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@ -1,5 +1,7 @@
# CLERIC
![Image](dnd_5e_playersHandbook_artifacts/image_000043_d8d8c825207b8bf502a89b1ad7ff04c37ed5175d53068155bf835edf466247eb.png)
Arms and eyes upholred toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe's fall.
@ -38,8 +40,6 @@ You prepare the list of cleric spells that are available for you to cast, choosi
For example, if you are a 3rd-level cleric, 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 cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
![Image](dnd_5e_playersHandbook_artifacts/image_000043_d8d8c825207b8bf502a89b1ad7ff04c37ed5175d53068155bf835edf466247eb.png)
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
## SPELLCASTING ABILITY
@ -114,9 +114,7 @@ At 20th level, your call for intervention succeeds automatically, no roll requir
## DIVINE DOMAINS
In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity's domain. All the domains over which a deity has influence are called the deity's portfolio. For example, the portfolio of the Greek god Apollo includes the
domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity's portfolio to emphasize, and you are granted powers related to that domain.
In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity's domain. All the domains over which a deity has influence are called the deity's portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity's portfolio to emphasize, and you are granted powers related to that domain.
Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus ("radiant") Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius ("healing"), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.
@ -178,13 +176,13 @@ of healing or endurance (such as Ilmater, Mishakal, Apollo, and Dianchect), and
## LIFE DOMAIN SPELLS
| Cleric 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 |
| Cleric 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 |
## BONUS PROFICIENCY
@ -312,13 +310,13 @@ righteousness or to encourage them to offer sacrifices of propitiation to ward o
## TEMPEST DOMAIN SPELLS
| Cleric Level Spells |
|-------------------------------------|
| 1st fog cloud, thunderwave |
| 3rd gust of wind, shatter |
| 5th call lightning, sleet storm |
| 7th control water, ice storm |
| 9th destructive wave, insect plague |
| Cleric Level | Spells |
|--------------|-------------------------|
| 1st | fog cloud, thunderwave |
| 3rd | gust of wind, shatter |
| 5th | call lightning, sleet storm |
| 7th | control water, ice storm |
| 9th | destructive wave, insect plague |
## BONUS PROFICIENCIES
@ -354,13 +352,13 @@ subterfuge, pranks, deception, and theft rather than direct confrontation.
## TRICKERY DOMAIN SPELLS
| Cleric Level Spells |
|--------------------------------------|
| 1st charm person, disguise self |
| 3rd mirror image, pass without trace |
| 5th blink, dispel magic |
| 7th dimension door, polymorph |
| 9th dominate person, modify memory |
| Cleric Level | Spells |
|--------------|-------------------------|
| 1st | charm person, disguise self |
| 3rd | mirror image, pass without trace |
| 5th | blink, dispel magic |
| 7th | dimension door, polymorph |
| 9th | dominate person, modify memory |
## BLESSING OF THE TRICKSTER
@ -374,7 +372,9 @@ As an action, you create a perfect illusion of yourself that lasts for 1 minute,
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
## CHANNEL DIVINITY: CLOAK OF SHADOWS Starting at 6th level, you can use your Channel Divinity to vanish.
## CHANNEL DIVINITY: CLOAK OF SHADOWS
Starting at 6th level, you can use your Channel Divinity to vanish.
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
@ -394,13 +394,13 @@ watch over warriors and reward them for their great deeds. The clerics of such g
## WAR DOMAIN SPELLS
| Cleric Level Spells |
|-----------------------------------------|
| 1st divine favor, shield of faith |
| 3rd magic weapon, spiritual weapon |
| 5th crusader's mantle, spirit guardians |
| 7th freedom of movement, stoneskin |
| 9th flame strike, hold monster |
| Cleric Level | Spells |
|--------------|----------------------------|
| 1st | divine favor, shield of faith |
| 3rd | magic weapon, spiritual weapon |
| 5th | crusader's mantle, spirit guardians |
| 7th | freedom of movement, stoneskin |
| 9th | flame strike, hold monster |
## BONUS PROFICIENCIES

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@ -16,7 +16,67 @@ Druid spells are oriented toward nature and animals' the power of tooth and claw
## PRESERVE THE BALANCE
For druids, nature exists in a precarious balance. The four elements that make up a world-air, earth, fire,
For druids, nature exists in a precarious balance. The four elements that make up a world-air, earth, fire, and water-must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids' territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
## CREATING A DRUID
When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character's destiny. Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---------|----------------------|----------------------------------------------------|-------------------|-------|-------|-------|-------|-------|-------|-------|-------|-------|
| 1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | 2 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Wild Shape improvement, Ability Score Improvement | 3 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | - | 3 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Druid Circle feature | 3 | 4 | 3 | 3 | 3 | - | - | - | - | - |
| 7th | +3 | - | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Wild Shape improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | - | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 14th | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 17th | +6 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## QUICK BUILD
You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.
## CLASS FEATURES
As a druid, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per druid level after 1st
## PROFICIENCIES
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
@ -255,10 +315,10 @@ By 14th level, you have learned to use magic to alter your physical form in more
## DRUIDS AND THE GODS
![Image](dnd_5e_playersHandbook_artifacts/image_000048_b05ec860d8ed60eb6d37543c19e3521110c048feb65422216134792a0a7d4cfd.png)
Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshipped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. In fact, in the world of Greyhawk, the druidic faith is called the Old Faith, and it claims many adherents among farmers, foresters, fishers, and others who live closely with nature. This tradition includes the worship of Nature as a primal force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.
In the worlds of Greyhawk and the Forgotten Realms, druidic circles are not usually connected to the faith of a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who revere Silvanus, Mielikki, Eldath, Chuntae, or even the harsh Gods of Fury: Talos, Malar, Auril, and Umberlee. These nature gods are often called the First Circle, the first among the druids, and most druids count them all (even the violent ones) as worthy of veneration.
The druids of Eberron hold animistic beliefs completely unconnected to the Sovereign Host, the Dark Six, or any of the other religions of the world. They believe that every living thing and every natural phenomenon-sun, moon, wind, fire, and the world itself-has a spirit. Their spells, then, are a means to communicate with and command these spirits. Different druidic sects, though, hold different philosophies about the proper relationship of these spirits to each other and to the forces of civilization. The Ashbound, for example, believe that arcane magic is an abomination against nature, the Children of Winter venerate the forces of death, and the Gatekeepers preserve ancient traditions meant to protect the world from the incursion of aberrations.
![Image](dnd_5e_playersHandbook_artifacts/image_000048_b05ec860d8ed60eb6d37543c19e3521110c048feb65422216134792a0a7d4cfd.png)

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@ -47,9 +47,7 @@ Not every member of the city watch, the village militia, or the queen's army is
As you build your fighter, 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 warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
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 scrimmed 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.
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 scrimmed 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
@ -75,9 +73,7 @@ Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools:
None
Tools: None
Saving Throws: Strength, Constitution
@ -87,10 +83,10 @@ Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History,
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
- (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
## FIGHTING STYLE
@ -263,9 +259,7 @@ Trip Attack. When you hit a creature with a weapon attack, you can expend one su
## ELDIRITCH KNIGHT
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study
on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
## SPELLCASTING
@ -296,3 +290,46 @@ Spell attack modifier = your proficiency bonus + your Intelligence modifier
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done
## ELDRITCH KNIGHT SPELLCASTING
| Fighter Level | Cantrips Known | Spells Spells 1st 2nd 3rd 4th |
|-----------------|------------------|---------------------------------|
| 3rd | 2 | 3 |
| 4th | 2 | 4 |
| 5th | 2 | 3 |
| 6th | 2 | 4 |
| 7th | 2 | 5 |
| 8th | 2 | 6 |
| 9th | 2 | 6 |
| 10th | 3 | 7 |
| 11th | 3 | 8 |
| 12th | 3 | 8 |
| 13th | 3 | 9 |
| 14th | 3 | 10 |
| 15th | 3 | 10 |
| 16th | 3 | 11 |
| 17th | 3 | 11 |
| 18th | 3 | 11 |
| 19th | 3 | 12 |
| 20th | 3 | 13 |
during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
## WAR MAGIC
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
## ELDRITCH STRIKE
At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
## ARCANE CHARGE
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
## IMPROVED WAR MAGIC
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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@ -20,7 +20,7 @@ The majority of monks don't shun their neighbors, making frequent visits to near
For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don't undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.
| The Monk | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
|------------|----------------------|-----------------|--------------|---------------------------------|--------------------------------------------------|
| 1st | +2 | 1d4 | - | Unarmored Defense, Martial Arts | +10 ft. |
| 2nd | +2 | 1d4 | 2 | +10 ft. | Ki, Unarmored Movement |
@ -86,9 +86,9 @@ Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and S
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
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
## Unarmored Defense
@ -100,9 +100,9 @@ At 1st level, your practice of martial arts gives you mastery of combat styles t
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
- · You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- · You can roll a d4 in place of the normal damage of your unarmed 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, assuming you haven't already taken a bonus action this turn.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed 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, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a munchack) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5.

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@ -20,10 +20,8 @@ Almost by definition, the life of a paladin is an adventuring life. Unless a las
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.
| The PALADIN | Proficiency | Spell Slots per Spell Level- | Spell Slots per Spell Level- | Spell Slots per Spell Level- | Spell Slots per Spell Level- | Spell Slots per Spell Level- | |
|---------------|---------------|--------------------------------------------|--------------------------------|--------------------------------|--------------------------------|--------------------------------|-----|
| Level | Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
| 1st | +2 | Divine Sense, Lay on Hands | - | 2 | - | - | - |
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
| 1st | +2 | Divine Sense, Lay on Hands | - | - | - | - | - |
| 2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
| 3rd | +2 | Divine Health, Sacred Oath | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 3 | - | - | - | - |
@ -46,9 +44,7 @@ Adventuring paladins take their work seriously. A delve into an ancient ruin or
## 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 gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? Appendix B lists many deities worshiped by paladins throughout the multiverse, such
as Torm, Tyr, Heironeous, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.
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 gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? Appendix B lists many deities worshiped by paladins throughout the multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.
How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel 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-the destruction of your home, perhaps drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden 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, almost as if you had been sent into the world with that purpose stamped on your soul.
@ -74,9 +70,7 @@ Constitution modifier perpaladin level after 1st
Armor: All armor, shields Weapons: Simple weapons, martial weapons
Tools:
None
Tools: None
## Saving Throws: Wisdom, Charisma
@ -86,10 +80,10 @@ Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion,
You start with the following equipment, in addition to the equipment granted by your background:
- · (a) a martial weapon and a shield or (b) two martial weapons
- · (a) five javelins or (b) any simple melee weapon
- · (a) a priest's pack or (b) an explorer's pack
- · Chain mail and a holy symbol
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple melee weapon
- (a) a priest's pack or (b) an explorer's pack
- Chain mail and a holy symbol
## DIVINE SENSE
@ -219,9 +213,7 @@ Becoming a paladin involves taking vows that commit the paladin to the cause of
## OATH OF DEVOTION
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor.
acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
## Tenets of Devotion
@ -239,10 +231,8 @@ You gain oath spells at the paladin levels listed.
## Oath of Devotion Spells
## Paladin Level Spells
| Level | Spells |
| 3rd | protection from evil and good, sanctuary |
|-------|--------------------------------------------|
| 5th | lesser restoration, zone of truth |
| 9th | beacon of hope, dispel magic |
| 13th | freedom of movement, guardian of faith |
@ -258,17 +248,15 @@ You can end this effect on your turn as part of any other action. If you are no
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
## BREAKING YOUR OATH
A paladin tries to hold the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves to demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an allnight vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.
reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
>A paladin tries to hold the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves to demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
>
>A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an allnight vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
>
>If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.
## Aura of Devotion
@ -310,8 +298,7 @@ You gain oath spells at the paladin levels listed.
## OATH OF THE ANCIENTS SPELLS
| Paladin Level Spells | 1 |
|------------------------|--------------------------------------|
| Level | SPELLS |
| 3rd | ensnaring strike, speak with animals |
| 5th | moonbeam, misty step |
| 9th | plant growth, protection from energy |

View File

@ -1,5 +1,7 @@
# RANGER
![Image](dnd_5e_playersHandbook_artifacts/image_000057_9a4d01d63c84362f487b3ad8696af792f72c8b1c45298c3b79505071b8e76a94.png)
Rough and wild 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 shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white 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.
@ -18,36 +20,29 @@ Thanks to their familiarity with the wilds, rangers acquire the ability to cast
Though a ranger might make a living as a hunter; a guide, or a tracker; a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first-and possibly the last-line of defense.
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who house and whine about the hardships of the wild, rangers respond with some
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who house and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
![Image](dnd_5e_playersHandbook_artifacts/image_000057_9a4d01d63c84362f487b3ad8696af792f72c8b1c45298c3b79505071b8e76a94.png)
| Proficiency Level Bonus | Features | Spells Known | Spell Slots per Spell Level- 1st 2nd 3rd 4th 5th |
|----------------------------|---------------------------------------------------|----------------|--------------------------------------------------------|
| 1st +2 | Favored Enemy, Natural Explorer | - | - |
| 2nd +2 | Fighting Style, Spellcasting | 2 | - |
| 3rd +2 | Ranger Archetype, Primeval Awareness | 3 | - |
| 4th +2 | Ability Score Improvement | 3 | - |
| 5th +3 | Extra Attack | 4 | 2 |
| 6th +3 | Favored Enemy and Natural Explorer improvements | 4 | 2 |
| 7th +3 | Ranger Archetype feature | 5 | 3 |
| 8th +3 | Ability Score Improvement, Land's Stride | 5 | 4 |
| 9th +4 | Natural Explorer improvement, Hide in Plain Sight | 6 | 4 |
| 10th +4 | Ranger Archetype feature | 7 | 3 |
| 11th +4 | Ability Score Improvement | 7 | 3 |
| 12th +4 | Ability Score Improvement | 7 | 3 |
| 13th +5 | - | 8 | 3 |
| 14th +5 | Favored Enemy improvement, Vanish | 8 | 3 |
| 15th +5 | Ranger Archetype feature | 9 | 3 |
| 16th +5 | Ability Score Improvement | 9 | 3 |
| 17th +6 | - | 10 | 3 |
| 18th +6 | Feral Senses | 10 | 3 |
| 19th +6 | Ability Score Improvement | 11 | 3 |
| 20th +6 | Foe Slayer | 11 | 3 |
![Image](dnd_5e_playersHandbook_artifacts/image_000058_94d4eeb70fe22f8643701ed5f08071873d6a8613ee610dfe060739a46e017940.png)
mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
| 1st | +2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - |
| 3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 3 | 3 | - | - | - | - |
| 5th | +3 | Extra Attack | 4 | 4 | 2 | - | - | - |
| 6th | +3 | Favored Enemy and Natural Explorer improvements | 4 | 4 | 2 | - | - | - |
| 7th | +3 | Ranger Archetype feature | 5 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | - | - | - |
| 9th | +4 | Natural Explorer improvement, Hide in Plain Sight | 6 | 4 | 3 | 2 | - | - |
| 10th | +4 | Ranger Archetype feature | 7 | 4 | 3 | 2 | - | - |
| 11th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - |
| 13th | +5 | - | 8 | 4 | 3 | 3 | 1 | - |
| 14th | +5 | Favored Enemy improvement, Vanish | 8 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | - | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
## Creating a Ranger
@ -81,11 +76,10 @@ Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Na
You start with the following equipment, in addition to the equipment granted by your background:
· (a) scale mail or (b) leather armor
- · (a) two shortswords 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
- (a) scale mail or (b) leather armor
- (a) two shortswords 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
## FAVORED ENEMY
@ -101,16 +95,18 @@ You choose one additional favored enemy, as well as an associated language, at 6
## NATURAL EXPLORER
![Image](dnd_5e_playersHandbook_artifacts/image_000059_3d48d9f71a5bbdfa9da15f118b091972ed2c764f0654fb67c8d9765b56ca903a.png)
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- · 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, you can move stealthily at a normal pace.
- · When you forge, 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.
- 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, you can move stealthily at a normal pace.
- When you forge, 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.
You choose additional favored terrain types at 6th and 10th level.
@ -150,8 +146,6 @@ You know two 1st-level spells of your choice from the ranger spell list.
The Spells Know column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have
![Image](dnd_5e_playersHandbook_artifacts/image_000059_3d48d9f71a5bbdfa9da15f118b091972ed2c764f0654fb67c8d9765b56ca903a.png)
spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
@ -170,10 +164,10 @@ At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beas
## PRIMEVAL AWARENESS
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestial, dragons, elements, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
![Image](dnd_5e_playersHandbook_artifacts/image_000060_e4ab96a66c1bb985069484a7e2408541f911569a9c940d2ebe87833e19188931.png)
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestial, dragons, elements, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
## 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.

View File

@ -16,7 +16,11 @@ When it comes to combat, rogues prioritize cunning over brute strength. A rogue
## A SHADY LIVING
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or externators, which can be a dangerous job in a world where dire rats and wererats-haunt the sewers.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
## Creating a Rogue
| Level | Proficiency Bonus | Sneak Attack | Features |
|---------|----------------------|-----------------|-----------------------------------------|
@ -41,12 +45,6 @@ Every town and city has its share of rogues. Most of them live up to the worst s
| 19th | +6 | 10d6 | Ability Score Improvement |
| 20th | +6 | 10d6 | Stroke of Luck |
locksmiths, investigators, or externators, which can be a dangerous job in a world where dire rats and wererats-haunt the sewers.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
## 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 adventures or some other desire or ideal?
What was the trigger that led you away from your previous life? Did a great con or heirst gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squolor 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-another member of your adventuring party-who showed you new possibilities for earning a living and employing your particular talents.
@ -73,20 +71,20 @@ Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Decryption, Insight, Intimidation, Investigation, Perception, Performance, Persuasion. Sleight of Hand, and Stealth
![Image](dnd_5e_playersHandbook_artifacts/image_000061_abc49e3669b283fb60c14331f6940739b1dd0b97966defd5f741dad81e329d62.png)
## EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- Leather armor, two daggers, and thieves' tools
![Image](dnd_5e_playersHandbook_artifacts/image_000062_23160141f6e2a03c14f889e85569f4c60db7c28827c4661ffd535bb455db36f2.png)
## EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
- · (a) a rapier or (b) a shortsword
- · (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- · (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- · Leather armor, two daggers, and thieves' tools
## EQUIPMENT
![Image](dnd_5e_playersHandbook_artifacts/image_000061_abc49e3669b283fb60c14331f6940739b1dd0b97966defd5f741dad81e329d62.png)
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
@ -104,9 +102,7 @@ The amount of the extra damage increases as you gain levels in this class, as sh
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the
people in an area are easy marks or will provide a safe house for thieves on the run.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
## CUNNING ACTION
@ -178,9 +174,7 @@ By 13th level, you have learned enough about the workings of magic that you can
## THIEF'S REFLEXES
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. 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.
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. 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.
## ASSASSIN
@ -242,32 +236,31 @@ Spell attack modifier = your proficiency bonus + your Intelligence modifier
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
- · You can stow one object the hand is holding in a container worn or carried by another creature.
- · You can retrieve an object in a container worn or carried by another creature.
- · You can use thieves' tools to pick locks and disarm traps at range.
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves' tools to pick locks and disarm traps at range.
## ARCANE TRICKSTER SPELLCASTING
| Rogue Level | Cantrips Known | Spells Known | 1st 2nd 3rd 4th |
|---------------|------------------|----------------|-------------------|
| 3rd | 3 | 3 | 2 |
| 4th | 3 | 4 | 3 |
| 5th | 3 | 4 | 3 |
| 6th | 3 | 4 | 3 |
| 7th | 3 | 5 | 4 |
| 8th | 3 | 6 | 4 |
| 9th | 3 | 6 | 4 |
| 10th | 4 | 7 | 4 |
| 11th | 4 | 8 | 4 |
| 12th | 4 | 8 | 4 |
| 13th | 4 | 9 | 4 |
| 14th | 4 | 10 | 4 |
| 15th | 4 | 10 | 4 |
| 16th | 4 | 11 | 4 |
| 17th | 4 | 11 | 4 |
| 18th | 4 | 11 | 4 |
| 19th | 4 | 12 | 4 |
| 20th | 4 | 13 | 4 |
| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
| 3rd | 3 | 3 | 2 | - | - | - |
| 4th | 3 | 4 | 3 | - | - | - |
| 5th | 3 | 4 | 3 | - | - | - |
| 6th | 3 | 4 | 3 | - | - | - |
| 7th | 3 | 5 | 4 | 2 | - | - |
| 8th | 3 | 6 | 4 | 2 | - | - |
| 9th | 3 | 6 | 4 | 2 | - | - |
| 10th | 4 | 7 | 4 | 3 | - | - |
| 11th | 4 | 8 | 4 | 3 | - | - |
| 12th | 4 | 8 | 4 | 3 | - | - |
| 13th | 4 | 9 | 4 | 3 | 2 | - |
| 14th | 4 | 10 | 4 | 3 | 2 | - |
| 15th | 4 | 10 | 4 | 3 | 2 | - |
| 16th | 4 | 11 | 4 | 3 | 3 | - |
| 17th | 4 | 11 | 4 | 3 | 3 | - |
| 18th | 4 | 11 | 4 | 3 | 3 | - |
| 19th | 4 | 12 | 4 | 3 | 3 | 1 |
| 20th | 4 | 13 | 4 | 3 | 3 | 1 |
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

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@ -1,5 +1,7 @@
# SORCERER
![Image](dnd_5e_playersHandbook_artifacts/image_000063_3a895cef7fea65b1d32012d4a72d5d88c65fb93f7c343127a9ebf009eff43524.png)
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.
@ -20,35 +22,33 @@ Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wi
Sorcerers are rare in the world, and it's unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn't like to stay quiet. A sorcerer's magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on.
![Image](dnd_5e_playersHandbook_artifacts/image_000063_3a895cef7fea65b1d32012d4a72d5d88c65fb93f7c343127a9ebf009eff43524.png)
| THE SORCERER | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st 2nd 3rd 4th 5th 6th 7th 8th 9th |
|----------------|---------------------|------------------|--------------------------------|------------------|----------------|-----------------------------------------------|
| Level | 1st | +2 | Spellcasting, Sorcerous Origin | 4 | 2 | 2 |
| 2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 |
| 3rd | +2 | 3 | Metamagic | 4 | 4 | 2 |
| 4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 |
| 5th | +3 | 5 | Sorcerous Origin feature | 5 | 6 | 4 |
| 6th | +3 | 6 | Ability Score Improvement | 5 | 7 | 3 |
| 7th | +3 | 7 | Ability Score Improvement | 5 | 8 | 3 |
| 8th | +3 | 8 | Metamagic | 5 | 9 | 3 |
| 9th | +4 | 9 | Motamagic | 5 | 10 | 3 |
| 10th | +4 | 10 | Ability Score Improvement | 6 | 11 | 4 |
| 11th | +4 | 11 | Ability Score Improvement | 6 | 12 | 4 |
| 12th | +4 | 12 | Sorcery Origin | 6 | 12 | 4 |
| 13th | +5 | 13 | Sorcerous Origin feature | 6 | 13 | 3 |
| 14th | +5 | 14 | Sorcerous Origin feature | 6 | 13 | 3 |
| 15th | +5 | 15 | Ability Score Improvement | 6 | 14 | 3 |
| 16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 3 |
| 17th | +6 | 17 | Metamagic | 6 | 15 | 3 |
| 18th | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 |
| 19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 |
| 20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 |
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.
## CREATING A SORCERER
| Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---------|---------------------|------------------|--------------------------------|------------------|----------------|-------|-------|-------|-------|-------|-------|-------|-------|-------|
| 1st | +2 | - | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 4 | 2 | - | - | - | - | - | - |
| 4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | 5 | - | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | 6 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | 3 | - | - | - | - | - |
| 7th | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 9th | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 10th | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 14th | +5 | 14 | Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 17th | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?
How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you've been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power
@ -81,10 +81,10 @@ Saving Throws: Constitution, Charisma Skills: Choose two from Arcana, Deception,
You start with the following equipment, in addition to the equipment granted by your background:
- · (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- · Two daggers
- Two daggers
## SPELLCASTING
@ -214,6 +214,8 @@ Your innate magic comes from draconic magic that was mingled with your blood or
## DRAGON ANCESTOR
![Image](dnd_5e_playersHandbook_artifacts/image_000064_51c05a68065877cb704ded231ea39ec4c74128c8fe69640a7041c7626083ae8b.png)
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
## DRACONIC ANCESTRY
@ -281,8 +283,6 @@ At 14th level, you gain a modicum of control over the surges of your wild magic.
Beginning at 18th level, the harmful 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.
![Image](dnd_5e_playersHandbook_artifacts/image_000064_51c05a68065877cb704ded231ea39ec4c74128c8fe69640a7041c7626083ae8b.png)
## WILD MAGIC SURGE
| d100 Effect | d100 Effect |

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@ -1,5 +1,7 @@
# WARLOCK
![Image](dnd_5e_playersHandbook_artifacts/image_000065_9a2c19d2d326bf95ca873d510ce653de1e5bcb46523e6cac5c116d01b2c8cd55.png)
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.
As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.
@ -18,41 +20,36 @@ The magic bestowed on a warlock ranges from minor but lasting alterations to the
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a trawler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of
![Image](dnd_5e_playersHandbook_artifacts/image_000065_9a2c19d2d326bf95ca873d510ce653de1e5bcb46523e6cac5c116d01b2c8cd55.png)
| The WarLock Proficiency Level Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
|---------------------------------------|---------------------------------|------------------|----------------|---------------|--------------|---------------------|
| 1st +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - |
| 2nd +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
| 3rd +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
| 4th +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
| 5th +3 | Ability Score Improvement | 3 | 6 | 2 | 3rd | 3 |
| 6th +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
| 7th +3 | Ability Score Improvement | 3 | 8 | 2 | 4th | 4 |
| 8th +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
| 9th +4 | Otherworldly Patron feature | 3 | 10 | 2 | 5th | 5 |
| 10th +4 | Mystic Arcanum (6th level) | 4 | 10 | 2 | 5th | 5 |
| 11th +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
| 12th +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
| 13th +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
| 14th +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
| 15th +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
| 16th +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 |
| 17th +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
| 18th +6 | Ability Score Improvement | 4 | 14 | 4 | 5th | 8 |
| 19th +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
| 20th +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
![Image](dnd_5e_playersHandbook_artifacts/image_000066_294e3a7a3957ae1a964eeb8db0d2698e375c4664a804a8390f55491d96d32337.png)
forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a trawler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.
Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.
![Image](dnd_5e_playersHandbook_artifacts/image_000066_294e3a7a3957ae1a964eeb8db0d2698e375c4664a804a8390f55491d96d32337.png)
## Creating a WarLock
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
| 1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - |
| 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
| 3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
| 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
| 5th | +3 | Ability Score Improvement | 3 | 6 | 2 | 3rd | 3 |
| 6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
| 7th | +3 | Ability Score Improvement | 3 | 8 | 2 | 4th | 4 |
| 8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
| 9th | +4 | Otherworldly Patron feature | 3 | 10 | 2 | 5th | 5 |
| 10th | +4 | Mystic Arcanum (6th level) | 4 | 10 | 2 | 5th | 5 |
| 11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
| 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
| 13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
| 14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
| 15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
| 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 |
| 17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
| 18th | +6 | Ability Score Improvement | 4 | 14 | 4 | 5th | 8 |
| 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
| 20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?
Work with your DM to determine how big a part your pact will play in your character's adventuring career.
@ -79,7 +76,7 @@ Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Lev
Constitution modifier per warlock level after 1st
PROFICIENCIES
## PROFICIENCIES
Armor: Light armor
@ -296,29 +293,13 @@ The Great Old One lets you choose from an expanded list of spells when you learn
## GREAT OLD ONE EXPANDED SPELLS
Spell Level
| Spell Level | Spells |
| 1st | dissonant whispers, Tasha's hideous laughter |
| 2nd | detect thoughts, phantasmal force |
| 3rd | clairvoyance, sending |
| 4th | dominate beast, Evard's black tentacles |
| 5th | dominate person, telekinesis |
Spells
1st
2nd
3rd
4th
5th
dissonant whispers, Tasha's hideous laughter
detect thoughts, phantasmal force
clairvoyance, sending
dominate beast, Evard's black tentacles
dominate person, telekinesis
## AWAKENED MIND

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@ -14,28 +14,7 @@ Wild and enigmatic, varied in form and function, the power of magic draws studen
Wizards 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 wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
| The WIZARD Proficiency Level Bonus | Features | Cantrips Known | 1st 2nd 3rd | Spells Slots per Spell Level- 4th 5th 6th 7th 8th 9th | |
|--------------------------------------|------------|-------------------------------|-----------------|--------------------------------------------------------------|------|
| 1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - - |
| 2nd | +2 | Arcane Tradition | 3 | 3 | - |
| 3rd | +2 | Ability Score Improvement | 4 | 4 | 3 |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 |
| 5th | +3 | Arcane Tradition feature | 4 | 4 | 3 |
| 6th | +3 | Ability Score Improvement | 4 | 4 | 3 |
| 7th | +3 | Ability Score Improvement | 4 | 4 | 3 |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 |
| 9th | +4 | Arcane Tradition feature | 5 | 4 | 3 |
| 10th | +4 | Ability Score Improvement | 5 | 4 | 3 |
| 11th | +4 | Ability Score Improvement | 5 | 4 | 3 |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 |
| 13th | +5 | Arcane Tradition feature | 5 | 4 | 3 |
| 14th | +5 | Ability Score Improvement | 5 | 4 | 3 |
| 15th | +5 | Ability Score Improvement | 5 | 4 | 3 |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 |
| 17th | +6 | - | 5 | 4 | 3 |
| 18th | +6 | Spell Mastery | 5 | 4 | 3 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 |
| 20th | +6 | Signature Spell | 5 | 4 | 3 |
![Image](C3-wizardTable.png)
## THE LURE OF KNOWLEDGE
@ -222,9 +201,7 @@ Beginning when you select this school at 2nd level, the gold and time you must s
## MINOR CONJURATION
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical
object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
@ -338,6 +315,8 @@ The first time you do so, you suffer no adverse effect. If you use this feature
## SCHOOL OF ILLUSION
![Image](dnd_5e_playersHandbook_artifacts/image_000068_4774503cdd8968df3e19453cd6f3954edf890cc7e6a2866510812c0bb438d797.png)
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists-including many gnome wizards-are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
## ILLUSION SAVANT
@ -346,11 +325,7 @@ Beginning when you select this school at 2nd level, the gold and time you must s
## IMPROVED MINOR ILLUSION
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your
![Image](dnd_5e_playersHandbook_artifacts/image_000068_4774503cdd8968df3e19453cd6f3954edf890cc7e6a2866510812c0bb438d797.png)
choice. The cantrip doesn't count against your number of cantrips known.
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
@ -390,8 +365,8 @@ At 6th level, you add the animate dead spell to your spellbook if it is not ther
Whenever you create an undead using a necromancy spell, it has additional benefits:
- · The creature's hit point maximum is increased by an amount equal to your wizard level.
- · The creature adds your proficiency bonus to its weapon damage rolls.
- The creature's hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
## INURED TO UNDEATH
@ -423,10 +398,10 @@ you spend performing the procedure, you can transform up to 1 cubic foot of mate
Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
- · Darkvision out to a range of 60 feet, as described in chapter 8
- · An increase to speed of 10 feet while the creature is unencumbered
- · Proficiency in Constitution saving throws
- · Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
- Darkvision out to a range of 60 feet, as described in chapter 8
- An increase to speed of 10 feet while the creature is unencumbered
- Proficiency in Constitution saving throws
- Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

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