Slot Level Light Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 Converting a Spell Slot to Light Points. As a bonus action on your turn, you can expend one spell slot and gain a number of light points equal to the slot's level. PART 1 | CLASSES 77


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 78/153 Word of Power Starting at 3rd level, you gain the ability to speak words of power to envelope your allies or harm a creature. You learn two of the following Word of Power options of your choice. You learn another word at 10th, 14th, and 17th level. Speaking a word of power requires an action unless otherwise specified. You can only have one Word of Power active at a time, and can dismiss an active word as a bonus action on your turn. Barrier You can spend 2 light points and choose a creature within 30 feet of you, the chosen creature gains the benefit of the protection from evil and good spell for its duration. This word of power requires your concentration. Chastise You can spend 2 light point and choose a point within 60 feet of you, all allies within 10 feet gains advantage on attack rolls until the start of your next turn. If they hit with a weapon attack, their weapon deals radiant damage instead of weapon damage. Fortitude You can spend 2 light point and choose a creature within 60 feet of you, the chosen creature have resistance against all damage for up to 1 minute. This word of power requires your concentration. Pain You can spend 1 light point and choose a creature within 60 feet of you, the chosen creature must succeed on a Constitution saving throw, or have disadvantage on attack rolls until the end of its next turn. Sanctify You can spend 2 light points and choose a creature within 30 feet of you, the chosen creature gains the benefit of the sanctuary spell for its duration. This word of power requires your concentration. Shield You can spend 2 light points and choose a creature within 60 feet of you, the chosen creature gains temporary hit points equal to your priest level + your Wisdom modifier. 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 Intervention Beginning at 10th level, you can call on a divine power to intervene on your behalf when your need is great. Imploring a powers aid requires your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your priest level, the power intervenes. The DM chooses the nature of the intervention; the effect of any priest spell would be appropriate. If a divine power intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required. Divine Priesthoods Priests enter into divine priesthoods, some strive to follow the holy light directly, others enter sects dedicated to lesser powers, or fall to the void entirely. Your choice might correspond to a particular branch of priesthood, it could simply be a matter of personal preference, having the purpose that appeals to you the most. Discipline Priesthood These priests understand that light casts a shadow, that darkness is defined by light, and that true discipline stems from one’s ability to balance these opposing powers in services of a greater cause. While they poss many holy virtues to aid their allies, they also dabble in the dark arts to debilitate their enemies. Discipline Priesthood Spells Priest Level Spells 1st cure wounds, inflict wounds 3rd darkness, spiritual weapon 5th animate dead, vampiric touch 7th death ward, guardian of faith 9th contagion, raise dead Shadow Mend At 1st level, you are able to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit point, you instead use the highest number possible for each die. In addition, you learn the spare the dying cantrip, which doesn't count against the number of priest cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. Channel Divinity: Penance Starting at 2nd level, you can use your Channel Divinity to burst out an expanse of radiant and necrotic force. As an action, you present your holy symbol, and release a volley of holy light towards a target within 60 feet of you. Its effect changing depending on if you target an ally or enemy. Ally. The target regains hit points equal to 1d10 + twice your priest level. This feature can restore a creature to no more than half of its hit point maximum. Enemy. The target must make a Constitution saving throw, taking necrotic damage equal to three times your priest level on a failed save, or half as much on a success. Atonement Beginning at 6th level, the harmful spells you cast bolster your allies. When you cast a spell of 1st level or higher that deals damage to a creature, an ally within 30 feet of you regains hit points equal to 2 + the spell's level. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any priest cantrip. Pain Suppression At 17th level, you can spend 4 light points and use your reaction when a creature is hit by an attack or spell to give them resistance to all damage except psychic until the end of the current turn. PART 1 | CLASSES 78


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 79/153 Holy Priesthood These priests carry out the holy message of the light, they leave their house of worship to serve on the battlefield. They use their divine powers to bless their allies and mend wounds from afar, pulling creatures out of harm's way by enveloping them in divine light. Holy Priesthood Spells Priest Level Spells 1st bless, cure wounds 3rd lesser restoration, spiritual weapon 5th beacon of hope, revivify 7th death ward, guardian of faith 9th mass cure wounds, raise dead Echoes of Life At 1st level, 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. Channel Divinity: Prayer of Healing Starting at 2nd level, you can use your Channel Divinity to heal those that are 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. Perseverance Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell's level. Leap of Faith Starting at 8th level, you can spend 2 light points to warp a target in divine energy and pull them towards you. As an action, choose a creature within 60 feet of you, pulling it to an empty space within 5 feet of you, doing so does not provoke opportunity attacks. If a creature is unwilling to be moved, it must succeed on a Strength saving throw. Guardian Spirit At 17th level, you can call upon a guardian to guide a fallen allies spirit back to their body. When a target dies, you can use your reaction to return them to life before their spirit lives for the afterlife. The target is immediately returned to life, healed for twice your priest level, and gains immunity to all damage until the beginning of their next turn. Once you use this feature, you can't use it again until you finish a long rest. Shadow Priesthood These priests fully embrace the void and its magics, their faith equal to their holy counterparts, yet focused on dark magics and mental manipulation. They dedicate their lives to worship, but they derive their power from the Void, straying dangerously close to the domain of the Old Gods. Shadow Priesthood Spells Priest Level Spells 1st arms of hadar, hex 3rd mind blast, phantasmal force 5th fear, hunger of hadar 7th black Tentacle, phantasmal Killer 9th negative energy flood, wall of Force Legacy of the Void Also at 1st level, learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. Chan. Divinity: Surrender to Madness Starting at 2nd level, you can use your Channel Divinity to submit to the whispers of the Old Gods. As a bonus action, you invoke the madness of the old gods into your holy symbol, shrouding your body in void. For 1 minute, you gain the following benefits: You add your Wisdom modifier to your Armor Class. You can use your reaction to give a weapon attack against you disadvantage, shifting your void form. When you would normally roll one or more dice to damage a target with a spell of 5th level or lower, you instead use the highest number possible for each die. At the end of each of your turns, you must succeed on a DC 10 Wisdom saving throw, or take half of your hit point maximum in psychic damage and ending the madness on a failed save, this damage can't be prevented or resisted. The DC increases by 1 for each consecutive turn. Inescapable Corruption Beginning at 6th level, you learn to weave necrotic magic past a creatures natural resistances. Necrotic damage dealt by your spells ignore resistance to necrotic damage. Void Eruption Starting at 8th level, you gain the ability to infuse your weapon strikes with necrotic energy---a gift from the void. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8. Improved Legacy of the Void Upon reaching 17th level, when you cast a necromancy 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, you must provide them for each target. PART 1 | CLASSES 79


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 80/153 Rogue You're gonna find a number of outfits that covet our skills. Adventurers, SI:7... heck, even the disorganized rabble wouldn't mind a spy or two inside Stormwind. But you remember this: You're your own man. Don't let nobody bully you into doing something you don't wanna do! Besides, we hold all the cards... at least, we do before the game's done. — Jorik Kerridan Signaling for her companions to wait, a female orc creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools to pick it in the blink of an eye. Before disappearing into the shadows as her warrior friend moves forward to kick the door open. A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound. Suppressing a giggle, a gnome silently sneaks up behind a guard, lifting the key ring from the his belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape. Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. A Simple Code 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. Rogues can dip their weapons in paralyzing toxins that render foes unable to defend themselves. These silent stalkers wear leather armor so they can move unencumbered, ensuring that they land the first strike. With the rogue’s poisons and speed, the first strike is often the last step before the killing blow. Rogues fend for themselves, looking for fights in which they dictate the terms. They’re the shadows in the night that remain unseen until the right moment comes to strike, then they dispatch an opponent with quick blade work or a deadly toxin snuck acutely into the bloodstream. Rogues are opportunistic thieves, bandits, and assassins, but there’s an unparalleled art to what they do. Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities. PART 1 | CLASSES 80


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 81/153 The Rogue Level Proficiency Bonus Sneak Attack Features 1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant 2nd +2 1d6 Cunning Action 3rd +2 2d6 Roguish Specialization 4th +2 2d6 Ability Score Improvement 5th +3 3d6 Uncanny Dodge 6th +3 3d6 Expertise 7th +3 4d6 Evasion 8th +3 4d6 Ability Score Improvement 9th +4 5d6 Roguish Specialization feature 10th +4 5d6 Ability Score Improvement 11th +4 6d6 Reliable Talent 12th +4 6d6 Ability Score Improvement 13th +5 7d6 Roguish Specialization feature 14th +5 7d6 Blindsense 15th +5 8d6 Slippery Mind 16th +5 8d6 Ability Score Improvement 17th +6 9d6 Roguish Specialization feature 18th +6 9d6 Elusive 19th +6 10d6 Ability Score Improvement 20th +6 10d6 Stroke of Luck Creating a Rogue As you create your rogue character, consider the character's relationship to the law. Do you have a criminal past, or present? Are you on the run from the law or from an angry thieves' guild master? or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventurers, or some other desire or ideal? What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend, who showed you new possibilities for earning a living and employing your particular talents. Quick Build You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make intelligence your next-highest if you want to excel at Investigation. Choose Charisma instead if you plan to emphasize deception and social interaction. Class Features As a rogue, you gain the following 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 + 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 or (b) a dungeoneer's pack, or (c) an explorer's pack Leather armor, two daggers, and thieves' tools PART 1 | CLASSES 81


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 82/153 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 ability checks 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. 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, 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. Roguish Specialization At 3rd level, you choose an area to specialize yourself within, that shapes your rogue abilities: Assassin, Outlaw, or Subtlety, all 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, 10th, 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. Evasion At 7th level, you can nimbly dodge out of the way of certain area effects, such as a 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. 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. Roguish Specialization 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. Assassin You focus your training on the grim art of death. Favoring stealth and vicious poisons over direct approaches. Those who adhere to this specialization are diverse: hired killers, spies, and bounty hunters. Stealth, and poison help you eliminate your foes with deadly efficiency. Assassin's Intuition When you choose this specialization at 3rd level, you are at your deadliest when you get the drop on your enemy. You have advantage on attack rolls against any creature that hasn't taken an action in the combat yet. In addition, your first hit against a creature on the first round of each combat deals additional damage equal to your Rogue level. Poisoned Knife At 9th level, you gain proficiency with the poisoner's kit. In addition, when you use your Sneak Attack feature, you can force the target to make a Constitution saving throw (DC of 8 + your Intelligence modifier + proficiency bonus). On a failed save, your Sneak Attack damage is dealt as poison damage, and the target is poisoned for 1 minute. On a successful save, the target takes half the poison damage and isn't poisoned. When you poison a creature in this way, you apply an additional effect from the list below. You can only affect a creature with one of these at a time. PART 1 | CLASSES 82


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 83/153 The creature can't regain hit points. The creature's speed is reduced by 10 feet. The creature can't take reactions. You can use this feature a number of times equal to your Intelligence modifier. You regain all spent uses after finishing a short or long rest. Venomous Wounds Starting at 13th level, when you use your Poisoned Knife feature and successfully poison a creature, the creature gains disadvantage on one ability saving throw of your choice for the poisoned conditions duration. Seal Fate At 17th level, you have become a master of instant death. When you hit a creature with a weapon attack, you can force it to make a Constitution saving throw against a DC of 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus. On a failed save, the damage of your attack is doubled, and it automatically fails its saving throw against your Poisoned Knife feature. Once you use this feature, you can't use it again until you finish a long rest. Outlaw You hone your skills in larcenous arts. Burglars, bandits, pirates, and other criminals typically follow this specialization, but so do rogues who prefer to not fight fair, using dirty tricks to gain the upper hand in combat. They care little for discretion, and happily engages in brawls head on. Firearm Intrigue When you choose this specialization at 3rd level, you gain proficiency with firearms. Hit and Run At 3rd level, you learn how to land a strike and slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. You also gain an additional way to use your Sneak Attack you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Quick Combatant Starting at 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. Misdirection Starting at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature is within 5 feet of you, you can use your reaction to have the attack target that creature instead of you. You can use this feature a number of times equal to your Dexterity modifier, regaining uses after a short or long rest. Adrenaline Rush At 17th level, the rush of battle runs to your head. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. Subtlety Subtlety rogues are the masters of the shadows, and they strike unseen. They don’t have the lethal strikes of the assassin or the brawling prowess of the outlaw, but their ability to hide in plain sight are unrivaled, performing devastating strikes, and slipping away to strike again. Symbols of Death When you choose this specialization at 3rd level, you can invoke ancient symbols of powers to gain the upper hand. As a bonus action, you can place a symbol of death on creature you can see, allowing you to use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. The symbol lasts for 1 minute or until you use this feature against a different target. You can use this feature a number of times equal to your Dexterity modifier. You regain all spent uses after finishing a short or long rest. Nightblade At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your rage, its range increases by 30 feet. Additionally, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Shadowstep Starting at 9th level, you can use a bonus action to teleport up to 30 feet to an unoccupied space within 5 feet of another creature that you can see. If you hit the targeted creature with an attack, on the same turn, it is surrounded by entangling shadows and its movement speed is halved until the start of your next turn. You can use this feature twice starting at 9th level, and gain an additional use at 13th and 17th level. You regain expended uses when you finish a short or long rest. Cloak of Shadows At 13th level, you are able to evade attacks by enveloping yourself in supernatural shadows. 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. Veil of Deceit At 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic. PART 1 | CLASSES 83


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 84/153 Shaman The wolves are not tamed, not as you might understand the word. They have come to be our friends because I invited them. It is a part of being a shaman. We have a bond with the things of the natural world, and strive always to work in harmony with them. Warlocks would term them spells, but we shamans simply term them calls. We ask, the powers we work with answer. Or not, as they will. I can call the snows, and wind, and lightning. The trees may bend to me when I ask. The rivers may flow where I ask them to. — Drek'Thar of the Frostwolf clan An orc clad in loose plates chained together stands atop a lonely peak, the winds picking up around him, rattling through the chains of his armor, before he releases a glistening bolt of lightning toward his enemies. A gray haired dwarf slowly lumps his way across the battlefield, emptying a bottle of water into the earth as he walks, before lifting it from the soil, and gently waves it over the body of a wounded ally, soothing his grave wounds. A human sprinting through the thicket, a pair of massive wolves of spectral vision running at his side. In the flash of a moment he howls as his body turns into a wolf of similar visage to his pets. Shamans are mortal mediators between the elements themselves. Often a spiritual guide in their community, these mystical figures may commune with ancestral spirits and weave elemental powers into their spells. Both to strengthen and heal their allies, and to strike down on the battlefield with devestating force. Shamans can imbue their weapons with the elements, smite their enemies with storm and fire, and summon forth elementals to their aid. Herald of the Elements A Shaman's bond to their magic is unique. While a mage would study it in great depth, and a warlock would bend those same power to their whim, a shaman calls upon the elements themselves for aid. They commune with forces not strictly benevolent -- sometimes they may respond, and sometimes they may choose not to. The elements are chaotic, chained away in their elemental plane as they rage against one another with unending primal fury. It is the call of the shaman to bring balance to this chaos. These masters of the elements can also call upon elemental forces directly, unleashing torrents of lava and bolts of lightning against foes. The elements can create, destroy, support, and hinder. An experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile adventurers and valued members of any group. Respected and Feared Since the early days of mortal life both Azeroth and Draenor, the elements of have been both feared and worshiped. Mystics have sought to commune with them, to tap into the raw power of earth, air, fire, and water. In time, these spiritual guides have come to understand that the depth and gravity of the powers they wield. That the elements are not wholly benevolent, but rather a torrent of neverending conflict, as the elemental lord vie for control. The calling of the shaman is as a conduit of these volatile energies, leveraging them both to heal and to harm. PART 1 | CLASSES 84


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 85/153 The Shaman Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Kalimag, Spellcasting 2 4 2 — — — — — — — — 2nd +2 Totemist (1/rest, 2 totems) 2 5 3 — — — — — — — — 3rd +2 Shamanic Binding 2 6 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 7 4 3 — — — — — — — 5th +3 Ghost Form 3 8 4 3 2 — — — — — — 6th +3 Totemist (2/rest, 4 totems), Shamanic Attunement feature 3 9 4 3 3 — — — — — — 7th +3 — 3 10 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — — 9th +4 — 3 12 4 3 3 3 1 — — — — 10th +4 Totemic Projection 4 14 4 3 3 3 2 — — — — 11th +4 — 4 15 4 3 3 3 2 1 — — — 12th +4 Totemist (3/rest, 6 totems), Ability Score Improvement 4 15 4 3 3 3 2 1 — — — 13th +5 — 4 16 4 3 3 3 2 1 1 — — 14th +5 Shamanic Attunement feature 4 18 4 3 3 3 2 1 1 — — 15th +5 — 4 19 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 — 17th +6 — 4 20 4 3 3 3 2 1 1 1 1 18th +6 Far Sight 4 22 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1 20th +6 Reincarnation 4 22 4 3 3 3 3 2 2 1 1 Creating a Shaman When creating a shaman, consider how your bond with the elements have affected your personality and your view of the world. Although shamans resonate with all four primary elements, some tend to outwardly display aspects of one over the rest. Shamans who lean towards fire might be impatient, temperamental, or bursting with energy in all they do. Shamans who lean toward water are adaptable, chaotic, and tend to go with the flow. Those who favor earth are typically lawful, stalwart, and stubborn. And shaman who favor air are often aloof, distant, and the most neutral in their arbitrations. Think about your bond with your totems and how they represent the elemental planes from which you gain your power. Are they simply tools to you for channelling raw planar power, or are they sacred and worthy of reverence? Do they act as representations of a favored element, or do you use them to keep that element in check? How a shaman perceives their connection to the elemental planes is often reflected in the totems they summon forth. Quick Build You can make a shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. If you intend to engage in melee combat regularly, make Strength or Dexterity your second highest ability score instead. Class Features As a shaman, you gain the following class features. Hit Points Hit Dice: 1d8 per shaman level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 + your Constitution modifier per shaman level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: Herbalism kit Saving Throws: Strength, Wisdom Skills: Choose two from Animal handling, Arcana, History, Insight, Medicine, Nature, Perception, and Survival PART 1 | CLASSES 85


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 86/153 Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) studded leather (a) a mace and shield or (b) two martial weapons (a) a dungeoneer's pack or (b) an explorer's pack a holy symbol Kalimag You know Kalimag, the language of elementals. You can speak the language and use it to leave messages in rocks and pools of water that only you and other shamans spot. The messages are spoken as through a sending spell, with the limitations that come of that spell. Spellcasting Drawing on the elements themselves, you can manifest them into casting spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 6 of this book for the shaman spell list. Cantrips You know two cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table. Spell Slots The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the shaman spell list. The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your shaman spells, since your power comes from the elements and spirits. You use your Wisdom whenever a shaman spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman 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 shaman spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus You can use a holy symbol as a spellcasting focus for your shaman spells. Totemist Staring at 2nd level, you can bind elemental forces into totems. Effigies of elemental power, bound to your will. Totems Known When you gain this feature, you learn two totems of your choice. The totems available to you are detailed at the end of the class description. You can learn two additional totems at 6th level, and another two totems and 12th level. Additionally, when you gain a level in this class, you can choose one of the totems you know and replace it with another totem that you could learn at that level. Summoning a Totem You can use a bonus action to summon a totem that you know to an empty space within 15 feet of you that you can see. The totem lasts for 1 minute, until it is destroyed, or until you use your bonus action to summon another one. You can also dismiss an active totem as a bonus action. Beginning at 6th level, you can use your Totemist feature twice between rests, and beginning at 12th level, you can use it three times between rests. Activating a Totem The specific actions available to each totem is detailed in the totem's description. If a totem requires a bonus action to activate, you may activate it the first time for free as part of the bonus action used to summon it. The totem uses your shaman spellcasting ability to determine its spell save DC and attack modifier. Shamanic Binding At 3rd level, you choose a shamanic binding to tune yourself to: Elemental, Enhancement, or Restoration, each of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, and 14th level. Binding Spells Each Shamanic Binding has a list of spells that you gain at the shaman levels noticed in the binding description. Once you gain a binding spell, you always have it prepared, and it doesn't count against your number of spells known. If you have a binding spell that isn't on the shaman spell list, the spell is nonetheless a shaman 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. Ghost Form At 6th level, you can use your action to transform into the ghostly visage of your spirit animal; an animal that embodies you or that you share a strong bond with. You can use this feature twice. You regain all expended uses when you finish a short or long rest. You can stay in this form for a number of hours equal to half your Shaman level before reverting to your normal form. You can revert to your normal form earlier by using a bonus action, and revert automatically if you fall unconscious, drop to 0 hit points, or die. PART 1 | CLASSES 86


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 87/153 While you are transformed, the following rules apply: Your base movement speed changes to 50 feet. You are considered unarmored and add your Wisdom modifier to your Armor Class. If you make an attack or cast a spell you immediately revert to your normal 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 that you've already cast, such as call lightning. Your ability to speak or take any actions that require hands is limited to the capabilities of your ghost form. Your equipment merges into your ghost form and has no effect until you leave the shape again. A deeper explanation of shamans and their spirits can be found in Appendix A at the end of this book. Totemic Projection Starting at 10th level, you can manipulate a summoned totem. As an action, you can move your summoned totem to an empty space within range that you can see. Additionally, the distance at which you can summon and move a totem increases to 30 feet. Far Sight Starting at 18th level, you can hone your sight through the element of air, focusing on a creature that you have seen. Using a minute to focus, you attempt to find the creature. Roll percentile dice. If you know the creature well, or if you are presently holding something of their belonging, roll twice and take the lowest result. If the result is less than your Shaman level, you find the creature you seek and are shown their surroundings as if standing next to them. You are also shown the most direct path by which you can get to them, whether by land or sea. Once you use this feature, you can't use it again until you finish a long rest. Reincarnation At 20th level, you no longer suffer any of the drawbacks of old age, and you can't be aged magically. If you die and your body was not destroyed, your spirit will linger around it for up to 24 hours. During this time, you can choose to return to your body and come back to life with 1 hit point. Once used, you can't use this feature again for 7 days. Shamanic Attunement Shamans strive to deepen their understanding and connection with the elements, often forming a bond with it for life. Some prefer a more brutal approach as they rein in the powers of fire and earth for physical combat, or the forces of fire and air to fight at range. Others in turn, prefer a subtle approach of peace and meditation, bending water and air to their will. You attune with one of these groups. Elemental More than any other, Elemental shamans have dedicated themselves to forging a deep bond with the elements. This bond often favoring the element of fire, allowing them to wield their powers to great effect, manipulating the land itself. To battle an Elemental shaman is to taunt the very forces of nature. Elemental Binding Spells Shaman Level Spells 3rd earth tremor, witch bolt 5th dust devil, gust of wind 9th call lightning, tidal wave 13th control water, storm sphere 17th maelstrom, wall of stone Echo of the Elements When you choose this binding at 3rd level, you gain a lingering boon of the elements. You gain resistance to your choice of cold, fire, lightning, thunder damage, or bludgeoning from nonmagical attacks. Resurgence Starting at 3rd level, when you cast a spell that deals cold, fire, lightning or thunder damage using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level. You can recover spell slots with a combined level equal to half your shaman level. The pool of spell slots that can be recovered resets when you finish a long rest. Aftershock Beginning at 6th level, when you make a spell attack with a cantrip and miss, you can use your bonus action to repeat the attack against a different target within 30 feet of your original target. Ascendance At 14th level, you are able to assume the form of an elemental ascendant. As an action, you draw upon your powers and ascend into a raw manifestation of an element. For 1 minute, you gain the following benefits: You gain immunity to the damage type chosen by your Echo of the Elements feature. You gain a flying speed equal to your movement speed, if you end your turn in the air you immediately fall to the ground and take damage from the fall as normal. Your spell 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. Enhancement For Enhancement shamans, their bond with the elements is the means to an end for their martial prowess. Often keeping the element of air as their closest ally, channeling their powers through their weapons, they favor facing their adversaries up close with devastating force. Enhancement Binding Spells Shaman Level Spells 3rd absorb elements, searing smite 5th flame blade, warding wind 9th elemental weapon, haste 13th fire shield, stoneskin 17th control winds, far step PART 1 | CLASSES 87


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 88/153 Stormstrike When you choose this binding at 3rd level, you learn to channel the elements to deal devastating strikes. Once your turn, when you hit a creature with a melee attack, you can expend one spell slot to deal lightning damage to the target in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. If you make a Stormstrike as part of the Attack action while you are fighting with two weapons, you can make an attack with the weapon in your other hand as part of the same action. If you do so, you cannot use your Bonus Action to make another attack with that weapon. Fighting Style At 3rd 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. Defense. While you are wearing armor, you gain a +1 bonus to AC. 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 be two-handed or versatile for you to gain this benefit. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Feral Spirit At 14th level, you can call forth spectral forces that take the form of wolves and appear in unoccupied spaces that you can see within 60 feet of you. You call forth either one Greater Feral Spirit or two Lesser Feral Spirits. The feral spirit requires concentration, and it disappears when it drops to 0 hit points or when the spell ends. The feral spirits are friendly to you and your companions. Roll initiative for the spirits as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any command, they defend themselves from hostile creature. Statistics for the feral spirits can be found in Appendix B. Once you use this feature, you can't call forth the spirits again until you finish a long rest. Restoration Restoration shamans have formed a deep connection with the element of water, drawing on its soothing powers to restore life and heal afflictions. They finding harmony in the the churning waves of their powers, as they unleash it like a tidal surge washes against a sandy shore. Restoration Binding Spells Shaman Level Spells 3rd bless, cure wounds 5th aid, lesser restoration 9th remove curse, revivify 13th death ward, watery sphere 17th greater restoration, reincarnate Riptide When you choose this binding at 3rd level, you can conjure bursts of healing water. You have a pool of healing represented by a number of d6s equal to your Shaman level. As an action, choose a creature within 60 feet of you that you can see, and spend a number of d6s equal to half your Shaman level or less. Roll the dice and add them together. The target regains a number of hit points equal to the total. You regain all expended dice when you finish a long rest. Astral Shift At 3rd level, you can momentarily shift your body into the astral plane. As a reaction upon being targeted by a weapon or spell attack you can shift into the astral plane, giving attack rolls against you disadvantage until the beginning of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. Tidal Waves Starting at 6th level, when you use your Riptide feature to heal a creature, a different creature of your choice within 15 feet of it regains a number of hit points equal to your Wisdom modifier plus the number of riptide dice spent (minimum of 2 hit points). Spirit Link At 14th level, you can tether your spirit to those around you. As an action, choose three willing creatures within 10 feet of you to form a spirit link with for 1 minute. You can use your reaction when you or another tethered creature takes damage to split the damage evenly between all tethered creatures. A creature breaks the tether if they move more than 60 feet away from you. Once you use this feature, you can't use it again until you finish a long rest. PART 1 | CLASSES


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 89/153 Totems If a totem has prerequisites, you must meet them to learn it. You can learn a totem at the same time that you meet its prerequisites. A level prerequisite for a totem refers to your shaman level, not your character level. Earthbind Totem The totem hinders movement of creatures around it. As a bonus action, you can cause the totem to warp the ground in a 15-foot radius around it. The area is considered difficult terrain until the start of your next turn. Grace of Air Totem Prerequisite: 12th level The totem guides the step of creatures around it. You can use your reaction when a creature within a 15-foot radius of the totem is forced to make a Dexterity check or saving throw, to give them advantage on the roll. Grounding Totem Prerequisite: 6th level The totem redirects spells that pass nearby. You can use your reaction when a creature within a 10-foot radius of the totem is the target of a harmful spell, forcing the caster of the spell to make a Wisdom saving throw. On a failed save, the caster must pick a new target or lose the spell. Creatures are aware of the totem and its effect before casting their spell. Healing Tide Totem Prerequisite: 12th level The totem wards creatures around it. Using your bonus action, choose a creature within a 15-foot radius of the totem. The creature gains temporary hit points equal to half your shaman level, that lasts until the start of your next turn. Magma Totem Prerequisite: 6th level The totem surges with magma, heating up the air around it. As a bonus action, you can cause the totem to erupt. Each creature within a 10-foot radius of the totem must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much on a successful one. Resistance Totem The totem shields nearby creatures from the elements. You can use your reaction when a creature within a 15-foot radius of the totem is hit by an attack that deals cold, fire, lightning, poison, or thunder damage, to give the creature resistance against one of the damage types mentioned above for the attack. Searing Totem The totem emits dim light in a 10-foot radius around it. Using your bonus action, the totem hurls a bolt of magma at a target within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 1d6 fire damage. The fire ignites flammable objects hit by it that isn't being worn or carried. The totem's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Strength of the Earth Totem Prerequisite: 12th level The totem bolsters creatures around it. You can use your reaction when a creature within a 15-foot radius of the totem is forced to make a Strength check or saving throw to give them advantage on the roll. Totem of Wrath Prerequisite: 12th level The totem fuels nearby creatures with primal fury. You can use your reaction when a friendly creature within a 15-foot radius of the totem rolls damage for an attack or spell, to reroll a number of damage dice equal up to your Wisdom modifier. You must use the new rolls for those dice. Tranquil Mind Totem Prerequisite: 6th level The totem stills the mind of nearby creatures. You can use your reaction when a creature within a 10-foot radius of the totem is forced to make a saving throw to maintain concentration to give it advantage on the check. Tremor Totem Prerequisite: 6th level The totem sends shocks pulsating through the ground. You can use your reaction when a creature within a 10-foot radius of the totem is forced to make a saving throw to avoid being charmed or frightened, to give the creature advantage on the saving throw. Wind Rush Totem The totem quickens creatures around it. As a bonus action, choose a number of creatures within a 15-foot radius of the totem, up to your Wisdom modifier. The creatures have their movement speed increased by 15 feet and ignore nonmagical difficult terrain, until the start of your next turn. PART 1 | CLASSES 89


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 90/153 Warlock Imagine what you could do if you led a group of shaman who controlled the source of their powers, instead of begging and scraping for it. Imagine if these shaman had servants who could also fight on your side. Servants who could send your enemies fleeing helplessly in terror. Suck their magic dry as the insects in the summer suck blood. — Gul'dan An imp skitters behind her as a young human clad in robes smiles warmly, weaving magical charms into her honeyed words, bending the palace sentinels to her will. A brutish orc waves his hand in the air, sparking flames of green and red, with a flash of his hand, he hurls a ball of fel infused fire against a night elf. Shifting his gaze between a battered tome and the rough drawn glyphs made in the dirt. A wild eyed forsaken begins a slow chant, as a demonic gate erupts from the ground. Warlocks and seekers of the knowledge that lies hidden in the fabric of the multiverse. Through their powerful fel magic and secret grimoire, warlocks unlock magical effects both subtle and spectacular. They draw on powers often forbidden throughout Azeroth to bolster their own power. Dark Arts, Dominance In the face of demonic powers, most adventurers see death and destruction. Warlocks see only opportunity, dominance is their aim, and have found a path to it in their shadow magic. These voracious spellcasters enslave demon as their minions to fight and protect besides them. The power of their enslaved demons strengthens as the warlock does, making them able to summon deadly demons to their aid. Wielders of Fel warlocks are the wielders of the destructive fel magic, a form of magic often used by demons and members of the Burning Legion. It is a form of magic that is demonic, entropic, and extremely chaotic. Its practice has been banned throughout most regions of Azeroth, and is not something even warlocks dare practice openly, yet it is still practiced by most warlocks in secrecy. Whilst other forms of magic comes as a natural source from the wielder or is granted by the spirits, fel magic is a bargain, it corrupts the minds of those surrounded and affected by it, and desecrates the land it touches. If their demonic companion was not enough to frighten common folks of Azeroth, the knowledge of the fel powers they wield are enough to discourage service to them. Delvers of Secrets Warlocks are the most volatile and insatiable of spellcasters. Though they often pledge themselves to the service of noble causes and are not innately evil, their desire to understand darker magics and exercise unwavering command over demonic forces breeds mistrust among even their closest allies. Warlocks peer into the Void without hesitation, leveraging the chaos they glimpse within to devastating ends in battle—their greatest abilities are fueled by the souls they’ve harvested from their victims. They exploit powerful shadow and fel magic to manipulate and degrade the minds and bodies of their enemies. They employ hellish fires to rain from the skies, immolating their opponents. summoning and commanding indomitable demons from the Twisting Nether to do their bidding, or even to be sacrificed as the Warlock sees fit, empowering and protecting the dark caster from harm. PART 1 | CLASSES 90


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 91/153 The Warlock Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Level 1st +2 Fel Study, Shadow Magic 3 2 1 1st 2nd +2 Life Tap 3 3 2 1st 3rd +2 Shadow Embrace 3 4 2 2nd 4th +2 Ability Score Improvement 4 5 2 2nd 5th +3 — 4 6 2 3rd 6th +3 Fel Study feature 4 7 2 3rd 7th +3 — 4 8 3 4th 8th +3 Ability Score Improvement 4 9 3 4th 9th +4 — 4 10 3 5th 10th +4 Fel Study feature 5 10 3 5th 11th +4 Fel Arcanum (6th level) 5 11 3 5th 12th +4 Ability Score Improvement 5 11 4 5th 13th +5 Fel Arcanum (7th level) 5 12 4 5th 14th +5 Fel Study feature 5 12 4 5th 15th +5 Fel Arcanum (8th level) 5 13 4 5th 16th +5 Ability Score Improvement 5 13 4 5th 17th +6 Fel Arcanum (9th level) 5 14 5 5th 18th +6 — 5 14 5 5th 19th +6 Ability Score Improvement 5 15 5 5th 20th +6 Shadow Master 5 15 5 5th Sworn and Beholden Warlocks are defined by the powers they wield, the powerful fel that the have studied, granting them knowledge of powers hidden to mages and arcanists. A warlock might be a new found member of one of Azeroth's many cults hidden in ruins no longer used, studying fel in secrecy, attempting to unlock devastating powers. The boons bestowed upon a warlock through their studies ranges from minor but lasting alterations to the warlock's being, to access of powerful spells. Unlike bookish wizards, warlocks supplement their magic with some faciliy at hand-to-hand combat. Creating a Warlock As you make your warlock character, spend some time thinking about why you decided to delve into the secrets of fel, its impressive and destructive nature. Were you seduced by the powers it had? What the fel promised for you? Did you seek out a warlock yourself? or perhaps you became addicted to its powers. How your studies came to be is for you to decide. Quick Build You can make a warlock quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Class Features As a warlock, you gain the following class features. Hit Points Hit Dice: 1d8 per warlock level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 + your Constitution modifier per warlock level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, longswords, rapier, scimitar, shortswords Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) shortsword or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a scholar's pack or (b) a dungeoneer's pack Leather armor, and a dagger PART 1 | CLASSES 91


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 92/153 Fel Study At 1st level, you have begun studying into the powers and chaotic fel, uncovering knowledge of your choice: Study of Affliction, Study of Demonology, or Study of Destruction. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Shadow Magic Your research of shadow and its devastating magic have given you facility with spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 6 of this book for for the warlock spell list. Cantrips You know three cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. Spell Slots The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example. at 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell false life, you must spend one of those slots, and you cast it at 3rd-level spell. Spell Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, to 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock 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 Spellcasting Focus You can use an arcane focus as a spellcasting focus for your warlock spells. Life Tap Starting at 2nd level, you are able to sacrifice your own life force to restore spell slots. As an action, you can deal 1d6 necrotic damage per spell level to yourself, and replenish an expended shadow magic spell slot. Your maximum hit points are reduced by an amount equal to the damage taken, and are restored when you finish your next long rest. Shadow Embrace At 3rd level, you've been embraced by shadow, granted knowledge and powers unknown to most. You gain one of the following features of your choice. Embrace of the Great Dark You gain a grimoire from the Great Dark Beyond. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. The cantrips are warlock spells for you and don't count against your cantrips known. Additionally, you learn one spell of your choice from any class's spell list. The spell must have a level equal or lower than your shadow magic's spell level. You can cast that spell once per long rest without expending a spell slot. When you receive a replacement grimoire, you may change this spell to another from any class's spell list. If you lose your grimoire, you can perform a 1-hour ritual to receive a replacement from the Great Dark. This ritual can be performed during a short or long rest, and destroys the previous book. The book turns to ash when you die. Embrace of the Shadowlands You can harvest the souls of the living. If you have a free hand, you can use your reaction when a creature dies within 90 feet of you, to trap its soul in a shard in that hand. The creature must have a CR of 1/2 or greater. Each soul shard keeps its potency for 8 hours before crumbling into dust. You can never have more soul shards than your Warlock level. You can expend soul shards within 5 feet of you to use one of the abilities below. Once a shard have been spent, it disappears. Concentrated Souls. As a reaction when making a concentration check for a spell, you can spend a number of soul shards equal to the spell's level. You automatically succeed the concentration check, and have advantage on any additional concentration checks until the start of your next turn. Drain Life. As an action, you can spend soul shards to force a target within 60 feet of you to make a Constitution saving throw. On a failed save, the target takes 1d4 necrotic damage per soul shard spent, or half as much on a successful save. You regain hit points equal to the damage dealt. Healthstone. As an action, you can spend soul shards to create a healthstone, the stone keeps its potency for 24 hours before vanishing. As an action, a creature can crush the stone, regaining 1d4 hit points for each soul shard spent in its creation. PART 1 | CLASSES 92


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 93/153 Embrace of the Twisting Nether You learn to summon and bind a demon from the twisting nether to serve as your companion. With 1 hour of work and the expenditure of 50 gp worth of charcoal and herbs, you summon your choice of an imp, voidwalker, succubus or felhunter, each of which are described in Appendix C at the end of the book. Your demon gains all the benefits of your Demon Servant ability. You can only have one demon summoned at a time. If your demon companion is ever slain, you can call forth another using the rules mentioned above. You can dismiss the demon companion permanently any time you choose, using 1 minute, or you can temporarily dismiss it to a pocket dimension. You can recall the demon from the pocket dimension, as an action, to reappear in any unoccupied space within 30 feet of you. Demon Servant Your demon companion gains a variety of benefits while summoned by you. The demon obeys your command as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your demon acts on its own. Your demon has abilities and game statistics determined in part by your level. In addition to the areas where it normally uses its proficiency bonus, your demon also adds its proficiency bonus to its AC. The demon uses your proficiency bonus rather than its own, and gains more abilities as you gain Warlock levels. For each level you gain after 3rd, your demons health increases by the average of its hit dice. The demon keeps its alignment, but it can't willingly do any actions that goes against your alignment. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. Fel Arcanum At 11th level, you've delved deep into fel and unveil magical secrets called arcanums. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot, after which you must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Fel Arcanum when you finish a long rest. Shadow Master At 20th level, you can draw on your inner reserve of shadow to regain expended spell slots. You can spend 1 minute to regain all your expended spell slots from your Spellcasting feature. Once you regain spell slots with this feature, you cannot do so again until you finish a long rest. Fel Study Warlocks have come into contact with the powerful fel, studying its uncontrollable energy. Three such studies exist, each delving into a different aspect of the powers wielded by warlocks. Study of Affliction Warlocks that study affliction become masters of shadowtouched powers, unlike priests of the shadow priesthood, warlocks delight in the use of fel as a force to cause pain and leaving their enemies in whirls of torment. Expanded Spell List Affliction lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Affliction Expanded Spells Spell Level Spells 1st fog cloud, mind blast 2nd enlarge/reduce, phantasmal force 3rd counterspell, slow 4th blight, vitriolic sphere 5th cloudkill, hold monster Curse of Agony Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The curse ends early if the target dies, you die, or you are incapacitated. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target equal to your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. You can use this feature twice. You regain expended uses when you finish a short or long rest. Nether Ward At 6th level, you learn to magically ward yourself against attacks and to use an enemey's failed strike as an opening for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. Unstable Affliction Upon reaching 10th level, when you deal damage to a creature under the effects of your Curse of Agony, you can use your bonus action to attempt to afflict it. The target must succeed on a saving throw against the chosen affliction. On a failed save, the creature gains the effects of the corruption until the end of your next turn. Weakness (Strength Save). Weapon attacks deal half damage and Strength saving throws are made with disadvantage. PART 1 | CLASSES 93


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 94/153 Graceless (Dexterity Save). Attack rolls and Dexterity saving throws are made with disadvantage. Illness (Constitution Save). The creature can't regain hit points and Constitution saving throws are made with disadvantage. Stupidity (Intelligence Save). The creature must use its action to use their bonus action or movement. Negligence (Wisdom Save). The creature uses its movement on its turn to move towards you by the most direct route possible. Abhorrence (Charisma Save). The creature becomes frightened of you, and uses its turn to move more than 60 feet away from you if possible. Seed of Corruption At 14th level, you can plunge a creature into an illusory realm of the horrific twisting nether. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in the eternal cosmos of the twisting nether. The creature can see and hear only itself, you, and the illusion around it. You must finish a short or long rest before you can use this feature again. Study of Demonology Warlocks that study demonology harness the powers of the malefic demon beings of the twisting nether. Uncovering secrets unknown by residents of Azeroth, and twisting their magic with the aid of demonic powers from the great dark. Expanded Spell List Demonology lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Demonology Expanded Spells Spell Level Spells 1st charm person, sudden awakening 2nd find steed, mind blast 3rd animate dead, slow 4th charm monster, dominate beast 5th hold monster, planar binding Fiendish Influence Starting at 1st level, you learn the friends cantrip, which counts as a warlock cantrip for you. Additionally, fiends have difficulty harming you. If a fiend targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (a fiend needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. A fiend is also immune to this effect for 24 hours if you target it with an attack or harmful spell. PART 1 | CLASSES 94


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 95/153 Wild Imps Upon reaching 6th level, your spells are able of open rifts into the twisting nether to bring forth wild imps. Each time you roll a 20 on the d20 roll for a spell attack, or deal the killing blow to a creature of significant threat (DM's discretion). You summon an imp in an unoccupied space within 30 feet of you. A statblock can be found in Appendix C. A summoned imp obeys your commands as best it can. It rolls initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, the imp acts on its own. Imps stay for 1 minute before being dragged back to the twisting nether. You can have a number of imps summoned equal to your proficiency bonus. Demonic Resilience Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. Mark of Service At 14th level, you gain the ability to infect fiends minds. You can use your action to touch an incapacitated fiend. That creature is charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, you use this feature again, or 24 hours pass. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane. Study of Destruction Warlocks that study destruction meddle with the energy of fel and fire, combining the two to create devastating spells. They require little motivation for the havoc they wreak, and are happy to revel in the destruction they cause, thrilled at any opportunity to watch the world erupt in discord. Expanded Spell List Destruction lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Destruction Expanded Spells Spell Level Spells 1st burning hands, witch bolt 2nd aganazzar's scorcher, scorching ray 3rd erupting earth, flame arrows 4th fire shield, wall of fire 5th flame strike, planar binding Ignite At 1st level, as an action, you can magically ignite a flammable object you touch with your hand. Chaos Magic Starting at 1st level, whenever you cast a spell of 1st level or higher that deals fire or necrotic damage, you can use your bonus action and choose a creature hit by your spell. Volatile magic erupts in a 10 feet radius around the target, dealing fire or necrotic damage equal to your warlock level to all creatures within range. Havoc Starting at 6th level, you can duplicate certain spell effects. When you cast a spell with a spell slot that targets only one creature and doesn't have a range of self, you may choose to target a second creature in range with the same spell. Once you use this feature, you can't use it again until you finish a short or long rest. Soul Fire Beginning at 10th level, you gain the ability to use your tapped life to empower your spells. Whenever you use your Life Tap feature, you are able to reroll a number of damage dice up to your Intelligence modifier for the next spell you cast within 1 minute. Chaos Bolt At 14th level, you are able to hurl a roaring bolt of chaotic energy towards a target. As an action, choose a creature within 120 feet of you, the target must make a Constitution saving throw. Taking 7d8 necrotic plus 30 fire damage on a failed save, or half as much on a successful one. A creature killed by this feature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by True Resurrection or Wish. Once you have used this feature you cannot use it again until you have finished a long rest. PART 1 | CLASSES 95


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 96/153 Warrior Now, watch them attack me. Pitiful! Do they think to take vengeance for their fallen? Do they come to challenge ME? I, who have won a hundred wars? I, who stood alone against thousands and still shouted for my enemies to come? No, these saurok will crumple before me like paper before the flame! — Skeer the Bloodseeker A human in clanging plate armor holds her shield high before her as she charges toward the massed kobolds. A night elf behind her, clad in studded leather armor, peppers the kobolds with arrows loosed from his exquisite bow. The dwarf nearby shouts orders, helping the two combatants coordinate their assault to the best advantage. An orc in chainmail interposes his shield between the ogre's club and his companion in a swift action, knocking the deadly blow aside. His companion, a blood elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight, and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him. Ancient Practice For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons. The warrior’s battle cries embolden friends and leave foes cowering in fear. With legendary precision, warriors target the smallest gaps in armor and slice at hamstrings in a blur of steel. Every dragon slain, corrupted tyrant toppled, and demon banished from Azeroth has trembled in the face of these lords of war. Warriors are the quintessential fearless fighters on the battlefield, and their pure martial prowess inspires courage in allies and despair in enemies. Experts in all manner of melee weaponry and possessing incredible physical strength and skill, Warriors are perfectly suited to serve as frontline combatants and battlefield commanders. Well-Rounded Specialists Warriors learn the basics of all combat styles. Every warrior can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a warrior is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on protection their allies from mortal blows, some on fighting with two weapons at once, and some prefer a single large weapon able to be wielded with extraordinary force. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. PART 1 | CLASSES 96


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 97/153 The Warrior Level Proficiency Bonus Features Rages Rage Reserve 1st +2 Fighting Style, Second Wind — — 2nd +2 Rage 2 1 3rd +2 Martial Stance 3 2 4th +2 Ability Score Improvement 3 2 5th +3 Extra Attack 3 3 6th +3 Action Surge (one use) 4 3 7th +3 Martial Stance feature, Rage Improvement 4 4 8th +3 Ability Score Improvement 4 4 9th +4 Martial Stance feature 4 5 10th +4 Dauntless, Rage Improvement 4 5 11th +4 Martial Stance feature 4 6 12th +4 Ability Score Improvement 5 6 13th +5 — 5 7 14th +5 Ability Score Improvement 5 7 15th +5 Martial Stance feature, Rage Improvement 5 8 16th +5 Ability Score Improvement 5 8 17th +6 Action Surge (two uses) 6 9 18th +6 Martial Stance feature 6 9 19th +6 Ability Score Improvement 6 10 20th +6 Extra Attack (2) 6 10 Creating a Warrior As you build your warrior, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane fighters around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? You might have enjoyed formal training in a noble's army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms. or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death's embrace. Quick Build You can make a warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Class Features As a warrior, you gain the following class features. Hit Points Hit Dice: 1d10 per warrior level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 + your Constitution modifier per warrior level after 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons, firearms Tools: None Saving Throws: Strength, Constitution Skills: Choose two skills from Acrobatics, Animal Handling, Athletics. History, Insight, Intimidation, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) chain mail or (b) leather, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer's pack or (b) an explorer's pack PART 1 | CLASSES 97


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 98/153 Fighting Style 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. 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 made with a melee weapon that you wield with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-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. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to Id10 + your warrior level. Once you use this feature, you must finish a short or long rest before you can use it again. Rage At 2nd level, you can fight with primal ferocity in battle. On your turn, you can enter a rage as a bonus action. When you rage, you gain a number of rage points equal to your Rage Reserve column. You gain 1 additional point while raging each time you hit with a melee weapon attack you didn't spend rage points on. You can never have more rage points than your Warrior level. You can spend these rage points to fuel various rage features. At 2nd level, you know two rage features of your choice from the list below. You learn an additional rage feature of your choice at 7th, 10th, and 15th level. Each time you learn a rage feature, you can also replace one feature you know with a different one from the list. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your warrior level in the Rages column of the Warrior table, you must finish a long rest before you can rage again. Some of your rage features require your target to make a saving throw to resist the feature's effect. The saving throw DC is calculated as follows: Rage save DC = 8 + your proficiency bonus + your Strength modifier Berserker Rage You can spend 3 rage points and use your action to end one effect that is causing you to be charmed or frightened. Charge You can spend 2 rage points and take the Dash action, if you move at least 20 feet straight towards a target you can make one weapon attack against it with advantage. Deep Wounds When you hit another creature with a weapon that deals piercing or slashing damage, you can spend 3 rage point to attempt to deepen your hit. The target must succeed on a Constitution saving throw, or have all healing received reduced by your Warrior level for 1 minute. Target may repeat the saving throw at the end of each of their turn. Disarm You can spend 2 rage points before making an attack to attempt to disarm the target. If you hit, the target loses the grip on their weapon, the weapon lands in an empty space of your choice within 10 feet of the target. Execute When you hit with a weapon attack, you can spend 6 rage points to ferociously wound the target, dealing extra weapon damage equal to your Warrior level. Hamstring You can spend 3 rage points before making an attack to attempt to hinder the target's movement. If your attack hits, the target must make a Constitution saving throw. The target's speed is reduced to 0 on a failed save, or half on a successful one, until the start of your next turn. Ignore Pain You can spend 2 rage points as a reaction when hit by a weapon attack to give yourself resistance towards bludgeoning, piercing, and slashing damage from nonmagical attacks until the start of your next turn. Raging Blow You can spend 1 or more rage points when rolling damage for a weapon attack. When done, you may reroll 1 damage die for each rage spend, you must use the new roll. Martial Stance At 3rd level, you choose a martial stance that you strive to emulate in your combat styles and techniques. Choose Arms, Fury, or Protection, all detailed at the end of the class description. The stance grants you features at 3rd level and again at 7th, 9th, 15th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 14th, 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. The number of attacks increases to three when you reach 20th level in this class. PART 1 | CLASSES 98


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 99/153 Action Surge At 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once per turn. Dauntless By 10th level, your instincts are so honed that you have advantage on initiative rolls. In addition, if you are surprised at the beginning of combat, you can act normally on your first turn if you choose to enter a rage as part of that turn. Martial Stances Different fighters choose different approaches to perfecting their fighting prowess. The martial stance you choose to emulate reflects your approach. Arms As a childhood of sparring defines a warrior’s destiny, so too does one’s choice of weapon determine their role on the battlefield. Arms warriors gravitate toward two-handed weapons instinctively. Two-handed weapons allow them to deliver devastating, overpowering blows, fully exploiting their enemies’ weaknesses. Overpower Beginning when you choose this stance at 3rd level, whenever you hit with a weapon that you're proficient with and deal damage, the weapon's damage increases by an amount based on your Warrior level, as shown in the Overpower Bonus table. Overpower Bonus Warrior Level Damage Increase 3rd 1d4 10th 1d6 16th 1d8 20th 1d10 Seasoned Soldier Starting at 7th level, if you spend 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength score Dexterity score Constitution score Armor Class Current hit points Total class levels (if any) Warrior class levels (if any) Additional Fighting Style At 9th level, you choose a second option from the Fighting Style class feature. Colossus Smash Starting at 11th level, you can spend 2 rage points before taking the attack Action. If one of your weapon attacks hits, the target takes normal weapon damage and allies gain advantage on weapon attacks against that creature until the start of your next turn. Improved Critical Upon reaching 15th level, your weapon attacks score a critical hit on a roll of 19 or 20. Opportunity Strikes Starting at 18th level, you respond to openings in enemies defense with unmatched ferocity. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction. Fury On the battlefield and in the arena, the most feared combatants are often the furious berserkers who lust for battle and thirst for blood. Through a lifetime of training and sparring, these merciless warriors have become masters of carnage. Rampage Beginning when you chose this stance at 3rd level, your intensity in battle allows you to shrug off harm and helps you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When done, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, creasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest. Titan's Grip Starting at 7th level, you can wield melee weapons that have the two-handed property with one hand, gaining all of the benefits that otherwise comes with the weapon. To do this you must be proficient in the weapons use. Additionally, versatile one-handed weapons now deal their versatile damage die instead. Tireless Rampage Upon reaching 9th level, when you roll initiative and have no uses of rampage remaining, you regain one use. Bloodthirst Starting at 11th level, you can spend 1 rage points before taking the Attack action to make your first successful attack this turn deal twice your ability modifier to its damage. PART 1 | CLASSES 99


26/02/2019 Handbook v2.1 WIP | GM Binder https://www.gmbinder.com/share/-LQAdAW83kBnZIN_BsPz 100/153 Into The Fray Upon reaching 15th level, creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. Anger Management At 18th level, if you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious and immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can't use it again until you finish a long rest. Protection Like their counterparts, protection warriors are virtually bred for physical dominance, having been raised in the art of close-quarters combat. They demonstrate an uncanny knack for the use of a shield, nullifying an opponent’s advances and creating opportunities for counterattacks. Taunt Beginning when you choose this stance at 3rd level, you can use your action to taunt creatures of your choice within 30 feet of you. Creatures within range must succeed on a Wisdom saving throw (DC 8 + your Strength modifier + your proficiency bonus) or have disadvantage when attacking a creature besides you for 1 minute. A target can repeat the saving throw at the end of their turn, ending the taunt on a success. Once you use this feature, you can't use it again until you finish a short or long rest. Intercept Starting at 7th level, you learn to fend off strikes directed at you, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield . Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Never Surrender Beginning at 9th level, you are able to use your second wind feature twice between short or long rests. When you succeed a death saving throw, you can expend a use of Second Wind whilst unconscious. Shield Slam Starting at 11th level, immediately after you hit a creature with a melee attack on your turn, you can spend 3 rage points to make a shield slam as a bonus action. If you hit, the target takes bludgeoning damage equal to your Warrior level, and must succeed on a Constitution saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be stunned until the end of it's next turn. You must be wielding a shield to use this feature. Unstoppable Force Starting at 15th level, you are able to soften even the most devastating blows, and push against any one trying to tumble you. Critical hits against you becomes normal hits, any attempts to knock you prone has disadvantage, and the distance you can be shoved is halved. Last Stand At 18th level, at the start of each of your turns, you regain hit points equal to 5 + your constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. PART 1 | CLASSES 100


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