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- CLASS
- Alchemist
- Barbarian
- Crit in rage on 19-20
- +1 rage damage
- +1 rage attack
- Extra rage
- +1 unarmored defense when raging
- Gain d10+con temp hp during rage
- Battlecry on rage
- intimidation advantage during rage
- Adv on all str saves
- Adv on athletics to climb and jump
- Drink alcohol to end blinded, deafened, poisoned, confused, charmed, or frightened and 1/rest
- You are acclimated to high elevation, cold weather, or hot weather
- While sleeping you remain aware of surroundings
- Bard
- Discordant voice: after gaining bardic inspiration a target deals 1d4 thunder on their next weapon attack
- improved discordant voice: add your cha mod to the damage dealt
- Extra expertise
- Learn one spell from any class
- +2 bardic inspiration uses
- Adv on inspiration dice
- Add cha to song of rest
- Use reaction for inspiration
- Inspiring strike
- Flourish: reaction attack a creature that missed you and add a inspiration to damage
- Target extra with cutting words
- Target extra with inspiration
- Use performance for concentration
- Use cha for animal handling
- When ally fails persuasion make a performance check. On success, the persuasion is treated as a success.
- Adv on recalling nobility, heraldry, legends, and gossip
- Adv on recalling relics, tombs, ruins, artifacts
- Adv to lie to anyone you have never met before
- (glamour) when using mantle of inspiration each target gains an additional number of temporary hit points equal to your Charisma modifier.
- (glamour) You can use Mantle of Majesty one additional time between long rests.
- (glamour) You learn the spell Dominate Person. You always have this spell prepared, it does not count against the number of spells you have prepared, and you can cast it once at its standard level without expending a spell slot. When you do so, you can not do so again until you finish a short or long rest.
- Cleric
- Increase channel divinity DC by 1
- 1/long rest gain adv on self or give disadv to other
- On short rest regain total spell slots equal to half level (round down)
- Extra channel divinity Gain 1 exhaustion and next turn cant move or take actions
- Turn undead deals radiant damage equal to 1d10 per spell slot lvl spent
- On short rests spent praying, accepting creatures that spend HD gain extra hp equal to your wisdom
- Adv to recall information about your faith's enemies
- You dont suffer the penalties of old age and cant be magically aged
- Successive divinations do not suffer a cumulative penalty
- Prayer book: perform rituals without material components and in half the time
- Attune to 1 extra divine item
- Detect evil and good at will
- Druid
- Extra wildshape Gain 1 exhaustion and on end cant move or take actions
- Bonus action during wildshape to expend 2nd lvl spell for +1 attack and damage, 4th for +2, and 6th for +3
- Regain 2/3 of lvl in spell slots instead of half
- Reaction wildshape 1/long rest
- Adv on nature based skills
- On short rests spent tending to wounds with herbs, accepting creatures that spend HD gain extra hp equal to your wisdom
- Healing spell 1/rest heal an additional amount equal to spell level at end of targets turn for rounds equal to wisdom mod
- Beasts do not attack you unless provoked or commanded
- Add wis mod to death saves
- You are acclimated to high elevation, cold weather, or hot weather
- Detect evil and good at will
- Detect if cursed at will
- Use insight to gain a sense of forboding, unease, or calm about a path or area
- 1/long rest cast teleport. Can only be used on points between ley lines. Adv to recall info about ley lines
- Fighter
- 1/long rest extra action surge. Gain 1 exhaustion and next turn cant move or take actions
- Extra combat maneuver
- Extra fighting style
- Extra superiority die
- Improved critical 18-20
- Second wind adds extra d10
- Critical hits double str on hit
- Weapon focus gains 1d4 damage
- Adv to on intelligence related to war, legends, armies, tactics
- When showing your banner creatures in 30 ft have adv vs frightened
- Adv on intimidate vs humanoids
- You dont suffer the penalties of old age
- While sleeping you remain aware of surroundings
- You have adv on checks to build, maintain, and repair siege weapons and defenses. You have prof in using siege weapons.
- You have resistance to non-magic unarmed attacks
- Inquisitor
- Monk
- +2 ki
- Spend ki to gain + to atk and dmg of unarmed strikes until end of turn
- +1 unarmored defense
- +1 DC to ki abilities
- Deflect missiles adds extra d10
- Increase wholeness of body healing by wisdom mod
- When blinded you gain blindsight out to a distance equal to passive perception
- Use wisdom for persuasion
- Resistance to non-magic unarmed attacks
- Adv on intimidation when you make a dramatic martial stance
- You can meditate instead of sleeping, remaining aware
- Paladin
- Add cha to smite
- Rolls of 1s on smite are 2
- Extra fighting style
- 1/long rest extra channel divinity Gain 1 exhaustion and next turn cant move or take actions
- +10 ft to range of auras
- Add 2x cha mod to lay on hands pool
- Turn unholy/turn faithless deals radiant damage equal to 1d8 per spell slot lvl spent
- Add cha to dmg of sacred weapon
- Add d10 to hold the line
- Abjure enemy adds cha mod to dmg
- When showing your banner creatures in 30 ft have adv vs frightened
- Attune to 1 extra divine item
- You have adv on checks to build, maintain, and repair siege weapons and defenses. You have prof in using siege weapons.
- When you or an ally within 30 feet that you can see makes an attack, saving throw, or ability check roll but before the outcome is determined, you can use a reaction and expend a spell slot. If you expend a first level spell slot, roll a d4 and add the result to the previous roll. If you expend a second level spell slot, you can roll two d4s. If you expend a third or higher level spell slot, you can roll three d4s. Once you use this feature, you cannot use it again until you finish a short or long rest.
- Ranger
- Extra maneuver
- Extra superiority die
- +2 herbal remedies
- +1 favored enemy
- Extra fighting style
- Crit on favored enemy of 19-20
- Extra 1d4 against favored enemy
- Primeval awareness as action Gain 1 exhaustion and next turn cant move or take actions
- Beasts dont attack you unless provoked or commanded
- You are acclimated to high elevation, cold weather, or hot weather
- While sleeping you remain aware of surroundings
- On short rests spent tending to wounds with herbs, accepting creatures that spend HD gain extra hp equal to your wisdom
- Adv saves vs traps
- Rogue
- Treat sneak attack rolls of 1 as 2
- 1/long rest do a sneak attack
- Extra expertise
- 1/long rest with pierce weapon sneak attack target saves vs blinded until end of your next turn. simple pierce are finesse for you.
- 1/long rest with slash weapon sneak attack target saves vs half speed until end of your next turn. simple slash are finesse for you.
- 1/long rest with bludgeoning weapon sneak attack target saves vs stunned until end of your next turn. simple bludgeoning are finesse for you.
- 1/rest uncanny dodge reduce dmg to 0
- 1/rest gain adv on save vs effect (ala evasion)
- use acrobatics when climbing and gain adv on jumps
- Cunning action to do acrobatics vs insight. Success allows sneak attack and moves you through creatures space. Failure and you fall prone, speed becomes 0, and gain disadv on attacks until end of turn.
- 1/rest add cha to a str/dex check or save
- Adv to access or fence black market
- Adv to avoid being caught cheating and to convince you werent cheating
- Adv to conceal weapons
- Adv to blend into a crowd
- Warlock
- 1/long rest gain +1 spell slot Gain 1 exhaustion and next turn cant move or take actions
- +1 invocation
- Checks to counter or dispell your magic use your prof as a penalty
- Familiar adds cha to damage, familiar uses your prof
- Adv vs curses
- Adv to blend into a crowd
- Can locate innocents like children, virgins, and pets with perception
- Witch
- Wizard
- +1 to DC of spells for tradition
- Gain sorcery points equal to half level (round down)
- Gain 2 metamagic options
- Recovery up to 6th lvl spells
- Recovery up to 2/3 of lvl
- Copy spells for half cost and time
- Adv on recalling nobility, heraldry, legends, and gossip
- Adv on recalling relics, tombs, ruins, artifacts
- Adv vs charmed
- Adv to solve mysteries and riddles
- Increase DC to decipher your spells by int mod
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