Playable Classes

Name Homebrew Type Description Link
Inventor x Main An Intelligence based class who uses gadgets and prototypes to fight with. Inventor
Battle Tinker x Subclass Subclass of Inventor. Focused on creating a mechanised suit to fight with.
Roboticist x Subclass Subclass of Inventor. Focuses on building robots to fight for him.
Scientist x Subclass Subclass of Inventor. Focuses on fundamental sciences and skills.
Artificer Main An Intelligence based magical inventor who uses his abilities to create items. Artificer
Alchemist Subclass Subclass of Artificer. Focuses on brewing potions.
Armorer Subclass Subclass of Artificer. Focuses on creating armor.
Artillerist Subclass Subclass of Artificer. Focuses on ranged attacks.
Battle Smith Subclass Subclass of Artificer. Focuses on creating a Construct.
Cartographer Subclass Subclass of Artificer. Focuses on wayfinding.
Officer x Main An Intelligence and Charisma based commander who uses his abilities to help his allies fight. Officer
Equestrian x Subclass Subclass of Officer. Focuses on mounted combat.
Strategist x Subclass Subclass of Officer. Focuses on strategy and planning.
Tactician x Subclass Subclass of Officer. Focuses on combat tactics and boosting his allies.
Witchhunter x Main An anti-magic warrior trained in resisting magic and disrupting spellcasting. Witchhunter
Monster Hunter x Subclass Subclass of Witchhunter. Focuses on fighting magical beasts and monsters.
Mage Hunter x Subclass Subclass of Witchhunter. Focuses on fighting spellcasters.
Arcanologist x Subclass Subclass of Witchhunter. Focuses on studying the Arcane.
Medic x Main A specialized soldier trained in combat and healing. Medic
Chemist x Subclass Subclass of Medic. Focuses on creating tinctures, poisons and drugs.
Combat Medic x Subclass Subclass of Medic. Focuses on battlefield healing and combat.
Surgeon x Subclass Subclass of Medic. Focuses on surgeries in and out of combat.
Barbarian Main A rage filled warrior who are hard to kill and hit hard. Barbarian
Bard Main A smooth talking and performing jack of all trades. Bard
Cleric Main A Holy Person serving a God or the primal forces. Cleric
Druid Main People close to nature and able to draw magical power from the land. Druid
Fighter Main Warriors highly skilled with weapons and special abilities. Fighter
Infantry x Subclass Subclass of Fighter. Focuses on firearms and bayonets.
Monk Main A spiritual warrior who uses his body as a weapon. Monk
Paladin Main A holy warrior equally skilled with weapons and faith. Paladin
Ranger Main A druidic warrior close to nature. Ranger
Rogue Main Subterfuge and stealth mixed with the skills to break into any place. Rogue
Deadeye x Subclass Subclass of Rogue. Focuses on long-ranged combat and ambushes.
Sorcerer Main A innate caster of magic by blood or circumstance. Sorcerer
Warlock Main A caster who made a magic pact with an extraplanar creature. Warlock
Wizard Main A caster who studied the flows and art of magic. Wizard
 

Homebrew

Inventor

Core Inventor Traits
Primary Ability Intelligence
Hit Point Die 1d10
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Nature, Investigation, History, Perception, Sleight of Hand
Weapon Proficiencies Simple Weapons, Martial Weapons and Firearms
Tool Proficiencies Smith's tools, Carpenter's Tools, Tinkerer's tools, Alchemist's tools, Thieves Tools
Armor Training Light Armor, Medium Armor and Shields
Starting Equipment A Simple or Martial Weapon, Prototype, Snaplock Pistol, Chainshirt, Dungeoneer's Pack

A Scientist capable of inventing new and complex contraptions, weapons, armor and vehicles. Nothing is impossible with the creativity and skill of the inventor. They are trained in the use of Firearms, new technological weapons and their crafted prototypes.   You might be part of the Society of Innovation or an independent tinkerer working in his basement on marvelous inventions or a mad scientist on the road of world domination!
Becoming a Inventor...
As a Level 1 Character:
Prototype. Use your long rests and downtime to work on building prototype weapons, armor, items or starting from level 7 vehicles. Inventing new items during down time or rest periods requires you to use the Crafting Table checks. You can also reverse engineer any items you might find.   Genius Proficiency. Use your Intelligence Modifier on Prototype or Technological items if higher. You become proficient in Science.
As a Multiclass Character:
Prototype. Use your long rests and downtime to work on building prototype weapons, armor, items or starting from level 7 vehicles. Inventing new items during down time or rest periods requires you to use the Crafting table checks. You can also reverse engineer any items you might find.   Genius Proficiency. Use your Intelligence Modifier on Prototype or Technological items if higher. You become proficient in Science.   You gain a d10 Hit Dice, Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons and Firearms.
Class Features
Level Proficiency Bonus Class Features Tinker Bonus Weapon Mastery
1 +2 Prototype, Genius Proficiency - 2
2 +2 Tinkering 1 2
3 +2 Subclass feature 1 2
4 +2 Ability Score Improvement 1 2
5 +3 Extra Attack 1 3
6 +3 Subclass feature 2 3
7 +3 Operator 2 3
8 +3 Ability Score Improvement 2 3
9 +4 Subclass feature, Tool Expert 2 4
10 +4 Boost, Expertise: Science 2 4
11 +4 Two Extra Attacks 3 4
12 +4 Ability Score Improvement 3 4
13 +5 Sabotage 3 5
14 +5 Genius Innovation 3 5
15 +5 Masterwork Prototype 3 5
16 +5 Ability Score Improvement 4 5
17 +6 Subclass feature 4 6
18 +6 Professor 4 6
19 +6 Epic Boon 4 6
20 +6 Magnum Opus 4 6
Level 1: Prototype
Use your long rests and downtime to work on building prototype weapons, armor, items or starting from level 7 vehicles. Inventing new items during down time or rest periods requires you to use the Crafting Table checks. You can also reverse engineer any items you might find.

Level 1: Genius Proficiency
Use your Intelligence Modifier on Prototype or Technological items if higher. You become proficient in Science.

Level 2: Tinkering
Spent time during your long rest improving an item using Tinkerer's tools. You can place these improvements on any item including items used by allies.
You can improve a number of items equal to your Proficiency Bonus.
  • Weapon: Add a +1 to the attack and damage bonus for 24 hours
  • Armor: Add a +1 to AC for 24 hours
  • Item: Add a +1 to one item effect for 24 hours

This bonus increases by 1 every 6 levels

Level 2: Fighting Style Feat
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Blind Fighting: Gain 10 feet of Blindsight
  • Thrown Weapon Fighting: When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.
  • 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 gain this benefit.
Level 3: Inventor Subclass
You gain a Inventor subclass. For the rest of your career, you gain each of your subclass’s features that are of your Inventor level or lower.

Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Inventor levels 8, 12, and 16.

Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.

Level 7: Operator
An expert in operating machinery and technological items. You gain Advantage on any Ability checks related to technological items, vehicles or tools checks.

Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Inventor levels 12, and 16.

Level 9: Tool Mastery
You can no longer roll below a 10 when using tools your proficient with.

Level 10: Overdrive
A number of times equal to your Intelligience Modifier you can temporarily boost an item, vehicle or machine by rolling a d10. If you roll a 1 on the d10 the item, vehicle or machine malfunctions instead and is disabled until repaired. The boost charges reset on the completion of a long rest.
You can use the result of the roll to boost the following:
  • Attack Bonus: Add the result of the d10 to one Attack.
  • Save DC: Add the result of the d10 to a technological effect.
  • Armor Class: Add the result of the d10 to your AC until the start of your next turn.
  • Vehicle speed: Add the result of the d10 times ten to movement speed of the vehicle.
  • Tools Check: Add the result of the d10 to one of your tools checks.
Level 10: Expertise: Science
You gain Expertise in the Science skill.

Level 11: Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.

Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Inventor level 16.

Level 13: Sabotage
You can use your Tinkering to sabotage a feature of a technological item, vehicle or machine. They make a Constitution Saving Throw DC8 + Proficiency Bonus + Intelligence Modifier, on failure choose one of the following effects:
  • Weapon: Lower its Attack Bonus equal to your Tinker bonus.
  • Armor: Lower its AC equal to your Tinker bonus.
  • Save DC: Lower the Save DC of one of its abilities equal to your Tinker bonus.
  • Speed: Lower its movement speed equal to your Tinker bonus times ten.
This condition can be removed by the creature spending an Action to repair the damage.

Level 14: Genius Innovation
Once per day you can choose to succeed an Ability check after your roll.

Level 15: Masterwork Prototype
Any items crafting by you increase in potency. The item's value doubles because your work is renowned and highly sought after by collectors.
Choose a property of the item and increase its power as if its one level higher in rarity. The DM decides what this improvement looks like.

Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 18: Professor
All your Proficiencies in Skills and Tools turn into Expertise. All of your allies become Proficient in your proficient skills.

Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.

Level 20: Magnum Opus
You gain the schematic for your most powerful item, your life's work, an epic level weapon, armor, item or vehicle. Discuss with the DM what this item is and its properties.
Subclasses





Battle Tinker

Class: Inventor

You've focused on improving your skills in battle through gadgets, machinery and power sources. Turning your armor into a mobile suit powered by your inventions and being able to perform extraordinary feats in battle.
Features
Level 3: Exoskeleton
You improve a suit of heavy armor (must be Mundane or Technological) with your inventions by spending Downtime or a Long Rest with a Tinkerer's Tools check DC15. On success, you gain an Exoskeleton with the Armor Class of the Heavy Armor used.
When wearing the Exoskeleton you have the following modifiers:
  • You use your Intelligence instead of Dexterity to determine your Armor Class bonus. The maximum still applies.
  • You have -5 ft. movement.
  • You ignore the Strength requirement of the armor.
  • Heavy weapons don't apply Disadvantage while wearing the Exoskeleton.
  • The Exoskeleton attaches to you and can't be removed against your will unless unconscious, restrained or in any other way incapacitated. It covers your entire body although you can retract or deploy the helmet as a Free Action.
  • Add half of your Intelligence modifier rounded up to your AC.
  • You can doff or don the Exoskeleton as a full tur.
  • Power core capacity is 75 at level 3. When you lose all power you suffer the stunned condition until you doff the armor.
  • Short rests recover 2d10 + Intelligence modifier + Proficiency Power. Long rest recovers to maximum power. During combat you can use batteries to restore power to your exoskeleton by spending an action to Recharge (1 battery restores 10 power).
  • At the end of your turn you lose 2 Power.
  • You cannot sleep in your exoskeleton and must remove it when resting.
Powered Surge: You can push your exoskeleton beyond it's normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a Short or Long rest before you can use it again.
Powered Surge costs 10 battery Capacity.

Level 3: Powered Maneuvers: Choose 3 combat maneuvers from the Combat Maneuvers table.
Your Superiority die are d10 when at 75+ Power, 50+ d8, 25+ d6, 10+ d4, lower than 10 power adds no Superiority damage and you lose your Proficiency to Save DC.

Level 6: Powered Servos
You can spend 5 Power to use your Intelligence modifier on Strength or Constitution Ability Checks or Saving Throws.

Level 6: Enhanced Power Core
Your maximum Power increases to 100.

Level 9: Exoskeleton Modification
Exoskeleton Modifications (choose 2, you can switch them during a long rest):
  • Triple Plating: The armor plating on your Exoskeleton gains a +1 bonus to Armor Class.
  • Power Servos: This grants a +1 bonus to attack and damage rolls made while inside the Exoskeleton.
  • Auto Loader: For ranged weapons you ignore the Loading property.
  • Enhanced Servos: Your movement speed increases by 10 ft.
  • Spring Joints: You double your jump distance.
  • Vent Core: You blast heat from your Core out a 5 ft. radius using your exhaust ports. Creatures caught in the blast take 2d6 Fire damage + Intelligence Modifier and must make a Dex Save DC8 + Intelligence Modifier + Proficiency. On success they take half damage, on failure they take full damage and get the Burning condition taking 1d6 Fire damage until they use an Action to put out the flames.
  • Electric Charge: You charge the outside of your armor with electricity. When a melee attack hits you can choose to use a Reaction and 5 Power to make the creature take 2d6 Lightning damage.
  • Subtle Dampeners: You remove your disadvantage on Stealth checks.
  • Overcharged Surge: You can use the Powered Surge ability a second time before a short or long rest but it'll cost 20 Power.
  • Additional Combat Maneuvers: You can take another 2 combat maneuvers from the Combat Maneuvers table.
Level 17: Invulnerable Fortress
As a Reaction you can activate the defenses of your Exoskeleton and turn it into an immobile fortress. Your speed becomes 0 and you automatically fail Dexterity Checks but your AC increases by 5 until you start moving again.

Homebrew

Roboticist

Class: Inventor

You are specialized in creating technological constructs that can act their own. Using clockwork, steampower or the new innovations of electricity to create creatures to help you.
Features
Level 3: Robot Companion
Create a Robot Companion that acts as your familiar and starts on your Initiative. During a Long Rest or Downtime you can create a Robot Companion by using a metal scrap, clockwork component and a battery. It has a simple program and cannot act on its own. You may only have 1 Robot Companion active at a time.
You can install a Simple weapon on the creature, a Tool and Injector. It uses your Attack bonus on its weapons attacks, your Ability Check on the Tool and can Inject medicine or poisons.

With the Remote Control Unit you can see through it's camera and use its sensors within 100 ft. You can give it commands through the unit and it can continue executing a command until instructed otherwise.

Level 3: Repair Robot
Use an Action to repair a robotic construct. You heal it for 1d4 plus your Proficiency Bonus and Intelligence Modifier.

Level 6: Automaton
Create an Automaton Companion that acts as your familiar and starts on your Initiative. During a Long Rest or Downtime you can create an Automaton by using a metal ingot, a machine brain and a power core. You can program it with a simple personality. You may only have 1 Automaton active at a time.
It has half the Hit Points that were granted by your Inventor levels. You can install two Simple or Martial Weapons on the Automaton, two Tools and an Injector. It uses your Attack bonus on its weapons attacks, your Ability Check on the Tools and can Inject medicine or poisons.

With the Remote Control Unit you can see through it's camera and use its sensors within 100 ft. You can give it commands through the unit and it can continue executing a simple command until instructed otherwise.

Level 6: Overdrive
Use an Action to put one of your robotic constructs into Overdrive. While they're in Overdrive their Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. Roll a d20 on the start of your turn and on a 1 it overheats, dealing 2d6 Fire damage to itself and all creatures within 5 ft on each of its turns. If you roll a 1 again it explodes destroying itself, all creatures within a 10 ft Cube centered on itself must make a Dexterity Saving Throw DC15, on failure taking 2d6 Force Damage and 2d6 Fire damage, on success taking only half of the damage.

Level 9: Flying Automaton
You can attach rocket boosters to your Automaton and give it a Flyspeed equal to double its walking speed.

Level 17: Android
Create an Android Companion that acts as your familiar and starts on your Initiative. During a Long Rest or Downtime you can create an Android by using a Living Steel ingot, a machine brain and a mini reactor. You can program it with a humanoid personality, capable of acting on its own and give it a special feature. Discuss with the DM what this feature looks like.
You may only have 1 Android active at a time.
It has the same Hit Points you get from your Inventor levels. You can install two Simple or Martial Weapons on the creature, three Tools and an Injector. It uses your Attack bonus on its weapons attacks, your Ability Check on the Tools and can Inject medicine or poisons.

With the Remote Control Unit you can see through it's camera and use its sensors within 100 ft. You can give it commands through the unit and it can continue executing a command until instructed otherwise.

Homebrew

Scientist

Class: Inventor

You're more theoretical in your approach to Science seeking to understand the fundamental fabric of the universe.
Features
Level 3: Fundamental Knowledge
You gain Profiency in another 2 skills and 2 Expertise in Proficient skills. For skills you're Proficient in you can use your Intelligence Modifier if higher.

Level 3: Study
You can spend 10 minutes to study an object, creature or feature to learn its properties. The DM decides if there's rolls involved and what you learn.

Level 6: Innovator
Choose a weapon, armor or skill/tool to improve with a revolutionary innovation. You can choose only one item. It has the following benefits:
  • Weapon: You use your Intelligence Modifier for the weapon if higher. Add another bonus from below:
    1. Add your Proficiency Bonus to any Damage Rolls made with the weapon.
    2. Change the Damage Type to another.
    3. Double the range of the weapon.
  • Armor: You use your Intelligence Modifier instead of your Dexterity if higher for the armor class bonus. Add another bonus from below:
    1. Remove the maximum Dexterity Bonus cap.
    2. Add Advantage on Stealth Checks or Remove Disadvantage.
    3. Add Resistance to one Damage Type.
  • Skill/Tool: You always use your Intelligence Modifier for a skill or a tool. Choose another bonus from below:
    1. Double your Proficiency Modifier for the Ability Check. If you already have Expertise then you add your Proficiency Bonus again.
    2. Re-roll one of the dice and take the higher result.
    3. You can teach another character this skill.
Level 6: Researcher
You roll research checks with Advantage to create new schematics.

Level 9: Master Innovator
Add another Bonus to your Innovation from the list.

Level 17: Theory of Everything
You become so knowledgeable about the fabric of the universe that you use your Intelligence Modifier for all Ability Checks if higher.

Level 17: Genius Innovator
You gain all the bonuses on your innovation.

Eberron: Forge of the Artificer

Artificer

Core Artificer Traits
Primary Ability Intelligence
Hit Point Die D8
Saving Throw Proficiencies Constitution and Intelligence
Skill Proficiencies Choose 2: Arcana, History, Investigation, Medicine, Nature, Perception, or Sleight of Hand
Weapon Proficiencies Simple weapons
Tool Proficiencies Thieves’ Tools, Tinker’s Tools, and one type of Artisan’s Tools of your choice
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Studded Leather Armor, Dagger, Thieves’ Tools, Tinker’s Tools, Dungeoneer’s Pack, and 16 GP; or (B) 150 GP

Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.

Becoming a Artificer...
As a Level 1 Character:
  • Gain all the traits in the Core Artificer Traits table.
  • Gain the Artificer’s level 1 features, which are listed in the Artificer Features table.
As a Multiclass Character:
  • Gain the following traits from the Core Artificer Traits table: Hit Point Die, proficiency with Tinker’s Tools, proficiency in one skill of your choice from the Artificer’s skill list, and training with Light and Medium armor and Shields.
  • Gain the Artificer’s level 1 features, which are listed in the Artificer Features table. See the multiclassing rules in the Player’s Handbook to determine your available spell slots, adding half your Artificer levels (round up).
  • ]
Class Features
Level Proficiency Bonus Class Features Plans Known Magic Items Cantrips Prepared Spells 1 2 3 4 5
1 +2 Spellcasting, Tinker’s Magic 2 2 2
2 +2 Replicate Magic Item 4 2 2 3 2
3 +2 Artificer Subclass 4 2 2 4 3
4 +2 Ability Score Improvement 4 2 2 5 3
5 +3 Subclass feature 4 2 2 6 4 2
6 +3 Magic Item Tinker 5 3 2 6 4 2
7 +3 Flash of Genius 5 3 2 7 4 3
8 +3 Ability Score Improvement 5 3 2 7 4 3
9 +4 Subclass feature 5 3 2 9 4 3 2
10 +4 Magic Item Adept 6 4 3 9 4 3 2
11 +4 Spell-Storing Item 6 4 3 10 4 3 3
12 +4 Ability Score Improvement 6 4 3 10 4 3 3
13 +5 6 4 3 11 4 3 3 1
14 +5 Advanced Artifice 7 5 4 11 4 3 3 1
15 +5 Subclass feature 7 5 4 12 4 3 3 2
16 +5 Ability Score Improvement 7 5 4 12 4 3 3 2
17 +6 7 5 4 14 4 3 3 3 1
18 +6 Magic Item Master 8 6 4 14 4 3 3 3 1
19 +6 Epic Boon 8 6 4 15 4 3 3 3 2
20 +6 Soul of Artifice 8 6 4 15 4 3 3 3 2
Level 1: Spellcasting
You have learned how to channel magical energy through objects. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Artificer spells, which appear in the Artificer spell list later in the class’s description.   Tools Required. You produce your Artificer spells through tools. You can use Thieves’ Tools, Tinker’s Tools, or another kind of Artisan’s Tools with which you have proficiency as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an M component when you cast it).   Cantrips. You know two Artificer cantrips of your choice. Acid Splash and Prestidigitation are recommended.   Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.   When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.   Spell Slots. The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Cure Wounds and Grease are recommended.   The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Artificer, your list of prepared spells can include six Artificer spells of levels 1 and 2 in any combination.   If another Artificer feature gives you spells that you always have prepared, those don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.   Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Artificer spells for which you have spell slots.   Spellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.   Level 1: Tinker’s Magic
You know the Mending cantrip.   As a Magic action while holding Tinker’s Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list:  
Ball Bearings Flask Pouch
Basket Grappling Hook Rope
Bedroll Hunting Trap Sack
Bell Jug Shovel
Blanket Lamp Spikes, Iron
Block and Tackle Manacles String
Bottle, Glass Net Tinderbox
Bucket Oil Torch
Caltrops Paper Vial
Candle Parchment
Crowbar Pole
See the rules for the item in the Player’s Handbook. The item lasts until you finish a Long Rest, at which point it vanishes.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.   Level 2: Replicate Magic Item
You have learned arcane plans that you use to make magic items.   Plans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table (see the Dungeon Master’s Guide for the items’ descriptions). Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify.   You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table. When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify; your qualification is based on your Artificer level.   Creating an Item. When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand. Each item is based on one of the plans you know for this feature.   If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement.   When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know.   You can’t have more magic items from this feature than the number shown in the Magic Items column of the Artificer Features table for your level. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears.   Duration. A magic item created by this feature functions as the normal magic item, except its magic isn’t permanent; when you die, the magic item vanishes after 1d4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately vanishes.   If an item that you created with this feature is a container, such as a Bag of Holding , and it vanishes, its contents harmlessly appear in and around its space.   Spellcasting Focus. You can use any Wand or Weapon created by this feature as a Spellcasting Focus in lieu of using a set of Artisan’s Tools.   Magic Item Plans (Artificer Level 2+)
Magic Item Plan Attunement
Alchemy Jug No
Bag of Holding No
Cap of Water Breathing No
Common magic item that isn’t a Potion, a Scroll, or cursed* Varies
Goggles of Night No
Manifold Tool† Yes
Repeating Shot† Yes
Returning Weapon† No
Rope of Climbing No
Sending Stones No
Shield, +1 No
Wand of Magic Detection No
Wand of Secrets No
Wand of the War Mage, +1 Yes
Weapon, +1 No
Wraps of Unarmed Power, +1 No
  *You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan. † See the appendix.   Magic Item Plans (Artificer Level 6+)
Magic Item Plan Attunement
Armor, +1 No
Boots of Elvenkind No
Boots of the Winding Path† Yes
Cloak of Elvenkind Yes
Cloak of the Manta Ray Yes
Dazzling Weapon† Yes
Eyes of Charming Yes
Eyes of Minute Seeing No
Gloves of Thievery No
Helm of Awareness† No
Lantern of Revealing No
Mind Sharpener† Yes
Necklace of Adaptation Yes
Pipes of Haunting No
Repulsion Shield† No
Ring of Swimming No
Ring of Water Walking No
Sentinel Shield No
Spell-Refueling Ring† Yes
Wand of Magic Missiles No
Wand of Web Yes
Weapon of Warning Yes
  † See the appendix.   Magic Item Plans (Artificer Level 10+)
Magic Item Plan Attunement
Armor of Resistance Yes
Dagger of Venom No
Elven Chain No
Ring of Feather Falling Yes
Ring of Jumping Yes
Ring of Mind Shielding Yes
Shield, +2 No
Uncommon Wondrous Item that isn’t cursed* Varies
Wand of the War Mage, +2 Yes
Weapon, +2 No
Wraps of Unarmed Power, +2 No
  *You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.   Magic Item Plans (Artificer Level 14+)
Magic Item Plan Attunement
Armor, +2 No
Arrow-Catching Shield Yes
Flame Tongue Yes
Rare Wondrous Item that isn’t cursed* Varies
Ring of Free Action Yes
Ring of Protection Yes
Ring of the Ram Yes
  *You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.   Level 3: Artificer Subclass
You gain an Artificer subclass of your choice. A subclass is a specialization that grants you features at certain Artificer levels. For the rest of your career, you gain each of your subclass’s features that are of your Artificer level or lower.   Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Artificer levels 8, 12, and 16.   Level 6: Magic Item Tinker
Your Replicate Magic Item feature gains the following options.   Charge Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended.   Drain Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can’t do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.   Transmute Magic Item. As a Magic action, you can touch one magic item within 5 feet of yourself that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan you know. Once you use this feature, you can’t do so again until you finish a Long Rest.   Level 7: Flash of Genius
When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier (minimum of +1).   You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.   Level 10: Magic Item Adept
You can now attune to up to four magic items at once.   Level 11: Spell-Storing Item
Whenever you finish a Long Rest, you can touch one Simple or Martial weapon or one item that you can use as a Spellcasting Focus, and you store a spell in it, choosing a level 1, 2, or 3 Artificer spell that has a casting time of an action and doesn’t require a Material component that is consumed by the spell (you needn’t have the spell prepared).   While holding the object, a creature can take a Magic action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. Once a creature has used the object to produce the spell’s effect, the object can’t be used this way again until the start of the creature’s next turn.   The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.   Level 14: Advanced Artifice
You gain the following benefits.   Magic Item Savant. You can now attune to up to five magic items at once.   Refreshed Genius. When you finish a Short Rest, you regain one expended use of your Flash of Genius feature.   Level 18: Magic Item Master
You can now attune to up to six magic items at once.   Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Energy Resistance is recommended.   Level 20: Soul of Artifice
You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits.   Cheat Death. If you’re reduced to 0 Hit Points but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal to 20 times the number of magic items disintegrated.   Magical Guidance. When you finish a Short Rest, you regain all expended uses of your Flash of Genius if you have Attunement to at least one magic item.
Subclasses






Eberron: Forge of the Artificer

Alchemist

Class: Artificer

An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.
Features
Level 3: Tools of the Trade You gain the following benefits.   Tool Proficiency. You gain proficiency with Alchemist’s Supplies and the Herbalism Kit. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice (or with two other types if you have both).   Potion Crafting. When you brew a potion using the crafting rules in the Dungeon Master’s Guide, the amount of time required to craft it is halved.   Level 3: Alchemist Spells When you reach an Artificer level specified in the Alchemist Spells table, you thereafter always have the listed spells prepared.   Alchemist Spells
Artificer Level Prepared Spells
3 Healing Word, Ray of Sickness
5 Flaming Sphere, Melf’s Acid Arrow
9 Gaseous Form, Mass Healing Word
13 Death Ward, Vitriolic Sphere
17 Cloudkill, Raise Dead
  Level 3: Experimental Elixir Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can use that tool to magically produce two elixirs. For each elixir, roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. The elixir appears in a vial, and the vial vanishes when the elixir is drunk or poured out. If any elixir remains when you finish a Long Rest, the elixir and its vial vanish.   Experimental Elixir
1d6 Effect
1 Healing. The drinker regains a number of Hit Points equal to 2d8 plus your Intelligence modifier. The number of Hit Points restored increases by 1d8 when you reach Artificer levels 9 ( 3d8 ) and 15 ( 4d8 ).
2 Swiftness. The drinker’s Speed increases by 10 feet for 1 hour. This bonus increases when you reach Artificer levels 9 (15 feet) and 15 (20 feet).
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes. The duration increases when you reach Artificer levels 9 (1 hour) and 15 (8 hours).
4 Boldness. The drinker can roll 1d4 and add the number rolled to every attack roll and saving throw it makes for the next minute. The duration increases when you reach Artificer levels 9 (10 minutes) and 15 (1 hour).
5 Flight. The drinker gains a Fly Speed of 10 feet for 10 minutes. The Fly Speed increases when you reach Artificer levels 9 (20 feet) and 15 (30 feet).
6 You determine the elixir’s effect by choosing one of the other rows in this table.
  Drinking an Elixir. As a Bonus Action, a creature can drink the elixir or administer it to another creature within 5 feet of itself.   Creating Additional Elixirs. As a Magic action while holding Alchemist’s Supplies, you can expend one spell slot to create another elixir. When you do so, you choose its effect from the Experimental Elixir table rather than rolling.   When you reach certain Artificer levels, you can make an additional elixir at the end of each Long Rest: a total of three at level 5, four at level 9, and five at level 15.   Level 5: Alchemical Savant Whenever you cast a spell using your Alchemist’s Supplies as the Spellcasting Focus, you gain a bonus to one roll of the spell. That roll must restore Hit Points or be a damage roll that deals Acid, Fire, or Poison damage. The bonus equals your Intelligence modifier (minimum bonus of +1).   Level 9: Restorative Agents You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use Alchemist’s Supplies as the Spellcasting Focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.   Level 15: Chemical Mastery You gain the following benefits.   Alchemical Eruption. When you cast an Artificer spell that deals Acid, Fire, or Poison damage to a target, you can also deal 2d8 Force damage to that target. You can use this benefit only once on each of your turns.   Chemical Resistance. You gain Resistance to Acid damage and Poison damage. You also gain Immunity to the Poisoned condition.   Conjured Cauldron. You can cast Tasha’s Bubbling Cauldron without expending a spell slot, without preparing the spell, and without Material components, provided you use Alchemist’s Supplies as the Spellcasting Focus. Once you use this feature, you can’t use it again until you finish a Long Rest.

Eberron: Rising from the Last War

Armorer

Class: Artificer

An Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Armorer’s magic, unleash potent attacks, and generate a formidable defense.
Features
Level 3: Tools of the Trade You gain the following benefits.   Armor Training. You gain training with Heavy armor.   Tool Proficiency. You gain proficiency with Smith’s Tools. If you already have this tool proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.   Armor Crafting. When you craft nonmagical or magic armor, the amount of time required to craft it is halved.   Level 3: Armorer Spells When you reach an Artificer level specified in the Armorer Spells table, you thereafter always have the listed spells prepared.   Armorer Spells
Artificer Level Prepared Spells
3 Magic Missile, Thunderwave
5 Mirror Image, Shatter
9 Hypnotic Pattern, Lightning Bolt
13 Fire Shield, Greater Invisibility
17 Passwall, Wall of Force
  Level 3: Arcane Armor As a Magic action while you have Smith’s Tools in hand, you can turn a suit of armor you are wearing into Arcane Armor. The armor continues to be Arcane Armor until you don another suit of armor or you die.   You gain the following benefits while wearing your Arcane Armor.   No Strength Requirement. If the armor normally has a Strength requirement, the Arcane Armor lacks this requirement for you.   Quick Don and Doff. You can don or doff the armor as a Utilize action. The armor can’t be removed against your will.   Spellcasting Focus. You can use the Arcane Armor as a Spellcasting Focus for your Artificer spells.   Level 3: Armor Model You can customize your Arcane Armor. When you do so, choose one of the following armor models: Dreadnaught, Guardian, or Infiltrator. The model you choose gives you special benefits while you wear it.   Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of your Strength or Dexterity modifier, to the attack and damage rolls.   You can change the armor’s model whenever you finish a Short or Long Rest if you have Smith’s Tools in hand.   Dreadnaught. You design your armor to become a towering juggernaut in battle. It has the following features:   Force Demolisher. An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property, and it deals 1d10 Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.   Giant Stature. As a Bonus Action, you transform and enlarge your armor for 1 minute. For the duration, your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change. You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.   Guardian. You design your armor to be in the front line of conflict. It has the following features:   Thunder Pulse. You can discharge concussive blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals 1d8 Thunder damage on a hit. A creature hit by the pulse has Disadvantage on attack rolls against targets other than you until the start of your next turn.   Defensive Field. While Bloodied, you can take a Bonus Action to gain Temporary Hit Points equal to your Artificer level. You lose these Temporary Hit Points if you doff the armor.   Infiltrator. You customize your armor for subtler undertakings. It has the following features:   Lightning Launcher. A gemlike node appears on your armor, from which you can shoot bolts of lightning. The launcher counts as a Simple Ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 Lightning damage on a hit. Once on each of your turns when you hit a creature with the launcher, you can deal an extra 1d6 Lightning damage to that target.   Powered Steps. Your Speed increases by 5 feet.   Dampening Field. You have Advantage on Dexterity (Stealth) checks. If the armor imposes Disadvantage on such checks, the Advantage and Disadvantage cancel each other, as normal.   Level 5: Extra Attack You can attack twice instead of once whenever you take the Attack action on your turn.   Level 9: Improved Armorer You gain the following benefits.   Armor Replication. You learn an additional plan for your Replicate Magic Item feature, and it must be in the Armor category. If you replace that plan, you must replace it with another Armor plan.   In addition, you can create an additional item with that feature, and the item must also be in the Armor category.   Improved Arsenal. You gain a +1 bonus to attack and damage rolls made with the special weapon of your Arcane Armor model.   Level 15: Perfected Armor Your Arcane Armor gains additional benefits based on its model, as detailed below.   Dreadnaught. The damage die of your Force Demolisher increases to 2d6 Force damage.   In addition, when you use your Giant Stature, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you have Advantage on Strength checks and Strength saving throws for the duration.   Guardian. The damage die of your Thunder Pulse increases to 1d10 Thunder damage.   In addition, when a Huge or smaller creature you can see ends its turn within 30 feet of you, you can take a Reaction to magically force that creature to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly toward you to an unoccupied space. If you pull the target to a space within 5 feet of yourself, you can make a melee weapon attack against it as part of this Reaction.   You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.   Infiltrator. The damage die of your Lightning Launcher increases to 2d6 Lightning damage. Any creature that takes Lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds Dim Light in a 5-foot radius, and it has [ruels]Disadvantage[/rules] on attack rolls against you, as the light jolts it if it attacks you.   Additionally, as a Bonus Action, you can gain a Fly Speed equal to twice your Speed until the end of the current turn. You can take this Bonus Action a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Eberron: Forge of the Artificer

Artillerist

Class: Artificer

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.
Features
Level 3: Tools of the Trade
You gain the following benefits.   Ranged Weaponry. You gain proficiency with Martial Ranged weapons.   Tool Proficiency. You gain proficiency with Woodcarver’s Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.   Wand Crafting. When you craft a magic Wand, the amount of time required to craft it is halved.   Level 3: Artillerist Spells
When you reach an Artificer level specified in the Artillerist Spells table, you thereafter always have the listed spells prepared.   Artillerist Spells
Artificer Level Prepared Spells
3 Shield, Thunderwave
5 Scorching Ray, Shatter
9 Fireball, Wind Wall
13 Ice Storm, Wall of Fire
17 Cone of Cold, Wall of Force
  Level 3: Eldritch Cannon
Using Smith’s Tools or Woodcarver’s Tools, you can take a Magic action to create a Small or Tiny Eldritch Cannon in an unoccupied space on a horizontal surface within 5 feet of yourself. The cannon’s game statistics appear below. You determine its appearance, including whether you carry it or not (and your choice of legs or wheels, for the latter). It disappears if it is reduced to 0 Hit Points or after 1 hour. You can dismiss it early as a Magic action.   Once you create a cannon, you can’t do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one cannon at a time and can’t create one while you already have one.   Eldritch Cannon
Small or Tiny Object   Armor Class: 18 Hit Points: 5 x your Artificer level (casting Mending on the cannon restores 2d6 Hit Points to it) Immunities: Poison, Psychic   Activate Cannon (Requires You to Be within 60 Feet of the Cannon). As a Bonus Action, you order the cannon to use the Flamethrower, Force Ballista, or Protector option below; you can direct the cannon to move up to 15 feet before or after that option:   Flamethrower. The cannon blasts fire in a 15-foot Cone. Each creature in that area makes a Dexterity saving throw against your spell save DC, taking 2d8 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning.   Force Ballista. Make a ranged spell attack originating from the cannon at one creature or object within 120 feet of it. On a hit, the target takes 2d8 Force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.   Protector. The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of the cannon a number of Temporary Hit Points equal to 1d8 plus your Intelligence modifier (minimum of +1).   Level 5: Arcane Firearm
When you finish a Long Rest, you can use Woodcarver’s Tools to carve special sigils into a Rod, Staff , Wand, or Martial Ranged weapon and thereby turn it into your Arcane Firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.   You can use your Arcane Firearm as a Spellcasting Focus for your Artificer spells. When you cast an Artificer spell through the firearm, roll 1d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.   Level 9: Explosive Cannon
Every Eldritch Cannon you create is now more destructive. You gain the following benefits.   Detonate. When your cannon takes damage, you can take a Reaction to command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking ( 3d10 ) Force damage on a failed save or half as much damage on a successful one.   Firepower. The cannon’s damage rolls and the number of Temporary Hit Points granted by Protector increase by 1d8.   Level 15: Fortified Position
You’re a master at forming well-defended emplacements using your Eldritch Cannon. You gain the following benefits.   Double Firepower. You can now have two cannons at the same time, and you can create two with the same Magic action. (If you expend a spell slot to create the first cannon, you must expend another spell slot to create the second.) You can activate both of them with the same Bonus Action, ordering them to use the same activation option or different ones. You can’t create a third cannon while you have two.   Shimmering Field Projection. You and your allies have Half Cover while within 10 feet of your Eldritch Cannon.

Eberron: Forge of the Artificer

Battle Smith

Class: Artificer

A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.
Features
Level 3: Tools of the Trade
You gain the following benefits.   Tool Proficiency. You gain proficiency with Smith’s Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.   Weapon Crafting. When you craft a nonmagical or magic weapon, the amount of time required to craft it is halved.   Level 3: Battle Smith Spells
When you reach an Artificer level specified in the Battle Smith Spells table, you thereafter always have the listed spells prepared.   Battle Smith Spells
Artificer Level Prepared Spells
3 Heroism, Shield
5 Shining Smite, Warding Bond
9 Aura of Vitality, Conjure Barrage
13 Aura of Purity, Fire Shield
17 Banishing Smite, Mass Cure Wounds
  Level 3: Battle Ready
Your combat training and your experiments with magic have paid off in two ways.   Arcane Empowerment. When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.   Weapon Knowledge. You gain proficiency with Martial weapons. You can use a weapon with which you have proficiency as a Spellcasting Focus for your Artificer spells.   Level 3: Steel Defender
Your tinkering has borne you a companion, a Steel Defender (see the stat block below). You determine the defender’s appearance and whether it has two legs or four; your choices don’t affect the defender’s game statistics.   The defender is Friendly to you and your allies and obeys you. It vanishes if you die.   The Defender in Combat. In combat, the defender acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the defender acts on its own and isn’t limited to the Dodge action.   Restoring or Replacing the Defender. If the defender has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The defender returns to life after 1 minute with all its Hit Points restored.   Whenever you finish a Long Rest, you can create a new defender if you have Smith’s Tools in hand. If you already have a defender from this feature, the first one vanishes.  

Eberron: Rising from the Last War

Steel Defender
MEDIUM CONSTRACT

Armor Class: 12 plus your Intelligence modifier

Initiative: +1 (11)

Hit Points: 5 plus five times your Artificer level

Speed: 40 ft

Challenge: Equals Proficiency Bonus
    MOD SAVE
STR 14 +2 +2
DEX 12 +1 +1
CON 14 +2 +2
    MOD SAVE
INT 4 -3 -3
WIS 10 +0 +0
CHA 6 -2 -2

Immunities: Poison; Charmed, Exhaustion, Poisoned

Senses: Darkvision 60ft.; Passive Perception 10

Languages: Understands the languages you know


Traits

Steel Bond. Add your Proficiency Bonus to any ability check or saving throw the defender makes.


Actions

Force-Empowered Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Intelligence modifier Force damage.   Repair (3/Day). The defender, or one Construct or object it can see within 5 feet of itself, regains a number of Hit Points equal to 2d8 plus your Intelligence modifier.


Reactions

Deflect Attack. Trigger: A creature the defender can see within 5 feet of itself makes an attack roll against a creature other than the defender. Response: The triggering creature makes the attack roll with Disadvantage.

  Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn. You can forgo one of your attacks when you take the Attack action to command your Steel Defender to take the Force-Empowered Rend action.   Level 9: Arcane Jolt
When either you hit a target with an attack roll using a magic weapon or your Steel Defender hits a target, you can channel magical energy through the strike to create one of the following effects:   Destructive Energy. The target takes an extra 2d6 Force damage.   Restorative Energy. Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 Hit Points to it.   You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once per turn. You regain all expended uses when you finish a Long Rest.   Level 15: Improved Defender
Your Arcane Jolt and Steel Defender have become more powerful, granting these benefits.   Improved Jolt. The extra damage and healing of your Arcane Jolt both increase to 4d6.   Improved Deflection. Whenever your Steel Defender uses its Deflect Attack, the attacker takes Force damage equal to 1d4 plus your Intelligence modifier.

Eberron: Forge of the Artificer

Cartographer

Class: Artificer

Cartographers are the premier navigators and reconnaissance agents. Using their creations, Cartographers can highlight threats, safeguard allies, and carve portals to distant locations.
Features
Level 3: Tools of the Trade
You gain the following benefits.   Tool Proficiency. You gain proficiency with Calligrapher’s Supplies and Cartographer’s Tools. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice (or with two other types if you have both).   Scroll Crafting. When you scribe a Spell Scroll using the crafting rules in the Player’s Handbook, the amount of time required to craft it is halved.   Level 3: Cartographer Spells
When you reach an Artificer level specified in the Cartographer Spells table, you thereafter always have the listed spells prepared.   Cartographer Spells
Artificer Level Prepared Spells
3 Faerie Fire, Guiding Bolt, Healing Word
5 Locate Object, Mind Spike
9 Call Lightning, Clairvoyance
13 Banishment, Locate Creature
17 Scrying, Teleportation Circle
  Level 3: Adventurer's Atlas
Whenever you finish a Long Rest while holding Cartographer’s Tools, you can use that tool to create a set of magical maps by touching at least two creatures (one of whom can be yourself), up to a maximum number of creatures equal to 1 plus your Intelligence modifier (minimum of two creatures). Each target receives a magical map, which constantly updates to show the relative position of all the map holders but is illegible to all others. The maps last until you die or until you use this feature again, at which point any existing maps created by this feature immediately vanish.   While carrying the map, a target gains the following benefits.   Awareness. The target adds 1d4 to its Initiative rolls.   Positioning. The target knows the location of all other map holders that are on the same plane of existence as itself. When casting a spell or creating another effect that requires being able to see the effect’s target, a map holder can target another map holder regardless of sight or cover, so long as the other map holder is still within the effect’s range.   Level 3: Mapping Magic
You gain the following benefits.   Illuminated Cartography. You can cast Faerie Fire without expending a spell slot, outlining the affected creatures as if in ink. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.   Portal Jump. On your turn, you can spend an amount of movement equal to half your Speed (round down) to teleport to an unoccupied space you can see within 10 feet of yourself or within 5 feet of a creature that is within 30 feet of you and holding one of your Adventurer’s Atlas maps. You can’t use this benefit if your Speed is 0.   Level 5: Guided Precision
Once per turn, whenever you cast a spell from your Cartographer Spells list or hit a creature affected by your Faerie Fire with an attack roll, you can add your Intelligence modifier to one damage roll of the spell or attack.   In addition, taking damage can’t cause you to lose Concentration on Faerie Fire.   Level 9: Ingenious Movement
When you use your Flash of Genius, you or a willing creature of your choice that you can see within 30 feet of yourself can teleport up to 30 feet to an unoccupied space you can see as part of that same Reaction.   Level 15: Superior Atlas
Your Adventurer’s Atlas improves, gaining the following benefits.   Safe Haven. When a map holder would be reduced to 0 Hit Points but not killed outright, that creature can destroy its map. The creature’s Hit Points instead change to a number equal to twice your Artificer level, and the creature is teleported to an unoccupied space within 5 feet of you or another map holder of its choice.   Unerring Path. If you are one of the map holders for your Adventurer’s Atlas, you can cast Find the Path without expending a spell slot, without preparing the spell, and without needing spell components. Once you use this benefit, you can’t use it again until you finish a Long Rest.

Homebrew

Officer

Core Officer Traits
Primary Ability Charisma and Intelligence
Hit Point Die 1d8
Saving Throw Proficiencies Wisdom and Intelligence
Skill Proficiencies Choose 4: Athletics, Acrobatics, Survival, Perception, Investigation, Persuasion, Deception, Intimidation, Insight, Stealth
Weapon Proficiencies Simple Weapons, Rapier and Firearms
Tool Proficiencies Cartographers Supplies
Armor Training Light Armor and Shields
Starting Equipment A Rapier, a Snaplock Pistol or Hand crossbow, Padded Armor and a Dungeoneering Pack

A leader skilled in planning, commanding and rallying troops in battle. You might be an Officer in the army trained in tactics, an accomplished crime boss skilled at inspiring his thugs or a freedom fighter that always has a plan ready for the right cause.   Allies benefit from their tactical insight and leadership. They lend buffs, protection and can let allies use their reaction to attack or move.
Becoming a Officer...
As a Level 1 Character:
Attack At Will: Use your Bonus Action or Reaction to choose an ally within a 30 ft. radius that can see and hear you to allow them to use their Reaction to make a weapon attack. On a successful hit, they add your Charisma Modifier to the damage roll.
Move! You can use your Bonus Attack or Reaction to allow an ally within 30 ft. radius that can see and hear you to move up to half their movement speed.
Intelligent Defense: You can add your Intelligence bonus as your Initiative and AC bonus if higher than your Dexterity. If you are Unarmored then you add both your Dexterity and Intelligence Modifier to your AC.
As a Multiclass Character:
Attack At Will: Use your Bonus Action or Reaction to choose an ally within a 30 ft. radius that can see and hear you to allow them to use their Reaction to make a weapon attack. On a successful hit, they add your Charisma Modifier to the damage roll.
Move! You can use your Bonus Attack or Reaction to allow an ally within 30 ft. radius that can see and hear you to move up to half their movement speed.
Intelligent Defense: You can add your Intelligence bonus as your Initiative and AC bonus if higher than your Dexterity. If you are Unarmored then you add both your Dexterity and Intelligence Modifier to your AC.

You gain a d8 Hit Die, proficiency with Light Armor, Medium Armor, Shields, Simple Weapons, Rapier and Firearms.
Class Features
Level Proficiency Bonus Class Features Weapon mastery
1 +2 Attack At Will, Move!, Intelligent Defense 2
2 +2 Tactical Analysis 2
3 +2 Subclass 2
4 +2 Ability Score Improvement 2
5 +3 Extra Attack, Expertise 3
6 +3 Taunt the Enemy, Do not Falter! 3
7 +3 Subclass Feature, Perfectionist 3
8 +3 Ability Score Improvement 3
9 +4 Extra Reaction 4
10 +4 Inspiring Speech 4
11 +4 Subclass Feature, Reliable Expertise 4
12 +4 Ability Score Improvement 4
13 +5 Commanding Presence 5
14 +5 Battlefield Commander 5
15 +5 Move and take cover! 5
16 +5 Ability Score Improvement 5
17 +6 Subclass Feature 6
18 +6 Booming Voice 6
19 +6 Epic Boon 6
20 +6 Grand Speech 6
Level 1: Attack At Will
Use your Bonus Action or Reaction to choose an ally within a 30 ft. radius that can see and hear you to allow them to use their Reaction to make a weapon attack. On a successful hit, they add your Charisma Modifier to the damage roll.

Level 1: Move!
You can use your Bonus Attack or Reaction to allow an ally within 30 ft. radius that can see and hear you to move up to half their movement speed.

Level 1: Intelligent Defense
You can add your Intelligence bonus as your Initiative and AC bonus if higher than your Dexterity. If you are Unarmored then you add both your Dexterity and Intelligence Modifier to your AC.

Level 2: Tactical Analysis
You can use a Bonus action to learn a number of attributes of a creature equal to your Proficiency Bonus from the list below:
  • One Ability Score
  • Attack bonus
  • Hit points
  • Armor Class
  • Damage vulnerabilities, immunities or resistances
  • Condition immunities
Level 3: Officer Subclass
You gain a Officer subclass. For the rest of your career, you gain each of your subclass’s features that are of your Officer level or lower.

Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Officer levels 8, 12, and 16.

Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Expertise
Choose 2 skills to become an expert in. You double your Proficiency Bonus for this chosen skill.

Level 6: Taunt the Enemy
By using a Bonus Action or Reaction you can yell at an enemy that can understand you and they make a Charisma Saving Throw DC8 + Proficiency Bonus + Charisma Modifier. On failure, the next Action, Bonus Attack, Saving Throw or Reaction they make is with Disadvantage. If they already made an Attack they're forced to re-roll the Action, Bonus Action, Saving Throw or Reaction.

Level 6: Do not Falter!
By using a Bonus Action or Reaction you can encourage one of your allies when they make a Saving Throw and they can add your Charisma Bonus to the roll.

Level 7: Perfectionist
You re-roll ones on Skills you are Proficient with.

Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Officer levels 12, and 16.

Level 9: Extra Reaction
You gain an extra Reaction per turn.

Level 10: Inspiring Speech
At the start of battle, you shout encouragements or make a rousing speech. You give Heroic Inspiration to a number of Allies equal to your Charisma Bonus.

Level 11: Reliable Expertise
You can no longer roll below a 10 on Ability Checks you have Expertise in.

Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Officer level 16.

Level 13: Commanding Presence
You add your Proficiency Bonus to any Officer Abilities that add your Charisma Bonus to rolls.

Level 14: Battlefield Commander
You and your allies make Initiative Checks with Advantage and add your Charisma Modifier to the Roll. Two allies can swap Initiative.

Level 15: Move and take cover!
Replaces the Move! ability. You can use your Bonus Attack or Reaction to allow an ally to move up to their Movement speed. They gain Resistance to Ranged and Spell Attacks until the start of their next turn.

Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 18: Booming Voice
Once per Short Rest, you can rally all allies that can hear you. They can move up to their Movement speed and use their Reaction to make a Weapon Attack. They gain Resistance to Ranged and Spell Atacks until the start of their next turn.

Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.

Lever 20: Grand Speech
At the start of combat, you give a grand speech inspiring all allies that can hear you. They get Heroic Inspiration and make their next Attack Roll with Advantage and can choose to succeed one Saving Throw before or after they roll until the end of combat.
Subclasses




Homebrew

Equestrian

Class: Officer

You've trained as a noble cavalry commander and are adapt at commanding your forces from a mount.
Features
Level 3: Mounted Officer
You've trained your mount to work with you when you're in combat. Choose a Beast of CR 1/2 or lower of one size smaller than you. It uses your Intelligence Modifier and Proficiency Bonus for their Attack and Damage Rolls and has Hit Points equal to 4 times your Officer Level. Your mount acts on your Initiative can move and make Attack Rolls. You can command your mount to Attack, Disengage or Dash with your Bonus Action. To get these benefits you must be riding your mount and can't have the Incapacitated condition.
When you acquire a new mount or lose your mount you'll have to spent a week in downtime to train a new mount.

Level 3: Advanced Training
You can train your mount to perform actions on certain triggers. For example, you can train it to bring you to a party member when you're incapacitated or have it wait for you until you whistle. You can have a number of triggers equal to your Intelligence Modifier.

Level 7: Commanding View
When you are mounted the range of your Officer Abilities increases by 15 ft.

Level 11: Heroic Mount
At the start of your turn when you're riding your mount you give your mount Heroic Inspiration if it doesn't have it already.

Level 17: Master Rider
When mounted you no longer trigger Opportunity Attacks when moving out of melee range. Any Weapon Attacks you make when riding against creatures smaller than your mount Critical Hit on a 19 - 20 and your mount gains an extra Action.
Strategist

Class: Officer

You excel at planning and can strategize so you and your allies choose the best path to their goal.
Features
Level 3: Strategize
You excel at making a plan to handle any situation. Once per day you can spend 10 minutes to create a plan to achieve an objective and you can involve your allies. You and your allies can add your Proficiency Bonus + Intelligence Modifier to any tools, skill or ability checks and Saving Throws when executing the plan.

Level 7: Logistics
You improve the way the party moves their gear and organizes their supplies. On a Short Rest, you and your allies can choose to recover a Limited Class Ability or Spell slots equal to your Intelligence Modifier.

Level 11: Scouting
You can take 10 minutes to inspect the lay of the land and find the best way to move through with Stealth. You and your allies add your Intelligence Modifier to any Stealth Checks made when you're in the area.

Level 17: Master Strategist
While executing a plan you and your allies can choose to succeed a number of Ability Checks equal to your Intelligence Modifier.

Homebrew

Tactician

Class: Officer

You studied and excel at combat tactics. Maneuver your allies in battle and give them bonuses.
Features
Level 3: Tactical Maneuver
As a Reaction you can let an ally take their turn early. They cannot take their turn when they have already had one this round.

Level 3: Tactical Combat
You excel at maneuvering your allies in battle. When you enter initiative roll a d4, you and your allies can choose to add the result to either their Attack Rolls, Damage Rolls or Saving Throws but can add the bonus only once per round. At the top of the next turn you roll a d4 again. When you become incapacitated this bonus is lost and you'll have to re-roll at the next turn.

Level 7: Teamwork
You direct your allies to work together. Use your Bonus Action or Reaction and select two allies, they can use their Reaction to make a Weapon Attack and they can add your Intelligence Modifier to the Attack Roll and if they hit they add an additional d6 to the Damage Roll.

Level 7: Improved Tactical Combat
Your Tactical Combat Die becomes a d6.

Level 11: Tactical Awareness
You and your allies cannot be Surprised and each ally makes their first Attack with Advantage.

Level 11: Supreme Tactical Combat
Your Tactical Combat Die becomes a d8.

Level 17: Master Tactician
You become a Master of tactics and can arrange any battlefield to your will. At the start of a new round you and your allies can swap Initiative and determine the turn order.

Level 17: Epic Tactical Combat
Your Tactical Combat Die becomes a d10.

Homebrew

Witchhunter

Core Witchhunter Traits
Primary Ability Wisdom
Hit Point Die 1d10
Saving Throw Proficiencies Wisdom and Dexterity
Skill Proficiencies Choose 2: Acrobatics, Arcana, Nature, Survival, Perception, Investigation, Science, Intimidation, Stealth
Weapon Proficiencies Simple Weapons, Martial Weapons and Firearms
Tool Proficiencies
Armor Training Light Armor, Medium Armor and Shields
Starting Equipment A one-handed Simple or Martial Weapon, Snaplock Pistol or Hand Crossbow, Studded Leather Armor and a Dungeoneer’s Pack.

A hunter, tracker and slayer of spellcasters and magical monsters. They specialize in disabling their spells or magical abilities. Fueled by hatred of all things magical they gain great resistance to magical effects.

Originally hailing from the Confederacy of Vec in the frozen north. The orders of Witchhunters have spread their influence throughout the world and can be found in major settlements. Even hidden in places that are aligned with magic.
Becoming a Witchhunter...
As a Level 1 Character:
Magic Hatred. You can use your hatred of magic to resist a magical effect. A number of times equal to your Magic Hatred points you can choose to succeed an Intelligence, Wisdom or Charisma Saving Throw from a magical source. Your Magic Hatred recharges on a short rest.   Disrupt magic. You are an expert in stopping the vocal or somatic components of magical spells. When you see a spell being cast you can use your reaction to make a disruption attack when they're in range of your weapon. If the attack hits they don't take any damage but it does trigger a Constitution Saving Throw DC8 + Proficiency Bonus + Wisdom Modifier which they must succeed to cast the spell. On failure they lose the Action, Bonus Action or Reaction used to cast the spell but not the spellslot.
As a Multiclass Character:
You gain a 1d10 Hit Point Die, proficiency with Martial weapons, Firearms, Light armor, Medium armor and shields.
You gain the following features:
Magic Hatred. You can use your hatred of magic to resist a magical effect. A number of times equal to your Magic Hatred points you can choose to succeed an Intelligence, Wisdom or Charisma Saving Throw from a magical source. Your Magic Hatred recharges on a short rest.
Disrupt magic. You are an expert in stopping the vocal or somatic components of magical spells. When you see a spell being cast you can use your Reaction to make a disruption attack when they're in range of your weapon. If the attack hits they don't take any damage but it does trigger a Constitution Saving Throw DC8 + Proficiency Bonus + Wisdom Modifier which they must succeed to cast the spell.
Class Features

Class Feature Table

Level Proficiency Bonus Class Features Magic Hatred Spellbreaker Die Disruption Damage
1 +2 Magic Hatred, Disrupt Magic, Weapon Mastery 1 - No damage
2 +2 Fighting Style Feat 1 - No damage
3 +2 Subclass 1 - No damage
4 +2 Ability Score Improvement 1 - No damage
5 +3 Extra Attack 2 1d4 No damage
6 +3 Cut The Flow 2 1d4 No damage
7 +3 Subclass feature 2 1d4 No damage
8 +3 Ability Score Improvement 2 1d4 No damage
9 +4 Detect Magic 3 1d6 Half damage
10 +4 Extra Reaction 3 1d6 Half damage
11 +4 Two Extra Attacks 3 1d6 Half damage
12 +4 Ability Score Improvement 3 1d6 Half damage
13 +5 Subclass feature 4 1d8 Half damage
14 +5 Magic Resistance 4 1d8 Half damage
15 +5 Inspired Hatred 4 1d8 Half damage
16 +5 Ability Score Improvement 4 1d8 Half damage
17 +6 Subclass feature 5 1d10 Full damage
18 +6 Eternal Hatred 5 1d10 Full damage
19 +6 Epic Boon 5 1d10 Full damage
20 +6 Disable Source 5 1d10 Full damage
Level 1: Magic Hatred
You can use your hatred of magic to resist a magical effect. Use one of your Magic Hatred points to succeed an Intelligence, Wisdom or Charisma Saving Throw from a magical source. Your Magic Hatred points recharge on a short rest.

Level 1: Disrupt Magic
You are an expert in stopping the vocal or somatic components of magical spells. When you see a spell being cast you can use your reaction to make a disruption attack when they're in range of your weapon. If the attack hits they don't take any damage but it does trigger a Constitution Saving Throw DC8 + Proficiency Bonus + Wisdom Modifier which they must succeed to cast the spell.

Level 2: Fighting Style Feat
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Blind Fighting: Gain 10 feet of Blindsight
  • 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 gain this benefit.
  • Thrown Weapon Fighting: When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • 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 three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Level 3: Witchhunter Subclass
You gain a Witchhunter subclass. For the rest of your career, you gain each of your subclass’s features that are of your Witchhunter level or lower.

Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Witchhunter levels 8, 12, and 16.

Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Spell Breaker
On a successful melee attack you choose to use a Magic Hatred point to force the creature to make a Constitution Saving Throw DC8 + Proficiency Bonus + Wisdom Modifier, on failure your attack removes 1d4 levels of spell slots or equivalent magical resources or abilities e.g. two 1st level slots or one 2nd level slot of the casters choice.

Level 6: Cut the Flow
When you break a creatures Concentration on a Spell it produces violent magical feedback and they're unable to grasp the flow of magic. The creatures spell casting is disabled until the start of your next turn.

Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Witchhunter levels 12, and 16.

Level 9: Detect Magic
You become so attuned to hunting magical creatures that you can detect magic within a 60 ft cube passively.

Level 10: Extra Reaction
You become extra watchful and quick with your reflexes. You gain another Reaction per turn.

Level 11: Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.

Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Witchhunter level 16.

Level 14: Magic Resistance
Your hate for magic becomes so intense that you shrug of damage dealt from magical sources. You gain Resistance to all damage from magical sources.

Level 15: Inspired Hatred
When you are the target of a Spell or magical ability you gain Heroic Inspiration unless you already have it.

Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 18: Eternal Hatred
Once per long rest your hatred fuels you to bounce back from death itself. When you're reduced to 0 Hit Points instead you can choose to make a Wisdom Saving Throw DC10, on success you stay on 1 Hit Point.

Level 20: Disable Source
When a creature fails Cut the Flow or Disrupt Magic Saving Throw they must continue to make the Constitution Saving Throw at the start of their turn until they succeed to be able to cast spells again.
Subclasses




Homebrew

Mage Hunter

Class: Witchhunter

Hunter of magical deviants
You excel at hunting down Spellcasters of either Divine or Arcane magic. Knowing when they're concentrating on spells and how to break that concentration.
Features
Level 3: Mage Hunter You've specialized in hunting and slaying Spellcasters. Choose either Divine or Arcane magic as your chosen type.
You know when one of these creatures is Concentrating on a spell and you gain Advantage on any Attacks made while they're concentrating. On a hit they roll their Concentration Saving Throw with Disadvantage. If you already have Advantage on the attack then you may re-roll one of the Dice and take the higher result.

Level 7: Superior Spellbreaker
You can make Spellbreaking attacks with a thrown or ranged weapon and the creature of your chosen magic type makes the Constitution Saving Throw with Disadvantage.

Level 13 Superior Disruption
When you make a Disruption attack and you hit then the creature of your chosen magic type makes the Constitution Saving Throw with Disadvantage.

Level 17: Spell Destroyer
When you score a Critical Hit on a Spellcaster of your chosen magic type you choose to remove their ability to use Somatic or Vocal components.

Homebrew

Mage Hunter

Class: Witchhunter

Hunter of magical deviants
You excel at hunting down Spellcasters of either Divine or Arcane magic. Knowing when they're concentrating on spells and how to break that concentration.
Features
Level 3: Mage Hunter You've specialized in hunting and slaying Spellcasters. Choose either Divine or Arcane magic as your chosen type.
You know when one of these creatures is Concentrating on a spell and you gain Advantage on any Attacks made while they're concentrating. On a hit they roll their Concentration Saving Throw with Disadvantage. If you already have Advantage on the attack then you may re-roll one of the Dice and take the higher result.

Level 7: Superior Spellbreaker
You can make Spellbreaking attacks with a thrown or ranged weapon and the creature of your chosen magic type makes the Constitution Saving Throw with Disadvantage.

Level 13 Superior Disruption
When you make a Disruption attack and you hit then the creature of your chosen magic type makes the Constitution Saving Throw with Disadvantage.

Level 17: Spell Destroyer
When you score a Critical Hit on a Spellcaster of your chosen magic type you choose to remove their ability to use Somatic or Vocal components.

Homebrew

Arcanologist

Class: Witchhunter

Study of the Arcane
You focused on studying the enemy and their ways to help other witchhunters identify weaknesses or simply to aqcuire knowledge on strange magical beings.
Features
Level 3: Study the magical
You become skilled at detecting the magical properties of creatures. By using a Bonus Action you can learn one of the following:
  • One Ability Score
  • Spell Attack bonus or Spell Save DC
  • A spell or magical ability available to the creature
  • Saving Throw Proficiency
  • Damage vulnerabilities, immunity or resistances
  • Condition immunity
  • Special feature
Level 3: Arcana proficiency
You gain Proficiency in Arcana or if you already have Proficiency you gain Expertise instead.

Level 7: Instructor
You use your Reaction to give yourself or an ally that can hear you a bonus to Attack Rolls or Saving Throws equal to your Wisdom Modifier against a creature you've studied.

Level 13: Superior Study
You now learn 3 attributes when you use Study the magical on a creature.

Level 17: Perfect Study
You learn all attributes of the creature when you use Study the magical.

Homebrew

Medic

Core Medic Traits
Primary Ability Intelligence
Hit Point Die 1d8
Saving Throw Proficiencies Dexterity and Intelligence
Skill Proficiencies Choose 2: Athletics, Acrobatics, Nature, Survival, Perception, Investigation, Science, Insight, Sleight of Hand, Stealth
Weapon Proficiencies Simple Weapons and Firearms
Tool Proficiencies Healer's Kit and Poisoner's Kit
Armor Training Light Armor, Medium Armor, Shields
Starting Equipment A one-handed Simple or Martial Weapon, Snaplock Pistol or Hand Crossbow, Studded Leather Armor, a basic Medical Bag and a Dungeoneer’s Pack.

The newly established discipline of Medical Science has created the role of battlefield Medics, healing their fellows in combat and injecting enhancing drugs to improve their skills.
With an advanced understanding of human anatomy and physiological processes, these medics are adept at concocting poisons from available materials. Their intricate knowledge of anatomy allows them to exploit critical points on opponents dealing extra damage.

Has a Medicine Bag that contains Proficiency Bonus + Intelligence Modifier worth of Charges. You replenish your Charges during a Long Rest.
Becoming a Medic...
As a Level 1 Character:
Combat Medicine: Use a Medicine Bag to heal a creature for 1d8 + Intelligence modifier + Proficiency Bonus per Charge up to your max Healing Dice. If the creature is at 0 hit points or below but not dead you bring them up to 1 hit point + Intelligence modifier, 1 hit point at minimum. You become Proficient in Medicine and can use your Intelligence Modifier if higher.
Triage: During a short rest companions with less than 50% of their maximum health heal an extra hit dice for free.
Stabilize: As a Bonus Action stabilize a creature within 5 ft and they stop making Death Saving Throws but remain at 0 hit points until they take damage again.
Bonus Action: Dash or Disengage
As a Multiclass Character:
Combat Medicine: Use a Medicine Bag to heal a creature for 1d8 + Intelligence modifier + Proficiency Bonus per Charge up to your max Healing Dice. If the creature is at 0 hit points or below but not dead you bring them up to 1 hit point + Intelligence modifier, 1 hit point at minimum. You become Proficient in Medicine and can use your Intelligence Modifier if higher.
Triage: During a short rest companions with less than 50% of their maximum health heal an extra hit dice for free.
Stabilize: As a Bonus Action stabilize a creature within 5 ft and they stop making Death Saving Throws but remain at 0 hit points until they take damage again.
Bonus Action: Dash or Disengage

You receive one 1d8 Hit Dice, Light Armor, Medium Armor, Simple Weapons and Firearms Proficiency. You become proficient in Medicine if you aren't already and you can use your Intelligence Modifier if higher.
Class Features
Level Proficiency Bonus Class Features Healing Dice Target Weakpoint Weapon mastery
1 +2 Combat Medicine, Triage, Stabilize 1d8 - 2
2 +2 Healing Tinctures, Target Weakpoint 1d8 1d4 2
3 +2 Subclass, Create Poison, Create Drug 2d8 1d4 2
4 +2 Ability Score Improvement, Purge Ailment 2d8 1d4 2
5 +3 Resuscitate, Extra Bonus Action 3d8 1d4 2
6 +3 Invigorate 3d8 1d6 2
7 +3 Subclass feature 4d8 1d6 2
8 +3 Ability Score Improvement 4d8 1d6 2
9 +4 Panacea 5d8 1d6 2
10 +4 Reliable Medicine 5d8 1d8 2
11 +4 Subclass feature 6d8 1d8 2
12 +4 Ability Score Improvement 6d8 1d8 2
13 +5 Improved Combat Medicine 7d8 1d8 2
14 +5 Two Extra Bonus Actions 7d8 1d10 2
15 +5 Adrenaline Shot 8d8 1d10 2
16 +5 Ability Score Improvement 8d8 1d10 2
17 +6 Subclass feature 9d8 1d10 2
18 +6 Reanimate 9d8 1d12 2
19 +6 Epic Boon 10d8 1d12 2
20 +6 Miracle Cure 10d8 1d12 2
Level 1: Combat Medicine
Use a Medicine Bag to heal a creature for 1d8 + Intelligence modifier + Proficiency Bonus per Charge up to your max Healing Dice. If the creature is at 0 hit points or below but not dead you bring them up to 1 hit point + Intelligence modifier, 1 hit point at minimum. You become Proficient in Medicine and can use your Intelligence Modifier if higher.

Level 1: Triage
During a short rest companions with less than 50% of their maximum health heal an extra hit dice for free.

Level 1: Stabilize
As a Bonus Action stabilize a creature within 5 ft and they stop making Death Saving Throws but remain at 0 hit points until they take damage again.

Level 1: Bonus Action: Dash or Disengage
Dash or Disengage as a Bonus Action.

Level 2: Healing Tinctures
You gain the ability to create Healing Tinctures. During Down Time or Long Rest make a Medicine Check, on a success you can create up to a number of tinctures equal to your Intelligence modifier. On a Critical Success you create double your Intelligence modifier. This consumes 1 Medicine Bag charge or the components listed per poison created. Refer to the Crafting - Medic table.

Basic Healing Tincture: These tinctures can be given to other creatures or used by yourself and stay effective for 24 hours. Consuming a tincture restores hit points equal to 1d6 + your Intelligence Modifier + Proficiency Bonus.

Level 2: Target Weakpoint
You use your knowledge of anatomy to target a weak point in a creature. You deal additional damage according to your Target Weakpoint Die with a Finesse weapon you're Proficient with once per turn.

Level 3: Medic Subclass
You gain a Medic subclass. For the rest of your career, you gain each of your subclass’s features that are of your Medic level or lower.

Level 3: Create Poison
You gain the ability to create Poison. During Down Time or a Long Rest make a Medicine Check, on success you can create a number of Poison vials equal to your Intelligence Modifier. On a Critical Success you create double your Intelligence modifier. This consumes 2 Medicine Bag charges or the components listed per poison created. Refer to the Crafting - Medic table.

Basic Poison vial: A creature that consumes a Poison vial or is hit by a melee or thrown weapon coated with it must make a Constitution Saving Throw against the crafter's DC8 + Proficiency Bonus + Intelligence Modifier. On a failed save, the creature takes 2d6 poison damage and gets the Poisoned condition for 1 minute. On a successful save, the creature takes half damage and is not poisoned.

Level 3: Create Drugs
You gain the ability to create Drugs. During Down Time or a Long Rest make a Medicine Check, on success you can create a number of Drugs equal to your Intelligence Modifier. On a Critical Success you create double your Intelligence modifier. This consumes 2 Medicine Bag charges or the components listed per poison created. Refer to the Crafting - Medic table.
  • Increased Speed: The creature's speed increases by 10 feet for 1 hour.
  • Enhanced Focus: The creature has advantage on concentration checks for 1 hour.
  • Heightened Senses: The creature gains advantage on Perception and Investigation checks for 1 hour.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic levels 8, 12, and 16.

Level 4: Purge Ailment
Use a Bonus Action to cure a willing creature of the Poisoned, Stunned or Incapacitated Condition. This uses one Medicine Bag Charge.

Level 5: Resuscitate
Spend a full turn and 2 Medicine Bag Charges to revive a character that has been dead less than 1 minute. It doesn't restore limbs or severed body parts. When the character is revived it has 1 hitpoint and takes 1 level of Exhaustion.

Level 5: Extra Bonus Action
You gain an additional Bonus Action and have 2 Bonus Actions per turn.

Level 6: Invigorate
Use a Bonus Action to give a willing creature Temporary Hitpoints equal to your Proficiency Bonus and your Intelligence Modifier by spending one Medicine Bag Charge. You can only give a creature this bonus once per Long Rest.

Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic levels 12, and 16.

Level 9: Panacea
Use a Bonus Action to cure a willing creature of the Blinded, Charmed, Deafened, Exhaustion, Paralyzed or Petrified Condition. This uses two Medicine Bag Charge.

Level 10: Reliable Medicine
You cannot roll under a 10 when making a Medicine Check.

Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic level 16.

Level 13: Improved Combat Medicine
You become an expert at healing during combat. You can re-roll one's and two's on your Healing Dice and you must take the new result.

Level 14: Two Extra Bonus Actions
You gain another extra Bonus Action. You now have 3 Bonus Actions per turn.

Level 15: Adrenaline Shot
You can administer a medical cocktail to a creature making Death Saving Throws that brings them back to 1 Hit Point, they get Temporary Hit Points equal to your Medic Level and become Hasted. This lasts for a number of rounds equal to your Proficiency Bonus. You lose the Temporary Hit Points after this effect passes and will drop back to 0 Hit Points if not healed. This consumes one Adrenaline vial.

Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 18: Reanimate
You can reanimate the dead through Medical Science. You must spend 8 hours repairing and replacing body parts that are missing or have been damaged. The creature you reanimate will not return the same way it was before. The DM decides how this creature comes back from the dead and what features and disabilities it has.

Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Miracle Cure
Once per day you can cure all negative conditions and restores all Hit Points to a creature. They gain Temporary Hit Points equal to your Medic Level until their next Long Rest.
Subclasses




Homebrew

Chemist

Class: Medic

You excel at making tinctures, poisons and drugs from raw materials. An expert at recovering chemical components from creatures and plants.
Features
Level 3: Improved Healing Tinctures
You improve the quality of your Healing Tinctures. When you craft a Healing Tincture it gains an extra 1d6 to healing.

Level 3: Improvised Chemicals
Once per Long Rest you can craft a Healing Tincture, Poison or Drug for free without a Medicine Check. You must know the recipe and meet its Crafting requirements.

Level 7: Expert Chemist
When you succeed a Medicine Check for crafting a Tincture, Poison or Drug it automatically becomes a Critical Success.

Level 11: Recycling
You can recycle and use all kinds of unused items around the world and turn them into usable components. Make a Medicine Check to find reagents, chemicals and solutions to turn into Healing Points or components.

Level 17: Master Chemist
Your Tinctures, Poisons and Drugs are now maximized and their effects always do the maximum amount of their Dice.

Homebrew

Combat Medic

Class: Medic

Trained in combat and more resilient you combine fighting prowess with Medicine and knowledge of anatomy.
Features
Level 3: Combat Training
You gain Proficiency with Martial Weapons and Heavy Armor.

Level 3: Improved Target Weakpoint
You can use Target Weakpoint with any weapon you're Proficient with.

Level 7: Bonus Action Attack
You can make a single weapon attack by using a Bonus Action.

Level 7: Medical Evacuation
When you pick up a creature of your size or smaller you don't lose any Movement speed and can use the Dash action.


Level 11: Grenadier
As a Bonus Action, you can throw a bomb or grenade.

Level 17: Emergency Revive
If you're reduced to 0 Hit Points you can administer emergency Medicine on yourself. Roll a Hit Die and you gain those Hit Points. Can only be used once per Long Rest.
Surgeon

Class: Medic

You excel at surgeries in and outside of combat. Tourniquets, bone-saws or plain old stitching are second nature to you and you can heal creatures without expending Healing points.
Features
Level 3: Surgery
Use your Surgery tools to stitch up a creature. During a Short Rest you can take 10 minutes and heal a creature equal to your Proficiency Bonus + Intelligence Modifier. The creature can still benefit from triage and spending its own Hit Dice.

Level 7: Improved Triage
You can perform emergency triage in the heat of battle. When a creature is below 50% of their Hit Points you can add a free d8 to your Combat Healing.

Level 11: Bionics
You can replace a creatures limbs or organs with mechanical components. Make a Medicine Check during Down Time or a Long Rest to install the new body parts. On failure, a body part can be lost or even death can occur.

Level 17: Master Surgeon
During a Short Rest, you can restore one creature to full Hit Points. You can only perform this surgery once per creature until they've completed a Long Rest.

D&D Free Rules (2024)

Barbarian

Core Barbarian Traits
Primary Ability Strength
Hit Point Die D12 per Barbarian level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies Simple and Martial weapons
Tool Proficiencies
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP

Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.   Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.   Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.
Becoming a Barbarian...
As a Level 1 Character:
  • Gain all the traits in the Core Barbarian Traits table.
  • Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
As a Multiclass Character:
  • Gain the following traits from the Core Barbarian Traits table: Hit Point Die, proficiency with Martial weapons, and training with Shields.
  • Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
Class Features
Barbarian Features
LevelProf. BonusClass FeaturesRagesRage DamageWeapon Mastery
1+2Rage, Unarmored Defense, Weapon Mastery2+22
2+2Danger Sense, Reckless Attack2+22
3+2Barbarian Subclass, Primal Knowledge3+22
4+2Ability Score Improvement3+23
5+3Extra Attack, Fast Movement3+23
6+3Subclass feature4+23
7+3Feral Instinct, Instinctive Pounce4+23
8+3Ability Score Improvement4+23
9+4Brutal Strike4+33
10+4Subclass feature4+34
11+4Relentless Rage4+34
12+4Ability Score Improvement5+34
13+5Improved Brutal Strike5+34
14+5Subclass feature5+34
15+5Persistent Rage5+34
16+5Ability Score Improvement5+44
17+6Improved Brutal Strike6+44
18+6Indomitable Might6+44
19+6Epic Boon6+44
20+6Primal Champion6+44
As a Barbarian, you gain the following class features when you reach the specified Barbarian levels.  

Level 1: Rage

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.   You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.   While active, your Rage follows the rules below.   Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.   Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.   Strength Advantage. You have Advantage on Strength checks and Strength saving throws.   No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.   Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:  
  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to extend your Rage.
  Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.  

Level 1: Unarmored Defense

While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.  

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.   When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.  

Level 2: Danger Sense

You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.  

Level 2: Reckless Attack

You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.  

Level 3: Barbarian Subclass

You gain a Barbarian subclass of your choice. The Path of the Berserker, Path of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass’s features that are of your Barbarian level or lower.  

Level 3: Primal Knowledge

You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.   In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.  

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.  

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.  

Level 5: Fast Movement

Your speed increases by 10 feet while you aren’t wearing Heavy armor.  

Level 7: Feral Instinct

Your instincts are so honed that you have Advantage on Initiative rolls.  

Level 7: Instinctive Pounce

As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.  

Level 9: Brutal Strike

If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.   Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.   Hamstring Blow. The target’s Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.  

Level 11: Relentless Rage

Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.   Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.  

Level 13: Improved Brutal Strike

You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.   Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of your next turn.   Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.  

Level 15: Persistent Rage

When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can’t do so again until you finish a Long Rest.   In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.  

Level 17: Improved Brutal Strike

The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.  

Level 18: Indomitable Might

If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.  

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.  

Level 20: Primal Champion

You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.
Subclasses
A Barbarian subclass is a specialization that grants you features at certain levels, as specified in the subclass.


D&D Free Rules (2024)

Bard

Core Bard Traits
Primary Ability Charisma
Hit Point Die D8 per Bard level
Saving Throw Proficiencies Dexterity and Charisma
Skill Proficiencies Choose any 3 skills
Weapon Proficiencies Simple weapons
Tool Proficiencies Choose 3 Musical Instruments
Armor Training Light armor
Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP

Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.   Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.   A Bard’s life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards’ depth of knowledge and mastery of magic sets them apart.
Becoming a Bard...
As a Level 1 Character:
  • Gain all the traits in the Core Bard Traits table.
  • Gain the Bard’s level 1 features, which are listed in the Bard Features table.
As a Multiclass Character:
  • Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice, proficiency with one Musical Instrument of your choice, and training with Light armor.
  • Gain the Bard’s level 1 features, which are listed in the Bard Features table. See the multiclassing rules to determine your available spell slots.
Class Features
As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table.  
LevelProficiency BonusClass FeaturesBardic DieCantripsPrepared Spells123456789
1+2Bardic Inspiration, SpellcastingD6242
2+2Expertise, Jack of All TradesD6253
3+2Bard SubclassD62642
4+2Ability Score ImprovementD63743
5+3Font of InspirationD839432
6+3Subclass featureD8310433
7+3CountercharmD83114331
8+3Ability Score ImprovementD83124332
9+4ExpertiseD831443331
10+4Magical SecretsD1041543332
11+4D10416433321
12+4Ability Score ImprovementD10416433321
13+5D104174333211
14+5Subclass featureD104174333211
15+5D1241843332111
16+5Ability Score ImprovementD1241843332111
17+6D12419433321111
18+6Superior InspirationD12420433331111
19+6Epic BoonD12421433332111
20+6Words of CreationD12422433332211

Level 1: Bardic Inspiration

You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.   Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.   Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.   Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.   At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.

Level 1: Spellcasting

You have learned to cast spells through your bardic arts.   Cantrips. You know two cantrips of your choice from the Bard spell list.   Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.   When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.   Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list.   The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.   If another Bard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.   Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.   Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.   Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.

Level 2: Expertise

You gain Expertise in two of your skill proficiencies of your choice.   At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.

Level 2: Jack of All Trades

You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use your Proficiency Bonus.   For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.

Level 3: Bard Subclass

You gain a Bard subclass of your choice. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass’s features that are of your Bard level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.

Level 5: Font of Inspiration

You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.   In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

Level 7: Countercharm

You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.

Level 10: Magical Secrets

You’ve learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.

Level 18: Superior Inspiration

When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Words of Creation

You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
Subclasses
A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve their traditions.





Battle Tinker

Class: Inventor

You've focused on improving your skills in battle through gadgets, machinery and power sources. Turning your armor into a mobile suit powered by your inventions and being able to perform extraordinary feats in battle.
Features
Level 3: Exoskeleton
You improve a suit of heavy armor (must be Mundane or Technological) with your inventions by spending Downtime or a Long Rest with a Tinkerer's Tools check DC15. On success, you gain an Exoskeleton with the Armor Class of the Heavy Armor used.
When wearing the Exoskeleton you have the following modifiers:
  • You use your Intelligence instead of Dexterity to determine your Armor Class bonus. The maximum still applies.
  • You have -5 ft. movement.
  • You ignore the Strength requirement of the armor.
  • Heavy weapons don't apply Disadvantage while wearing the Exoskeleton.
  • The Exoskeleton attaches to you and can't be removed against your will unless unconscious, restrained or in any other way incapacitated. It covers your entire body although you can retract or deploy the helmet as a Free Action.
  • Add half of your Intelligence modifier rounded up to your AC.
  • You can doff or don the Exoskeleton as a full tur.
  • Power core capacity is 75 at level 3. When you lose all power you suffer the stunned condition until you doff the armor.
  • Short rests recover 2d10 + Intelligence modifier + Proficiency Power. Long rest recovers to maximum power. During combat you can use batteries to restore power to your exoskeleton by spending an action to Recharge (1 battery restores 10 power).
  • At the end of your turn you lose 2 Power.
  • You cannot sleep in your exoskeleton and must remove it when resting.
Powered Surge: You can push your exoskeleton beyond it's normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a Short or Long rest before you can use it again.
Powered Surge costs 10 battery Capacity.

Level 3: Powered Maneuvers: Choose 3 combat maneuvers from the Combat Maneuvers table.
Your Superiority die are d10 when at 75+ Power, 50+ d8, 25+ d6, 10+ d4, lower than 10 power adds no Superiority damage and you lose your Proficiency to Save DC.

Level 6: Powered Servos
You can spend 5 Power to use your Intelligence modifier on Strength or Constitution Ability Checks or Saving Throws.

Level 6: Enhanced Power Core
Your maximum Power increases to 100.

Level 9: Exoskeleton Modification
Exoskeleton Modifications (choose 2, you can switch them during a long rest):
  • Triple Plating: The armor plating on your Exoskeleton gains a +1 bonus to Armor Class.
  • Power Servos: This grants a +1 bonus to attack and damage rolls made while inside the Exoskeleton.
  • Auto Loader: For ranged weapons you ignore the Loading property.
  • Enhanced Servos: Your movement speed increases by 10 ft.
  • Spring Joints: You double your jump distance.
  • Vent Core: You blast heat from your Core out a 5 ft. radius using your exhaust ports. Creatures caught in the blast take 2d6 Fire damage + Intelligence Modifier and must make a Dex Save DC8 + Intelligence Modifier + Proficiency. On success they take half damage, on failure they take full damage and get the Burning condition taking 1d6 Fire damage until they use an Action to put out the flames.
  • Electric Charge: You charge the outside of your armor with electricity. When a melee attack hits you can choose to use a Reaction and 5 Power to make the creature take 2d6 Lightning damage.
  • Subtle Dampeners: You remove your disadvantage on Stealth checks.
  • Overcharged Surge: You can use the Powered Surge ability a second time before a short or long rest but it'll cost 20 Power.
  • Additional Combat Maneuvers: You can take another 2 combat maneuvers from the Combat Maneuvers table.
Level 17: Invulnerable Fortress
As a Reaction you can activate the defenses of your Exoskeleton and turn it into an immobile fortress. Your speed becomes 0 and you automatically fail Dexterity Checks but your AC increases by 5 until you start moving again.

D&D Free Rules (2024)

Druid

Core Druid Traits
Primary Ability Wisdom
Hit Point Die D8 per Druid level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies Simple weapons
Tool Proficiencies Herbalism Kit
Armor Training Light armor and Shields
Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP

Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.   Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.   Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character:
  • Gain all the traits in the Core Druid Traits table.
  • Gain the Druid’s level 1 features, which are listed in the Druid Features table.
As a Multiclass Character:
  • Gain the following traits from the Core Druid Traits table: Hit Point Die and training with Light armor and Shields.
  • Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Class Features
As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.  
LevelProficiency BonusClass FeaturesWild ShapeCantripsPrepared Spells123456789
1+2Spellcasting, Druidic, Primal Order242
2+2Wild Shape, Wild Companion2253
3+2Druid Subclass22642
4+2Ability Score Improvement23743
5+3Wild Resurgence239432
6+3Subclass feature3310433
7+3Elemental Fury33114331
8+3Ability Score Improvement33124332
9+4331443331
10+4Subclass feature341543332
11+43416433321
12+4Ability Score Improvement3416433321
13+534174333211
14+5Subclass feature34174333211
15+5Improved Elemental Fury341843332111
16+5Ability Score Improvement341843332111
17+64419433321111
18+6Beast Spells4420433331111
19+6Epic Boon4421433332111
20+6Archdruid4422433332211

Level 1: Spellcasting

You have learned to cast spells through studying the mystical forces of nature. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class’s description.   Cantrips. You know two cantrips of your choice from the Druid spell list.   Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.   When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.   Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list.   The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.   If another Druid feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.   Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.   Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.   Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Level 1: Druidic

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.   You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

Level 1: Primal Order

You have dedicated yourself to one of the following sacred roles of your choice.

Magician

Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

Warden

Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.

Level 2: Wild Shape

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.   Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.   You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.   Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.   When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.   When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.
Beast Shapes
Druid Level Known Forms Max CR Fly Speed
2 4 1/4 No
4 6 1/2 No
8 8 1 Yes
  Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:   Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.   Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.   No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.   Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.

Level 2: Wild Companion

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.   When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest. Druid Subclass   You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.

Level 5: Wild Resurgence

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).   In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest.

Level 7: Elemental Fury

The might of the elements flows through you. You gain one of the following options of your choice.

Potent Spellcasting

Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Primal Strike

Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

Level 15: Improved Elemental Fury

The option you chose for Elemental Fury grows more powerful, as detailed below.   Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.   Primal Strike. The extra damage of your Primal Strike increases to 2d8.

Potent Spellcasting

When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.

Primal Strike

The extra damage of your Primal Strike increases to 2d8.

Level 18: Beast Spells

While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Archdruid

The vitality of nature constantly blooms within you, granting you the following benefits.   Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.   Nature Magician. You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can’t do so again until you finish a Long Rest.   Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.
Subclasses
A Druid subclass is a specialization that grants you features at certain Druid levels, as specified in the subclass. Druids form loose associations, which they call circles.





D&D Free Rules (2024)

Fighter

Core Fighter Traits
Primary Ability Strength and Dexterity
Hit Point Die D10 per Fighter level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies Simple and Martial weapons
Tool Proficiencies
Armor Training Light, Medium, and Heavy armor and Shields
Starting Equipment Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP

Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.   Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.
Becoming a Fighter...
As a Level 1 Character:
  • Gain all the traits in the Core Fighter Traits table.
  • Gain the Fighter’s level 1 features, which are listed in the Fighter Features table.
As a Multiclass Character:
  • Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
  • Gain the Fighter’s level 1 features, which are listed in the Fighter Features table.
Class Features
As a Fighter, you gain the following class features when you reach the specified Fighter levels. These features are listed on the Fighter Features table.  
Level Proficiency Bonus Class Features Second Wind Weapon Mastery
1 +2 Fighting Style, Second Wind, Weapon Mastery 2 3
2 +2 Action Surge (one use), Tactical Mind 2 3
3 +2 Fighter Subclass 2 3
4 +2 Ability Score Improvement 3 4
5 +3 Extra Attack, Tactical Shift 3 4
6 +3 Ability Score Improvement 3 4
7 +3 Subclass feature 3 4
8 +3 Ability Score Improvement 3 4
9 +4 Indomitable (one use), Tactical Master 3 4
10 +4 Subclass feature 4 5
11 +4 Two Extra Attacks 4 5
12 +4 Ability Score Improvement 4 5
13 +5 Indomitable (two uses), Studied Attacks 4 5
14 +5 Ability Score Improvement 4 5
15 +5 Subclass feature 4 5
16 +5 Ability Score Improvement 4 6
17 +6 Action Surge (two uses), Indomitable (three uses) 4 6
18 +6 Subclass feature 4 6
19 +6 Epic Boon 4 6
20 +6 Three Extra Attacks 4 6

Level 1: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice.   Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Level 1: Second Wind

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.   You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.   When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.   When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Level 2: Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.   Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Level 2: Tactical Mind

You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

Level 3: Fighter Subclass

You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass’s features that are of your Fighter level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Tactical Shift

Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Level 9: Tactical Master

When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.

Level 9: Indomitable

If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.   You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.

Level 11: Two Extra Attacks

You can attack three times instead of once whenever you take the Attack action on your turn.

Level 13: Studied Attacks

You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Three Extra Attacks

You can attack four times instead of once whenever you take the Attack action on your turn.
Subclasses
A Fighter subclass is a specialization that grants you features at certain Fighter levels, as specified in the subclass.







D&D Free Rules (2024)

Fighter

Core Fighter Traits
Primary Ability Strength and Dexterity
Hit Point Die D10 per Fighter level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies Simple and Martial weapons
Tool Proficiencies
Armor Training Light, Medium, and Heavy armor and Shields
Starting Equipment Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP

Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.   Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.
Becoming a Fighter...
As a Level 1 Character:
  • Gain all the traits in the Core Fighter Traits table.
  • Gain the Fighter’s level 1 features, which are listed in the Fighter Features table.
As a Multiclass Character:
  • Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
  • Gain the Fighter’s level 1 features, which are listed in the Fighter Features table.
Class Features
As a Fighter, you gain the following class features when you reach the specified Fighter levels. These features are listed on the Fighter Features table.  
Level Proficiency Bonus Class Features Second Wind Weapon Mastery
1 +2 Fighting Style, Second Wind, Weapon Mastery 2 3
2 +2 Action Surge (one use), Tactical Mind 2 3
3 +2 Fighter Subclass 2 3
4 +2 Ability Score Improvement 3 4
5 +3 Extra Attack, Tactical Shift 3 4
6 +3 Ability Score Improvement 3 4
7 +3 Subclass feature 3 4
8 +3 Ability Score Improvement 3 4
9 +4 Indomitable (one use), Tactical Master 3 4
10 +4 Subclass feature 4 5
11 +4 Two Extra Attacks 4 5
12 +4 Ability Score Improvement 4 5
13 +5 Indomitable (two uses), Studied Attacks 4 5
14 +5 Ability Score Improvement 4 5
15 +5 Subclass feature 4 5
16 +5 Ability Score Improvement 4 6
17 +6 Action Surge (two uses), Indomitable (three uses) 4 6
18 +6 Subclass feature 4 6
19 +6 Epic Boon 4 6
20 +6 Three Extra Attacks 4 6

Level 1: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice.   Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Level 1: Second Wind

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.   You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.   When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.   When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Level 2: Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.   Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Level 2: Tactical Mind

You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

Level 3: Fighter Subclass

You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass’s features that are of your Fighter level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Tactical Shift

Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Level 9: Tactical Master

When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.

Level 9: Indomitable

If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.   You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.

Level 11: Two Extra Attacks

You can attack three times instead of once whenever you take the Attack action on your turn.

Level 13: Studied Attacks

You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Three Extra Attacks

You can attack four times instead of once whenever you take the Attack action on your turn.
Subclasses
A Fighter subclass is a specialization that grants you features at certain Fighter levels, as specified in the subclass.







D&D Free Rules (2024)

Monk

Core Monk Traits
Primary Ability Dexterity and Wisdom
Hit Point Die 1d8
Saving Throw Proficiencies Strength and Dexterity
Skill Proficiencies Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies Simple weapons and Martial weapons that have the Light property
Tool Proficiencies Choose one type of Artisan’s Tools or Musical Instrument
Armor Training None
Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP

Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.   Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.   Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.   Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Becoming a Monk...
As a Level 1 Character:
  • Gain all the traits in the Core Monk Traits table.
  • Gain the Monk’s level 1 features, which are listed in the Monk Features table.
As a Multiclass Character:
  • Gain the Hit Point Die trait from the Core Monk Traits table.
  • Gain the Monk’s level 1 features, which are listed in the Monk Features table.
Class Features
Level Proficiency Bonus Class Features Martial Arts Focus Points Unarmored Movement
1 +2 Martial Arts, Unarmored Defense 1d6
2 +2 Monk’s Focus, Unarmored Movement, Uncanny Metabolism 1d6 2 +10 ft.
3 +2 Deflect Attacks, Monk Subclass 1d6 3 +10 ft.
4 +2 Ability Score Improvement, Slow Fall 1d6 4 +10 ft.
5 +3 Extra Attack, Stunning Strike 1d8 5 +10 ft.
6 +3 Empowered Strikes, Subclass feature 1d8 6 +15 ft.
7 +3 Evasion 1d8 7 +15 ft.
8 +3 Ability Score Improvement 1d8 8 +15 ft.
9 +4 Acrobatic Movement 1d8 9 +15 ft.
10 +4 Heightened Focus, Self-Restoration 1d8 10 +20 ft.
11 +4 Subclass feature 1d10 11 +20 ft.
12 +4 Ability Score Improvement 1d10 12 +20 ft.
13 +5 Deflect Energy 1d10 13 +20 ft.
14 +5 Disciplined Survivor 1d10 14 +25 ft.
15 +5 Perfect Focus 1d10 15 +25 ft.
16 +5 Ability Score Improvement 1d10 16 +25 ft.
17 +6 Subclass feature 1d12 17 +25 ft.
18 +6 Superior Defense 1d12 18 +30 ft.
19 +6 Epic Boon 1d12 19 +30 ft.
20 +6 Body and Mind 1d12 20 +30 ft.

Level 1: Martial Arts

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:   Simple Melee weapons
Martial Melee weapons that have the Light property You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield.   Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.   Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.   Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.  

Level 1: Unarmored Defense

While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.  

Level 2: Monk’s Focus

Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.   You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.   When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.   Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.   Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.   Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.   Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.  

Level 2: Unarmored Movement

Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.  

Level 2: Uncanny Metabolism

When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.   Once you use this feature, you can’t use it again until you finish a Long Rest.  

Level 3: Deflect Attacks

When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.   If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.  

Level 3: Monk Subclass

You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass’s features that are of your Monk level or lower.  

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.  

Level 4: Slow Fall

You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.  

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.  

Level 5: Stunning Strike

Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.  

Level 6: Empowered Strikes

Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.  

Level 7: Evasion

When you’re 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.   You don’t benefit from this feature if you have the Incapacitated condition.  

Level 9: Acrobatic Movement

While you aren’t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.  

Level 10: Heightened Focus

Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.   Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.   Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.   Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.  

Level 10: Self-Restoration

Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.   In addition, forgoing food and drink doesn’t give you levels of Exhaustion.  

Level 13: Deflect Energy

You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.  

Level 14: Disciplined Survivor

Your physical and mental discipline grant you proficiency in all saving throws.   Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.  

Level 15: Perfect Focus

When you roll Initiative and don’t use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.  

Level 18: Superior Defense

At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.  

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.  

Level 20: Body and Mind

You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.

D&D Free Rules (2024)

Paladin

Core Paladin Traits
Primary Ability Strength and Charisma
Hit Point Die D10 per Paladin level
Saving Throw Proficiencies Wisdom and Charisma
Skill Proficiencies Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies Simple and Martial weapons
Tool Proficiencies
Armor Training Light, Medium, and Heavy armor and Shields
Starting Equipment Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP

Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.   Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.   Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Becoming a Paladin...
As a Level 1 Character:
  • Gain all the traits in the Core Paladin Traits table.
  • Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.
As a Multiclass Character:
  • Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
  • Gain the Paladin’s level 1 features, which are listed in the Paladin Features table. See the multiclassing rules to determine your available spell slots.
Class Features
Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5
1 +2 Lay On Hands, Spellcasting, Weapon Mastery 2 2
2 +2 Fighting Style, Paladin’s Smite 3 2
3 +2 Channel Divinity, Paladin Subclass 2 4 3
4 +2 Ability Score Improvement 2 5 3
5 +3 Extra Attack, Faithful Steed 2 6 4 2
6 +3 Aura of Protection 2 6 4 2
7 +3 Subclass feature 2 7 4 3
8 +3 Ability Score Improvement 2 7 4 3
9 +4 Abjure Foes 2 9 4 3 2
10 +4 Aura of Courage 2 9 4 3 2
11 +4 Radiant Strikes 3 10 4 3 3
12 +4 Ability Score Improvement 3 10 4 3 3
13 +5 3 11 4 3 3 1
14 +5 Restoring Touch 3 11 4 3 3 1
15 +5 Subclass feature 3 12 4 3 3 2
16 +5 Ability Score Improvement 3 12 4 3 3 2
17 +6 3 14 4 3 3 3 1
18 +6 Aura Expansion 3 14 4 3 3 3 1
19 +6 Epic Boon 3 15 4 3 3 3 2
20 +6 Subclass feature 3 15 4 3 3 3 2
As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.

Level 1: Lay On Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.   As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.   You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.

Level 1: Spellcasting

You have learned to cast spells through prayer and meditation.   Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells.   The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.   If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.   Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.   Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.   Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.   Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

Level 2: Fighting Style

You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.

Level 2: Paladin’s Smite

You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.

Level 3: Channel Divinity

You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.   You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.   If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.   Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.

Level 3: Paladin Subclass

You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass’s features that are of your Paladin level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Faithful Steed

You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.   You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

Level 6: Aura of Protection

You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.   You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).   If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.

Level 9: Abjure Foes

As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

Level 10: Aura of Courage

You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

Level 11: Radiant Strikes

Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

Level 14: Restoring Touch

When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.

Level 18: Aura Expansion

Your Aura of Protection is now a 30-foot Emanation.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.
Subclasses
A Paladin subclass is a specialization that grants you features at certain Paladin levels, as specified in the subclass.   Each of these subclasses represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class don’t consider themselves true Paladins until they’ve reached level 3 and made this oath. For others, the swearing of the oath is a formality, an official stamp on what was already in their hearts.
Oath of Devotion
Oath of Glory
Oath of the Ancients
Oath of Vengeance

D&D Free Rules (2024)

Ranger

Core Ranger Traits
Primary Ability Dexterity and Wisdom
Hit Point Die 1d10
Saving Throw Proficiencies Strength and Dexterity
Skill Proficiencies Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies Simple and Martial weapons
Tool Proficiencies
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP

Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.   Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character:
  • Gain all the traits in the Core Ranger Traits table.
  • Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character:
  • Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields.
  • Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Class Features
Level Proficiency Bonus Class Features Favored Enemy Prepared Spells 1 2 3 4 5
1 2 Spellcasting, Favored Enemy, Weapon Mastery 2 2 2
2 2 Deft Explorer, Fighting Style 2 3 2
3 2 Ranger Subclass 2 4 3
4 2 Ability Score Improvement 2 5 3
5 3 Extra Attack 3 6 4 2
6 3 Roving 3 6 4 2
7 3 Subclass feature 3 7 4 3
8 3 Ability Score Improvement 3 7 4 3
9 4 Expertise 4 9 4 3 2
10 4 Tireless 4 9 4 3 2
11 4 Subclass feature 4 10 4 3 3
12 4 Ability Score Improvement 4 10 4 3 3
13 5 Relentless Hunter 5 11 4 3 3 1
14 5 Nature’s Veil 5 11 4 3 3 1
15 5 Subclass feature 5 12 4 3 3 2
16 5 Ability Score Improvement 5 12 4 3 3 2
17 6 Precise Hunter 6 14 4 3 3 3 1
18 6 Feral Senses 6 14 4 3 3 3 1
19 6 Epic Boon 6 15 4 3 3 3 2
20 6 Foe Slayer 6 15 4 3 3 3 2

Level 1: Spellcasting

You have learned to channel the magical essence of nature to cast spells.   Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells.   The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.   If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.   Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.   Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.   Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.  

Level 1: Favored Enemy

You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.   The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels.  

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.   Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.  

Level 2: Deft Explorer

Thanks to your travels, you gain the following benefits.   Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.   Languages. You know two languages of your choice.  

Level 2: Fighting Style

You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.   Druidic Warrior
You learn two Druid cantrips of your choice. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.  

Level 3: Ranger Subclass

You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.  

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.  

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.  

Level 6: Roving

Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.  

Level 9: Expertise

Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.  

Level 10: Tireless

Primal forces now help fuel you on your journeys, granting you the following benefits.   Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.   Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.  

Level 13: Relentless Hunter

Taking damage can’t break your Concentration on Hunter’s Mark.  

Level 14: Nature’s Veil

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.  

Level 17: Precise Hunter

You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.  

Level 18: Feral Senses

Your connection to the forces of nature grants you Blindsight with a range of 30 feet.  

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.  

Level 20: Foe Slayer

The damage die of your Hunter’s Mark is a d10 rather than a d6.

D&D Free Rules (2024)

Rogue

Core Rogue Traits
Primary Ability Dexterity
Hit Point Die D8 per Rogue level
Saving Throw Proficiencies Dexterity and Intelligence
Skill Proficiencies Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
Weapon Proficiencies Simple weapons and Martial weapons that have the Finesse or Light property
Tool Proficiencies Thieves’ Tools
Armor Training Light armor
Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP

Rogues rely on cunning, 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. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.   In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.   Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Becoming a Rogue...
As a Level 1 Character:
  • Gain all the traits in the Core Rogue Traits table.
  • Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.
As a Multiclass Character:
  • Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in one skill of your choice from the Rogue’s skill list, proficiency with Thieves’ Tools, and training with Light armor.
  • Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.
Class Features
As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table.  
Level Proficiency Bonus Class Features Sneak Attack
1 +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6
2 +2 Cunning Action 1d6
3 +2 Rogue Subclass, Steady Aim 2d6
4 +2 Ability Score Improvement 2d6
5 +3 Cunning Strike, Uncanny Dodge 3d6
6 +3 Expertise 3d6
7 +3 Evasion, Reliable Talent 4d6
8 +3 Ability Score Improvement 4d6
9 +4 Subclass feature 5d6
10 +4 Ability Score Improvement 5d6
11 +4 Improved Cunning Strike 6d6
12 +4 Ability Score Improvement 6d6
13 +5 Subclass feature 7d6
14 +5 Devious Strikes 7d6
15 +5 Slippery Mind 8d6
16 +5 Ability Score Improvement 8d6
17 +6 Subclass feature 9d6
18 +6 Elusive 9d6
19 +6 Epic Boon 10d6
20 +6 Stroke of Luck 10d6

Level 1: Expertise

You gain Expertise in two of your skill proficiencies of your choice.   At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

Level 1: Sneak Attack

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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.   You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.   The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Level 1: Thieves’ Cant

You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.   Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

Level 2: Cunning Action

Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Level 3: Rogue Subclass

You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass’s features that are of your Rogue level or lower.

Level 3: Steady Aim

As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.

Level 5: Cunning Strike

You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.   If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.   Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.   To use this effect, you must have a Poisoner’s Kit on your person.   Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.   Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks. Uncanny Dodge   When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).

Level 7: Evasion

You can nimbly dodge out of the way of certain dangers. When you’re 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. You can’t use this feature if you have the Incapacitated condition.

Level 7: Reliable Talent

Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Level 11: Improved Cunning Strike

You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Level 14: Devious Strikes

You’ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.   Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.   Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.   Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

Level 15: Slippery Mind

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

Level 18: Elusive

You’re so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Stroke of Luck

You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.   Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Subclasses
A Rogue subclass is a specialization that grants you features at certain Rogue levels, as specified in the subclass.






Homebrew

Deadeye

Class: Rogue

You're accomplished in the art of firing a precise shot at long ranges to do maximum damage. Setting ambushes, traps and digging in to make your shots from hiding.
Features
Level 3: Firearm Proficiency
You become proficient in handling firearms and firing them. Add your Proficiency Bonus to Attack and Damage Rolls with Firearms.

Level 3: Improved Steady Aim
When you use the Steady Aim feature you can make an Attack at Long Range with Advantage.

Level 3: Silenced Shot
You've learned how to make a silencer for your Firearms. On a Long Rest you can make a Tinker's Tools check DC12 to create a silencer for your Firearm. Once it's attached it makes minimal noise and can only be heard within a 10 ft Radius.

Level 9: Sniper Hide
You can take 10 minutes to prepare a hiding location from which you can fire from. While you're in your hide you get a +10 bonus to Stealth Checks and are not automatically revealed when you make an Attack. Enemy creatures must make a Perception Check equal to your Stealth to discover you.

Level 13: Fire and Move
After you made a Steady Aim shot you can take the Dash and Hide action for free to setup in a new location.

Level 17: Right Between the Eyes
Once per Short Rest when you are hiding you can treat a hit from a Firearm as a Critical Hit.

D&D Free Rules (2024)

Sorcerer

Core Sorcerer Traits
Primary Ability Charisma
Hit Point Die 1d6
Saving Throw Proficiencies Constitution and Charisma
Skill Proficiencies Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies Simple weapons
Tool Proficiencies
Armor Training None
Starting Equipment Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP

Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.   Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.   Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.
Becoming a Sorcerer...
As a Level 1 Character:
  • Gain all the traits in the Core Sorcerer Traits table.
  • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table.
As a Multiclass Character:
  • Gain the Hit Point Die from the Core Sorcerer Traits table.
  • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine your available spell slots.
Class Features
Level Proficiency Bonus Class Features Sorcery Points Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9
1 2 Spellcasting, Innate Sorcery 4 2 2
2 2 Font of Magic, Metamagic 2 4 4 3
3 2 Sorcerer Subclass 3 4 6 4 2
4 2 Ability Score Improvement 4 5 7 4 3
5 3 Sorcerous Restoration 5 5 9 4 3 2
6 3 Subclass feature 6 5 10 4 3 3
7 3 Sorcery Incarnate 7 5 11 4 3 3 1
8 3 Ability Score Improvement 8 5 12 4 3 3 2
9 4 9 5 14 4 3 3 3 1
10 4 Metamagic 10 6 15 4 3 3 3 2
11 4 11 6 16 4 3 3 3 2 1
12 4 Ability Score Improvement 12 6 16 4 3 3 3 2 1
13 5 13 6 17 4 3 3 3 2 1 1
14 5 Subclass feature 14 6 17 4 3 3 3 2 1 1
15 5 15 6 18 4 3 3 3 2 1 1 1
16 5 Ability Score Improvement 16 6 18 4 3 3 3 2 1 1 1
17 6 Metamagic 17 6 19 4 3 3 3 2 1 1 1 1
18 6 Subclass feature 18 6 20 4 3 3 3 3 1 1 1 1
19 6 Epic Boon 19 6 21 4 3 3 3 3 2 1 1 1
20 6 Arcane Apotheosis 20 6 22 4 3 3 3 3 2 2 1 1

Level 1: Spellcasting

Drawing from your innate magic, you can cast spells.   Cantrips. You know four Sorcerer cantrips of your choice. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.   When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.   Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells.   The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.   If another Sorcerer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.   Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.   Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.   Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.  

Level 1: Innate Sorcery

An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:   The spell save DC of your Sorcerer spells increases by 1. You have Advantage on the attack rolls of Sorcerer spells you cast. You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.  

Level 2: Font of Magic

You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.   You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.   You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.   Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).   Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.   Any spell slot you create with this feature vanishes when you finish a Long Rest.
Spell Slot Level Sorcery Point Cost Min. Sorcerer Level
1 2 2
2 3 3
3 5 5
4 6 7
5 7 9

Level 2: Metamagic

Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.   You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.   Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.  

Level 3: Sorcerer Subclass

You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower.  

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.  

Level 5: Sorcerous Restoration

When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.  

Level 7: Sorcery Incarnate

If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.   In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.  

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.  

Level 20: Arcane Apotheosis

While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.  

Metamagic Options

The following options are available to your Metamagic feature. The options are presented in alphabetical order.   Careful Spell
Cost: 1 Sorcery Point   When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.   Distant Spell
Cost: 1 Sorcery Point   When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.   Empowered Spell
Cost: 1 Sorcery Point   When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.   You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.   Extended Spell
Cost: 1 Sorcery Point   When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.   If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.   Heightened Spell
Cost: 2 Sorcery Points   When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.   Quickened Spell
Cost: 2 Sorcery Points   When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.   Seeking Spell
Cost: 1 Sorcery Point   If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.   You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.   Subtle Spell
Cost: 1 Sorcery Point   When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.   Transmuted Spell
Cost: 1 Sorcery Point   When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.   Twinned Spell
Cost: 1 Sorcery Point   When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.

D&D Free Rules (2024)

Warlock

Core Warlock Traits
Primary Ability Charisma
Hit Point Die D8 per Warlock level
Saving Throw Proficiencies Wisdom and Charisma
Skill Proficiencies Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies Simple weapons
Tool Proficiencies
Armor Training Light armor
Starting Equipment Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP

Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.   Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.   Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure.
Becoming a Warlock...
As a Level 1 Character:
  • Gain all the traits in the Core Warlock Traits table.
  • Gain the Warlock’s level 1 features, which are listed in the Warlock Features table.
As a Multiclass Character:
  • Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.
  • Gain the Warlock’s level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Class Features
As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.  
Level Proficiency Bonus Class Features Eldritch Invocations Cantrips Prepared Spells
1 +2 Eldritch Invocations, Pact Magic 1 2 2
2 +2 Magical Cunning 3 2 3
3 +2 Warlock Subclass 3 2 4
4 +2 Ability Score Improvement 3 3 5
5 +3 5 3 6
6 +3 Subclass feature 5 3 7
7 +3 6 3 8
8 +3 Ability Score Improvement 6 3 9
9 +4 Contact Patron 7 3 10
10 +4 Subclass feature 7 4 10
11 +4 Mystic Arcanum (level 6 spell) 7 4 11
12 +4 Ability Score Improvement 8 4 11
13 +5 Mystic Arcanum (level 7 spell) 8 4 12
14 +5 Subclass feature 8 4 12
15 +5 Mystic Arcanum (level 8 spell) 9 4 13
16 +5 Ability Score Improvement 9 4 13
17 +6 Mystic Arcanum (level 9 spell) 9 4 14
18 +6 10 4 14
19 +6 Epic Boon 10 4 15
20 +6 Eldritch Master 10 4 15

Level 1: Eldritch Invocations

You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invocation Options” section.   Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.   Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have.   When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.   You can’t pick the same invocation more than once unless its description says otherwise.

Level 1: Pact Magic

Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells.   Cantrips. You know two Warlock cantrips of your choice. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.   When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.   Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.   For example, when you’re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells.   The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.   If another Warlock feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.   Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.   Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.   Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.

Level 2: Magical Cunning

You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 3: Warlock Subclass

You gain a Warlock subclass of your choice. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass’s features that are of your Warlock level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.   You gain this feature again at Warlock levels 8, 12, and 16.

Level 9: Contact Patron

In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell’s saving throw.   Once you cast the spell with this feature, you can’t do so in this way again until you finish a Long Rest.

Level 11: Mystic Arcanum

Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.   You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.   As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.   Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Eldritch Master

When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.

Level 1: Eldritch Invocation Options

Eldritch Invocation options appear in alphabetical order.
Agonizing Blast
Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage   Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.   Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
Armor of Shadows
You can cast Mage Armor on yourself without expending a spell slot.
Ascendant Step
Prerequisite: Level 5+ Warlock   You can cast Levitate on yourself without expending a spell slot.
Devil’s Sight
Prerequisite: Level 2+ Warlock   You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.
Devouring Blade
Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation   The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.
Eldritch Mind
You have Advantage on Constitution saving throws that you make to maintain Concentration.
Eldritch Smite
Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation   Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.
Eldritch Spear
Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage   Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.   Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
Fiendish Vigor
Prerequisite: Level 2+ Warlock   You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.
Gaze of Two Minds
Prerequisite: Level 5+ Warlock   You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way.   While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other.
Gift of the Depths
Prerequisite: Level 5+ Warlock   You can breathe underwater, and you gain a Swim Speed equal to your Speed.   You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.
Gift of the Protectors
Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation   A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).   When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.   As a Magic action, you can erase a name on the page by touching it.
Investment of the Chain Master
Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation   When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.   Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.   Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.   Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.   Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.   Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.
Lessons of the First Ones
Prerequisite: Level 2+ Warlock   You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.   Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
Lifedrinker
Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation   Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).
Mask of Many Faces
Prerequisite: Level 2+ Warlock   You can cast Disguise Self without expending a spell slot.
Master of Myriad Forms
Prerequisite: Level 5+ Warlock   You can cast Alter Self without expending a spell slot.
Misty Visions
Prerequisite: Level 2+ Warlock   You can cast Silent Image without expending a spell slot.
One with Shadows
Prerequisite: Level 5+ Warlock   While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.
Otherworldly Leap
Prerequisite: Level 2+ Warlock   You can cast Jump on yourself without expending a spell slot.
Pact of the Blade
As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.   Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.   Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
Pact of the Chain
You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.   When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake.   Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.
Pact of the Tome
Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.   Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.   Spellcasting Focus. You can use the book as a Spellcasting Focus.
Repelling Blast
Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll   Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.   Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
Thirsting Blade
Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation   You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.
Visions of Distant Realms
Prerequisite: Level 9+ Warlock   You can cast Arcane Eye without expending a spell slot.
Whispers of the Grave
Prerequisite: Level 7+ Warlock   You can cast Speak with Dead without expending a spell slot.
Witch Sight
Prerequisite: Level 15+ Warlock   You have Truesight with a range of 30 feet.

D&D Free Rules (2024)

Wizard

Core Wizard Traits
Primary Ability Intelligence
Hit Point Die D6 per Wizard level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies Simple weapons
Tool Proficiencies
Armor Training None
Starting Equipment Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP

Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.   Most Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse.   The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination.   But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards 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.
Becoming a Wizard...
As a Level 1 Character:
  • Gain all the traits in the Core Wizard Traits table.
  • Gain the Wizard’s level 1 features, which are listed in the Wizard Features table.
As a Multiclass Character:
  • Gain the Hit Point Die from the Core Wizard Traits table.
  • Gain the Wizard’s level 1 features, which are listed in the Wizard Features table. See the multiclassing rules to determine your available spell slots.
Class Features
As a Wizard, you gain the following class features when you reach the specified Wizard levels. These features are listed in the Wizard Features table.  
Level Proficiency Bonus Class Features Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9
1 +2 Spellcasting, Ritual Adept, Arcane Recovery 3 4 2
2 +2 Scholar 3 5 3
3 +2 Wizard Subclass 3 6 4 2
4 +2 Ability Score Improvement 4 7 4 3
5 +3 Memorize Spell 4 9 4 3 2
6 +3 Subclass feature 4 10 4 3 3
7 +3 4 11 4 3 3 1
8 +3 Ability Score Improvement 4 12 4 3 3 2
9 +4 4 14 4 3 3 3 1
10 +4 Subclass feature 5 15 4 3 3 3 2
11 +4 5 16 4 3 3 3 2 1
12 +4 Ability Score Improvement 5 16 4 3 3 3 2 1
13 +5 5 17 4 3 3 3 2 1 1
14 +5 Subclass feature 5 18 4 3 3 3 2 1 1
15 +5 5 19 4 3 3 3 2 1 1 1
16 +5 Ability Score Improvement 5 21 4 3 3 3 2 1 1 1
17 +6 5 22 4 3 3 3 2 1 1 1 1
18 +6 Spell Mastery 5 23 4 3 3 3 3 1 1 1 1
19 +6 Epic Boon 5 24 4 3 3 3 3 2 1 1 1
20 +6 Signature Spells 5 25 4 3 3 3 3 2 2 1 1

Level 1: Spellcasting

As a student of arcane magic, you have learned to cast spells.   Cantrips. You know three Wizard cantrips of your choice. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.   When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.   Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.   The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice.   Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.   Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.   The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.   If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.   Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.   Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.   Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.  
Expanding and Replacing a Spellbook
The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.   Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.   Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you 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 Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.

Level 1: Ritual Adept

You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.

Level 1: Arcane Recovery

You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.   Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 2: Scholar

While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

Level 3: Wizard Subclass

You gain a Wizard subclass of your choice. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass’s features that are of your Wizard level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.

Level 5: Memorize Spell

Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

Level 18: Spell Mastery

You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.   Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Signature Spells

Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can’t cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.
Subclasses
A Wizard subclass is a specialization that grants you features at certain Wizard levels, as specified in the subclass.



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