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- 1/rest reroll a str save or ability check
- 1/rest reroll a dex save or ability check
- 1/rest reroll a con save or ability check
- 1/rest reroll a int save or ability check
- 1/rest reroll a wis save or ability check
- 1/rest reroll a cha save or ability check
- +1 to str saves
- +1 to dex saves
- +1 to con saves
- +1 to int saves
- +1 to wis saves
- +1 to cha saves
- +2 to checks with a tool
- +2 to checks with a skill
- Concentrate on 2 things with disadvantage
- Can channel a spell as long as you maintain concentration
- Mimic animal calls
- +1 to a skill or tool
- +5 ft speed
- advantage on animal handling checks with a specific animal
- Increase crit range of a weapon
- +1 to attacks with a weapon
- +1 to ac with an armor
- +1 to save DC of a damage type
- +1 ac when dodging
- Focus 1 extra target
- Use wisdom for initiative
- Taunt
- Cleave
- Rend
- +1 damage to ranged attacks in 30 ft
- -prof to attack and +prof to damage
- +1 to spell attacks
- use acrobatics to trip
- use sleight of hand to disarm
- use intimidation to goad or shaken
- use persuasion to inspire
- use persuasion to call truce
- Charge
- Help action from a distance
- Gain 1d4 superiority die and 1 combat maneuver
- Extra superiority die
- Extra combat maneuver
- Rallying cry
- Routing cry
- Sure strike
- Underdog
- Commit
- Trick shot
- Extra reaction
- Adv on hearing perception
- Reaction attack a creature that missed you
- On short rest sharpen a nonmagic weapon. Damage bonus equal to half prof. Lasts for number of hits equal to half your level (rnd up)
- Prof with unarmed attacks and increase unarmed damage
- -5 to attack roll and hit a prone creature. it becomes stunned
- When reducing a creature to 0 with melee attack, use bonus action. Creatures in 30 ft can become frightened if they have less max HP
- Adv. on opportunity attacks with daggers
- Adv. to conceal daggers
- Deal psychic damage of spell lv + spellcasting ability modifier to a creature that sees through one of your illusions
- Ranged attacks dont have disadvantage in 5ft
- You can make an attack as a bonus action when disengaging
- +1 to death saves
- You can roll a death save when taking damage at 0 hp
- 1/turn when you hit a creature with a melee attack, its next attack until end of its next turn has disadvantage
- Bonus action make a martial strength based attack. On hit the next attack against the target has advantage.
- Costs 5 ft of movement to mount/dismount
- Your mount uses your proficiency bonus.
- When using a single weapon and off hand is empty gain +2 AC
- You can oppose attempts to parry or block with a strength check
- Reaction attempt to block an attack
- Reaction attempt to dodge an attack
- Reaction attempt to lessen an attack damage
- Suffer no penalty from flashy attacks (ala trick shots, mid air, flips, etc)
- Fire two arrows at once with -2 penalty to attack (extra damage die)
- Double prof to checks to escape grapples
- 1/round part of your action deal str mod damage to a grappled creature
- Spell mastery: spell is always treated as cast from 1 level higher
- Favorite spell: spell is always prepared
- Double prof to shoving
- Shove aside num of enemies equal to str mod
- Overrun num of enemies equal to str mod
- Bonus action command mount to attacks
- Bonus action reroll an attack with momentum
- Double prof to determine if something is poisonous
- On long rest can make a meal for up to 6 creatures. They regain additional hit dice and they have adv on con saves vs disease for 24 hours
- When outdoors you are considered to always have a healers kit
- Resistance to non-magic poison damage
- When using reach weapon take -5 to attack to increase reach by 5ft
- When reducing a creature to 0 use reaction to make 1 attack
- Gain 1 sorcerery point/long rest and a metamagic option (pick again for +2 sorcery points)
- Adv on checks to barter selling/purchasing/goods/services/rewards/payments
- Spend 1 hour conversing with local merchants and shop owners to learn best places to get supplies. For 24 hours each 1gp you spend earns you 1sp.
- 1/long rest shift initiative up 1 step
- Gain prof in initiative checks
- Considered 1 size larger for lifting, carrying weight, grappling, and shoving
- Use acrobatics to grapple
- Drawing a thrown weapon is part of an attack made with it.
- Creatures provoke opportunity attack when entering short range of your thrown weapon
- Gain thieves cant
- Adv to convince someone of innocence
- Creatures provoke opportunity attacks when entering reach
- Adv on checks and saves vs being knocked prone or moved from position unwillingly
- When attacking with one handed melee weapon you can bonus action attack witha thrown weapon
- Prof with improvised weapons
- When falling use reaction to reduce fall damage by amount equal to acrobatics check. Result of 0 damage and you do not land prone
- If move 20 ft use bonus action to make acrobatics check and use result as AC until end of turn
- Use wisdom for bow attack and damage
- -5 to attack with a bow. Make extra attack as a bonus action
- On hit with melee attack can move 5 ft at no cost without opportunity attacks
- When creature leaves reach use reaction to move up to half speed toward creature
- 1/long rest reroll a natural 1
- Luck: can use Charisma modifier to checks with an ability of score 9 or lower
- On damage use reaction to reduce damage by 1d6 (min 1)
- Adv on saves vs charm
- Adv on saves vs frighten
- Squeeze through spaces one size smaller than you without penalty
- Spend 1 min to stretch and limber up. gain adv on next str check within 1 min
- Reaction stand up after falling prone
- Attacks on you while prone do not have adv
- When you roll 10 or less on ability or attack use bonus action. Next attack against you before next turn has disadvantage
- Adv on charisma checks to gain favor when you accidentally wronged someone
- Short rests for you and up to 6 creatures only take 30 mins
- 1/long rest use action to end an ongoing effect that requires saves each turn
- Shield bash bonus action with shield mastery
- When dashing use bonus action to make one melee attack
- When you move 20ft straight and hit with a melee attack gain +5 to damage or shove/overrun with advantage
- 1/long rest reaction move up to half speed and make one attack
- 1/rest reroll spell attack
- Reaction give allies adv vs traps and resistance to trap dmg
- Light armor
- Medium armor
- Heavy armor
- +10 speed on dash
- Choose 1st level spell and can use it 1/long rest
- Inspiring leader gives d4 inspiration die for 10 minutes
- Gain d8s equal to prof mod/long rest. Add a d8 to check with an ability
- Standing uses 5 ft
- CLASS TALENT
- 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: ally attacks do bonus thunder damage
- 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
- 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 kit 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.
- 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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