28 System Reference Document 5.2.1
Classes
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, Na |
ture, Perception, or Survival
Weapon Proficiencies Simple and Martial weapons
| Armor Training | Light and Medium armor and Shields Choose A or B: (A) Greataxe, |
| Starting Equipment |
4 Handaxes, Explorer’s Pack,
and 15 GP; or (B) 75 GP
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.
Barbarian Class Features
As a Barbarian, you gain the following class features
when you reach the specified Barbarian levels.
These features are listed in the Barbarian Features
table.
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.
Barbarian Features
Level
Proficiency
Bonus Class Features Rages
Rage
Damage
Weapon
Mastery
1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2
2 +2 Danger Sense, Reckless Attack 2 +2 2
3 +2 Barbarian Subclass, Primal Knowledge 3 +2 2
4 +2 Ability Score Improvement 3 +2 3
5 +3 Extra Attack, Fast Movement 3 +2 3
6 +3 Subclass feature 4 +2 3
7 +3 Feral Instinct, Instinctive Pounce 4 +2 3
8 +3 Ability Score Improvement 4 +2 3
9 +4 Brutal Strike 4 +3 3
10 +4 Subclass feature 4 +3 4
11 +4 Relentless Rage 4 +3 4
12 +4 Ability Score Improvement 5 +3 4
13 +5 Improved Brutal Strike 5 +3 4
14 +5 Subclass feature 5 +3 4
15 +5 Persistent Rage 5 +3 4
16 +5 Ability Score Improvement 5 +4 4
17 +6 Improved Brutal Strike 6 +4 4
18 +6 Indomitable Might 6 +4 4
19 +6 Epic Boon 6 +4 4
20 +6 Primal Champion 6 +4 4
29 System Reference Document 5.2.1
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 subclass is 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 (see
“Feats”) 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.
30 System Reference Document 5.2.1
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 (see “Feats”) 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.
Barbarian Subclass:
Path of the Berserker
Channel Rage into Violent Fury
Barbarians who walk the Path of the Berserker
direct their Rage primarily toward violence. Their
path is one of untrammeled fury, and they thrill in
the chaos of battle as they allow their Rage to seize
and empower them.
Level 3: Frenzy
If you use Reckless Attack while your Rage is active,
you deal extra damage to the first target you hit on
your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal
to your Rage Damage bonus, and add them together.
The damage has the same type as the weapon or
Unarmed Strike used for the attack.
Level 6: Mindless Rage
You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you’re
Charmed or Frightened when you enter your Rage,
the condition ends on you.
Level 10: Retaliation
When you take damage from a creature that is
within 5 feet of you, you can take a Reaction to
make one melee attack against that creature, using
a weapon or an Unarmed Strike.
Level 14: Intimidating Presence
As a Bonus Action, you can strike terror into others
with your menacing presence and primal power.
When you do so, each creature of your choice in a
30-foot Emanation originating from you must make
a Wisdom saving throw (DC 8 plus your Strength
modifier and Proficiency Bonus). On a failed save,
a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s
turns, the creature repeats the save, ending the effect on itself on a success.
Once you use this feature, you can’t use it again
until you finish a Long Rest unless you expend a use
of your Rage (no action required) to restore your
use of it.
31 System Reference Document 5.2.1
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 (see “Playing the Game”) |
| Weapon Proficiencies Simple weapons | |
| Tool Proficiencies | Choose 3 Musical Instruments (see “Equipment”) Light armor |
| Armor Training | |
| 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
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 in “Character Creation” to determine your
available spell slots.
Bard 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.
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
Bard Features
Proficiency
Bonus
Bardic
Die
Prepared
Spells
——Spell Slots per Spell Level——
Level Class Features Cantrips 1 2 3 4 5 6 7 8 9
1 +2 Bardic Inspiration,
Spellcasting
D6 2 4 2 — — — — — — — —
2 +2 Expertise,
Jack of All Trades
D6 2 5 3 — — — — — — — —
3 +2 Bard Subclass D6 2 6 4 2 — — — — — — —
4 +2 Ability Score Improvement D6 3 7 4 3 — — — — — — —
5 +3 Font of Inspiration D8 3 9 4 3 2 — — — — — —
6 +3 Subclass feature D8 3 10 4 3 3 — — — — — —
7 +3 Countercharm D8 3 11 4 3 3 1 — — — — —
8 +3 Ability Score Improvement D8 3 12 4 3 3 2 — — — — —
9 +4 Expertise D8 3 14 4 3 3 3 1 — — — —
10 +4 Magical Secrets D10 4 15 4 3 3 3 2 — — — —
11 +4 — D10 4 16 4 3 3 3 2 1 — — —
12 +4 Ability Score Improvement D10 4 16 4 3 3 3 2 1 — — —
13 +5 — D10 4 17 4 3 3 3 2 1 1 — —
14 +5 Subclass feature D10 4 17 4 3 3 3 2 1 1 — —
15 +5 — D12 4 18 4 3 3 3 2 1 1 1 —
16 +5 Ability Score Improvement D12 4 18 4 3 3 3 2 1 1 1 —
17 +6 — D12 4 19 4 3 3 3 2 1 1 1 1
18 +6 Superior Inspiration D12 4 20 4 3 3 3 3 1 1 1 1
19 +6 Epic Boon D12 4 21 4 3 3 3 3 2 1 1 1
20 +6 Words of Creation D12 4 22 4 3 3 3 3 2 2 1 1
32 System Reference Document 5.2.1
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. See “Spells” for the rules on spellcasting. The
information below details how you use those rules
with Bard spells, which appear in the Bard spell list
later in the class’s description.
Cantrips. You know two cantrips of your choice
from the Bard spell list. Dancing Lights and Vicious
Mockery are recommended.
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. Charm Person, Color
Spray, Dissonant Whispers, and Healing Word are
recommended.
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 (see “Rules Glossary”) in two of
your skill proficiencies of your choice. Performance
and Persuasion are recommended if you have proficiency in them.
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. The College
of Lore subclass is detailed after this class’s description. 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 (see
“Feats”) 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.
33 System Reference Document 5.2.1
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 (see a class’s section for
its spell list). 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 (see “Feats”) or another
feat of your choice for which you qualify. Boon of
Spell Recall is recommended.
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.
Bard Spell List
This section presents the Bard spell list. The spells
are organized by spell level and then alphabetized,
and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a
specific Material component.
Cantrips (Level 0 Bard Spells)
| Spell | School | Special |
| Dancing Lights | Illusion | C |
| Light | Evocation | — |
| Mage Hand | Conjuration | — |
| Mending | Transmutation | — |
| Message | Transmutation | — |
| Minor Illusion | Illusion | — |
Spell School Special
Prestidigitation Transmutation —
Starry Wisp Evocation —
True Strike Divination —
Vicious Mockery Enchantment —
Level 1 Bard Spells
Spell School Special
Animal Friendship Enchantment —
Bane Enchantment C
Charm Person Enchantment —
Color Spray Illusion —
Command Enchantment —
Comprehend Languages Divination R
Cure Wounds Abjuration —
Detect Magic Divination C, R
Disguise Self Illusion —
Dissonant Whispers Enchantment —
Faerie Fire Evocation C
Feather Fall Transmutation —
Healing Word Abjuration —
Heroism Enchantment C
Hideous Laughter Enchantment C
Identify Divination R, M
Illusory Script Illusion R, M
Longstrider Transmutation —
Silent Image Illusion C
Sleep Enchantment C
Speak with Animals Divination R
Thunderwave Evocation —
Unseen Servant Conjuration R
Level 2 Bard Spells
Spell School Special
Aid Abjuration —
Animal Messenger Enchantment R
Blindness/Deafness Transmutation —
Calm Emotions Enchantment C
Detect Thoughts Divination C
Enhance Ability Transmutation C
Enlarge/Reduce Transmutation C
Enthrall Enchantment C
Heat Metal Transmutation C
Hold Person Enchantment C
34 System Reference Document 5.2.1
Spell School Special
Invisibility Illusion C
Knock Transmutation —
Lesser Restoration Abjuration —
Locate Animals or Plants Divination R
Locate Object Divination C
Magic Mouth Illusion R, M
Mirror Image Illusion —
See Invisibility Divination —
Shatter Evocation —
Silence Illusion C, R
Suggestion Enchantment C
Zone of Truth Enchantment —
Level 3 Bard Spells
Spell School Special
Bestow Curse Necromancy C
Clairvoyance Divination C, M
Dispel Magic Abjuration —
Fear Illusion C
Glyph of Warding Abjuration M
Hypnotic Pattern Illusion C
Major Image Illusion C
Mass Healing Word Abjuration —
Nondetection Abjuration M
Plant Growth Transmutation —
Sending Divination —
Slow Transmutation C
Speak with Dead Necromancy —
Speak with Plants Transmutation —
Stinking Cloud Conjuration C
Tiny Hut Evocation R
Tongues Divination —
Level 4 Bard Spells
Spell School Special
Charm Monster Enchantment —
Compulsion Enchantment C
Confusion Enchantment C
Dimension Door Conjuration —
Freedom of Movement Abjuration —
Greater Invisibility Illusion C
Hallucinatory Terrain Illusion —
Locate Creature Divination C
Phantasmal Killer Illusion C
Polymorph Transmutation C
Level 5 Bard Spells
Spell School Special
Animate Objects Transmutation C
Awaken Transmutation M
Dominate Person Enchantment C
Dream Illusion —
Geas Enchantment —
Greater Restoration Abjuration M
Hold Monster Enchantment C
Legend Lore Divination M
Mass Cure Wounds Abjuration —
Mislead Illusion C
Modify Memory Enchantment C
Planar Binding Abjuration M
Raise Dead Necromancy M
Scrying Divination C, M
Seeming Illusion —
Telepathic Bond Divination R
Teleportation Circle Conjuration M
Level 6 Bard Spells
Spell School Special
Eyebite Necromancy C
Find the Path Divination C, M
Guards and Wards Abjuration M
Heroes’ Feast Conjuration M
Irresistible Dance Enchantment C
Mass Suggestion Enchantment —
Programmed Illusion Illusion M
True Seeing Divination M
Level 7 Bard Spells
Spell School Special
Arcane Sword Evocation C, M
Etherealness Conjuration —
Forcecage Evocation C, M
Magnificent Mansion Conjuration M
Mirage Arcane Illusion —
Prismatic Spray Evocation —
Project Image Illusion C, M
Regenerate Transmutation —
Resurrection Necromancy M
Symbol Abjuration M
Teleport Conjuration —
35 System Reference Document 5.2.1
Level 8 Bard Spells
Spell
| School | Special |
| Enchantment | — |
| Enchantment | — |
| Enchantment | C |
| Enchantment | — |
| Abjuration | — |
| Enchantment | — |
Antipathy/Sympathy Befuddlement Dominate Monster Glibness Mind Blank Power Word Stun Level 9 Bard Spells
Spell
| School | Special |
| Divination | — |
| Enchantment | — |
| Enchantment | — |
| Abjuration | — |
| Transmutation | C |
Foresight Power Word Heal Power Word Kill Prismatic Wall True Polymorph Bard Subclass:
College of Lore
Plumb the Depths of Magical Knowledge
Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes,
mystical rites, and peasant tales. The college’s members gather in libraries and universities to share
their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important
figures of authority.
Level 3: Bonus Proficiencies
You gain proficiency with three skills of your choice.
Level 3: Cutting Words
You learn to use your wit to supernaturally distract,
confuse, and otherwise sap the confidence and competence of others. When a creature that you can see
within 60 feet of yourself makes a damage roll or
succeeds on an ability check or attack roll, you can
take a Reaction to expend one use of your Bardic
Inspiration; roll your Bardic Inspiration die, and
subtract the number rolled from the creature’s roll,
reducing the damage or potentially turning the success into a failure.
Level 6: Magical Discoveries
You learn two spells of your choice. These spells can
come from the Cleric, Druid, or Wizard spell list or
any combination thereof (see a class’s section for its
spell list). A spell you choose must be a cantrip or a
spell for which you have spell slots, as shown in the
Bard Features table.
You always have the chosen spells prepared, and
whenever you gain a Bard level, you can replace one
of the spells with another spell that meets these
requirements.
Level 14: Peerless Skill
When you make an ability check or attack roll and
fail, you can expend one use of Bardic Inspiration;
roll the Bardic Inspiration die, and add the number
rolled to the d20, potentially turning a failure into
a success. On a failure, the Bardic Inspiration isn’t
expended.
36 System Reference Document 5.2.1
Cleric
Core Cleric Traits
Primary Ability Wisdom
Hit Point Die D8 per Cleric level
Saving Throw
Proficiencies
Wisdom and Charisma
| Skill Proficiencies | Choose 2: History, Insight, Medicine, Persuasion, or |
Religion
Weapon Proficiencies Simple weapons
| Armor Training | Light and Medium armor and Shields Choose A or B: (A) Chain Shirt, |
| Starting Equipment |
Shield, Mace, Holy Symbol,
Priest’s Pack, and 7 GP; or (B)
110 GP
Becoming a Cleric …
As a Level 1 Character
• Gain all the traits in the Core Cleric Traits table.
• Gain the Cleric’s level 1 features, which are listed
in the Cleric Features table.
As a Multiclass Character
• Gain the following traits from the Core Cleric
Traits table: Hit Point Die and training with Light
and Medium armor and Shields.
• Gain the Cleric’s level 1 features, which are listed
in the Cleric Features table. See the multiclassing
rules in “Character Creation” to determine your
available spell slots.
Cleric Class Features
As a Cleric, you gain the following class features
when you reach the specified Cleric levels. These
features are listed in the Cleric Features table.
Level 1: Spellcasting
You have learned to cast spells through prayer and
meditation. See “Spells” for the rules on spellcasting. The information below details how you use
those rules with Cleric spells, which appear on the
Cleric spell list later in the class’s description.
Cantrips. You know three cantrips of your choice
from the Cleric spell list. Guidance, Sacred Flame,
and Thaumaturgy are recommended.
Whenever you gain a Cleric level, you can replace
one of your cantrips with another cantrip of your
choice from the Cleric spell list.
Cleric Features
Proficiency
Bonus
Channel
Divinity
Prepared
Spells
——Spell Slots per Spell Level——
Level Class Features Cantrips 1 2 3 4 5 6 7 8 9
1 +2 Spellcasting, Divine Order — 3 4 2 — — — — — — — —
2 +2 Channel Divinity 2 3 5 3 — — — — — — — —
3 +2 Cleric Subclass 2 3 6 4 2 — — — — — — —
4 +2 Ability Score Improvement 2 4 7 4 3 — — — — — — —
5 +3 Sear Undead 2 4 9 4 3 2 — — — — — —
6 +3 Subclass feature 3 4 10 4 3 3 — — — — — —
7 +3 Blessed Strikes 3 4 11 4 3 3 1 — — — — —
8 +3 Ability Score Improvement 3 4 12 4 3 3 2 — — — — —
9 +4 — 3 4 14 4 3 3 3 1 — — — —
10 +4 Divine Intervention 3 5 15 4 3 3 3 2 — — — —
11 +4 — 3 5 16 4 3 3 3 2 1 — — —
12 +4 Ability Score Improvement 3 5 16 4 3 3 3 2 1 — — —
13 +5 — 3 5 17 4 3 3 3 2 1 1 — —
14 +5 Improved Blessed Strikes 3 5 17 4 3 3 3 2 1 1 — —
15 +5 — 3 5 18 4 3 3 3 2 1 1 1 —
16 +5 Ability Score Improvement 3 5 18 4 3 3 3 2 1 1 1 —
17 +6 Subclass feature 3 5 19 4 3 3 3 2 1 1 1 1
18 +6 — 4 5 20 4 3 3 3 3 1 1 1 1
19 +6 Epic Boon 4 5 21 4 3 3 3 3 2 1 1 1
20 +6 Greater Divine Intervention 4 5 22 4 3 3 3 3 2 2 1 1
37 System Reference Document 5.2.1
When you reach Cleric levels 4 and 10, you learn
another cantrip of your choice from the Cleric spell
list, as shown in the Cantrips column of the Cleric
Features table.
Spell Slots. The Cleric 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 Cleric spell list. Bless, Cure Wounds, Guiding
Bolt, and Shield of Faith are recommended.
The number of spells on your list increases as you
gain Cleric levels, as shown in the Prepared Spells
column of the Cleric Features table. Whenever that
number increases, choose additional spells from the
Cleric 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 Cleric, your list
of prepared spells can include six spells of levels 1
and 2 in any combination.
If another Cleric 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
Cleric 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 Cleric spells for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting
ability for your Cleric spells.
Spellcasting Focus. You can use a Holy Symbol as
a Spellcasting Focus for your Cleric spells.
Level 1: Divine Order
You have dedicated yourself to one of the following
sacred roles of your choice.
Protector. Trained for battle, you gain proficiency
with Martial weapons and training with Heavy
armor.
Thaumaturge. You know one extra cantrip from
the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your
Intelligence (Arcana or Religion) checks. The bonus
equals your Wisdom modifier (minimum of +1).
Level 2: Channel Divinity
You can channel divine energy directly from the
Outer Planes to fuel magical effects. You start with
two such effects: Divine Spark and Turn Undead,
each of which is described below. Each time you use
this class’s Channel Divinity, choose which Channel
Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.
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 additional uses
when you reach certain Cleric levels, as shown in
the Channel Divinity column of the Cleric Features
table.
If a Channel Divinity effect requires a saving
throw, the DC equals the spell save DC from this
class’s Spellcasting feature.
Divine Spark. As a Magic action, you point your
Holy Symbol at another creature you can see within
30 feet of yourself and focus divine energy at it.
Roll 1d8 and add your Wisdom modifier. You either
restore Hit Points to the creature equal to that total
or force the creature to make a Constitution saving
throw. On a failed save, the creature takes Necrotic
or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as
much damage (round down).
You roll an additional d8 when you reach Cleric
levels 7 (2d8), 13 (3d8), and 18 (4d8).
Turn Undead. As a Magic action, you present your
Holy Symbol and censure Undead creatures. Each
Undead of your choice within 30 feet of you must
make a Wisdom saving throw. If the creature fails
its save, it has the Frightened and Incapacitated
conditions for 1 minute. For that duration, it tries
to move as far from you as it can on its turns. This
effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if
you die.
Level 3: Cleric Subclass
You gain a Cleric subclass of your choice. The Life
Domain subclass is detailed after this class’s description. A subclass is a specialization that grants
you features at certain Cleric levels. For the rest of
your career, you gain each of your subclass’s features that are of your Cleric level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see
“Feats”) or another feat of your choice for which you
qualify. You gain this feature again at Cleric levels 8,
12, and 16.
Level 5: Sear Undead
Whenever you use Turn Undead, you can roll a
number of d8s equal to your Wisdom modifier
(minimum of 1d8) and add the rolls together. Each
Undead that fails its saving throw against that use
of Turn Undead takes Radiant damage equal to the
roll’s total. This damage doesn’t end the turn effect.
38 System Reference Document 5.2.1
Level 7: Blessed Strikes
Divine power infuses you in battle. You gain one of
the following options of your choice (if you get either option from a Cleric subclass in an older book,
use only the option you choose for this feature).
Divine Strike. Once on each of your turns when
you hit a creature with an attack roll using a
weapon, you can cause the target to take an extra
1d8 Necrotic or Radiant damage (your choice).
Potent Spellcasting. Add your Wisdom modifier
to the damage you deal with any Cleric cantrip.
Level 10: Divine Intervention
You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any
Cleric spell of level 5 or lower that doesn’t require a
Reaction to cast. As part of the same action, you cast
that spell without expending a spell slot or needing
Material components. You can’t use this feature
again until you finish a Long Rest.
Level 14: Improved Blessed Strikes
The option you chose for Blessed Strikes grows
more powerful.
Divine Strike. The extra damage of your Divine
Strike increases to 2d8.
Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can
give vitality to yourself or another creature within
60 feet of yourself, granting a number of Temporary
Hit Points equal to twice your Wisdom modifier.
Level 19: Epic Boon
You gain an Epic Boon feat (see “Feats”) or another
feat of your choice for which you qualify. Boon of
Fate is recommended.
Level 20: Greater Divine Intervention
You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell.
If you do so, you can’t use Divine Intervention again
until you finish 2d4 Long Rests.
Cleric Spell List
This section presents the Cleric spell list. The spells
are organized by spell level and then alphabetized,
and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a
specific Material component.
Cantrips (Level 0 Cleric Spells)
| Spell | School | Special |
| Guidance | Divination | C |
| Light | Evocation | — |
| Mending | Transmutation | — |
| Resistance | Abjuration | C |
| Sacred Flame Spare the Dying Thaumaturgy | Evocation Necromancy Transmutation | — — — |
Level 1 Cleric Spells
Spell School Special
Bane Enchantment C
Bless Enchantment C, M
Command Enchantment —
Create or Destroy Water Transmutation —
Cure Wounds Abjuration —
Detect Evil and Good Divination C
Detect Magic Divination C, R
Detect Poison and Disease Divination C, R
Guiding Bolt Evocation —
Healing Word Abjuration —
Inflict Wounds Necromancy —
Protection from Evil and Good Abjuration C, M
Purify Food and Drink Transmutation R
Sanctuary Abjuration —
Shield of Faith Abjuration C
Level 2 Cleric Spells
Spell School Special
Aid Abjuration —
Augury Divination R, M
Blindness/Deafness Transmutation —
Calm Emotions Enchantment C
Continual Flame Evocation M
Enhance Ability Transmutation C
Find Traps Divination —
Gentle Repose Necromancy R, M
Hold Person Enchantment C
Lesser Restoration Abjuration —
Locate Object Divination C
Prayer of Healing Abjuration —
39 System Reference Document 5.2.1
Spell School Special
Protection from Poison Abjuration —
Silence Illusion C, R
Spiritual Weapon Evocation C
Warding Bond Abjuration M
Zone of Truth Enchantment —
Level 3 Cleric Spells
Spell School Special
Animate Dead Necromancy —
Beacon of Hope Abjuration C
Bestow Curse Necromancy C
Clairvoyance Divination C, M
Create Food and Water Conjuration —
Daylight Evocation —
Dispel Magic Abjuration —
Glyph of Warding Abjuration M
Magic Circle Abjuration M
Mass Healing Word Abjuration —
Meld into Stone Transmutation R
Protection from Energy Abjuration C
Remove Curse Abjuration —
Revivify Necromancy M
Sending Divination —
Speak with Dead Necromancy —
Spirit Guardians Conjuration C
Tongues Divination —
Water Walk Transmutation R
Level 4 Cleric Spells
Spell School Special
Aura of Life Abjuration C
Banishment Abjuration C
Control Water Transmutation C
Death Ward Abjuration —
Divination Divination R, M
Freedom of Movement Abjuration —
Guardian of Faith Conjuration —
Locate Creature Divination C
Stone Shape Transmutation —
Level 5 Cleric Spells
Spell School Special
Commune Divination R
Contagion Necromancy —
Dispel Evil and Good Abjuration C
Flame Strike Evocation —
Geas Enchantment —
Greater Restoration Abjuration M
Hallow Abjuration M
Insect Plague Conjuration C
Legend Lore Divination M
Mass Cure Wounds Abjuration —
Planar Binding Abjuration M
Raise Dead Necromancy M
Scrying Divination C, M
Level 6 Cleric Spells
Spell School Special
Blade Barrier Evocation C
Create Undead Necromancy M
Find the Path Divination C, M
Forbiddance Abjuration R, M
Harm Necromancy —
Heal Abjuration —
Heroes’ Feast Conjuration M
Planar Ally Conjuration —
Sunbeam Evocation C
True Seeing Divination M
Word of Recall Conjuration —
Level 7 Cleric Spells
Spell School Special
Conjure Celestial Conjuration C
Divine Word Evocation —
Etherealness Conjuration —
Fire Storm Evocation —
Plane Shift Conjuration M
Regenerate Transmutation —
Resurrection Necromancy M
Symbol Abjuration M
40 System Reference Document 5.2.1
Level 8 Cleric Spells
| Spell | School | Special |
| Antimagic Field | Abjuration | C |
| Control Weather | Transmutation | C |
| Earthquake | Transmutation | C |
| Holy Aura | Abjuration | C, M |
| Sunburst | Evocation | — |
Level 9 Cleric Spells
| Spell | School | Special |
| Astral Projection | Necromancy | M |
| Gate | Conjuration | C, M |
| Mass Heal | Abjuration | — |
| Power Word Heal | Enchantment | — |
| True Resurrection | Necromancy | M |
Cleric Subclass: Life Domain
Soothe the Hurts of the World
The Life Domain focuses on the positive energy that
helps sustain all life in the multiverse. Clerics who
tap into this domain are masters of healing, using
that life force to cure many hurts.
Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any
religious tradition might choose it. This domain is
particularly associated with agricultural deities,
gods of healing or endurance, and gods of home and
community. Religious orders of healing also seek
the magic of this domain.
Level 3: Disciple of Life
When a spell you cast with a spell slot restores Hit
Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The
additional Hit Points equal 2 plus the spell slot’s
level.
Level 3: Life Domain Spells
Your connection to this divine domain ensures you
always have certain spells ready. When you reach
a Cleric level specified in the Life Domain Spells
table, you thereafter always have the listed spells
prepared.
Life Domain Spells
Cleric
Level
Prepared Spells
3 Aid, Bless, Cure Wounds,
Lesser Restoration
5 Mass Healing Word, Revivify
7 Aura of Life, Death Ward
9 Greater Restoration, Mass Cure Wounds
Level 3: Preserve Life
As a Magic action, you present your Holy Symbol
and expend a use of your Channel Divinity to evoke
healing energy that can restore a number of Hit
Points equal to five times your Cleric level. Choose
Bloodied creatures within 30 feet of yourself (which
can include you), and divide those Hit Points among
them. This feature can restore a creature to no
more than half its Hit Point maximum.
Level 6: Blessed Healer
The healing spells you cast on others heal you as
well. Immediately after you cast a spell with a spell
slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points
equal to 2 plus the spell slot’s level.
Level 17: Supreme Healing
When you would normally roll one or more dice to
restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die.
For example, instead of restoring 2d6 Hit Points to a
creature with a spell, you restore 12.
41 System Reference Document 5.2.1
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 Ar mor, Shield, Sickle, Druidic Fo cus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; |
or (B) 50 GP
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 “Character Creation” to determine your
available spell slots.
Druid 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.
Level 1: Spellcasting
You have learned to cast spells through studying
the mystical forces of nature. See “Spells” for the
rules on spellcasting. The information below details
Druid Features
Proficiency
Bonus
Wild
Shape
Prepared
Spells
——Spell Slots per Spell Level——
Level Class Features Cantrips 1 2 3 4 5 6 7 8 9
1 +2 Spellcasting, Druidic,
Primal Order
— 2 4 2 — — — — — — — —
2 +2 Wild Shape,
Wild Companion
2 2 5 3 — — — — — — — —
3 +2 Druid Subclass 2 2 6 4 2 — — — — — — —
4 +2 Ability Score Improvement 2 3 7 4 3 — — — — — — —
5 +3 Wild Resurgence 2 3 9 4 3 2 — — — — — —
6 +3 Subclass feature 3 3 10 4 3 3 — — — — — —
7 +3 Elemental Fury 3 3 11 4 3 3 1 — — — — —
8 +3 Ability Score Improvement 3 3 12 4 3 3 2 — — — — —
9 +4 — 3 3 14 4 3 3 3 1 — — — —
10 +4 Subclass feature 3 4 15 4 3 3 3 2 — — — —
11 +4 — 3 4 16 4 3 3 3 2 1 — — —
12 +4 Ability Score Improvement 3 4 16 4 3 3 3 2 1 — — —
13 +5 — 3 4 17 4 3 3 3 2 1 1 — —
14 +5 Subclass feature 3 4 17 4 3 3 3 2 1 1 — —
15 +5 Improved Elemental Fury 3 4 18 4 3 3 3 2 1 1 1 —
16 +5 Ability Score Improvement 3 4 18 4 3 3 3 2 1 1 1 —
17 +6 — 4 4 19 4 3 3 3 2 1 1 1 1
18 +6 Beast Spells 4 4 20 4 3 3 3 3 1 1 1 1
19 +6 Epic Boon 4 4 21 4 3 3 3 3 2 1 1 1
20 +6 Archdruid 4 4 22 4 3 3 3 3 2 2 1 1
42 System Reference Document 5.2.1
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. Druidcraft and Produce
Flame are recommended.
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. Animal Friendship,
Cure Wounds, Faerie Fire, and Thunderwave are
recommended.
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. 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 (see “Animals” in “Monsters” for
stat block options). The Rat, Riding Horse, Spider,
and Wolf are recommended. 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
other sources for eligible Beasts if the Game 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
43 System Reference Document 5.2.1
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 shapeshifting 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 GM 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.
Level 3: Druid Subclass
You gain a Druid subclass of your choice. The Circle
of the Land subclass is detailed after this class’s description. 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 (see
“Feats”) 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.
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 (see “Feats”) or another
feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
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.
44 System Reference Document 5.2.1
Druid Spell List
This section presents the Druid spell list. The spells
are organized by spell level and then alphabetized,
and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a
specific Material component.
Cantrips (Level 0 Druid Spells)
| Spell | School | Special |
| Druidcraft | Transmutation | — |
| Elementalism | Transmutation | — |
| Guidance | Divination | C |
| Mending | Transmutation | — |
| Message | Transmutation | — |
| Poison Spray | Necromancy | — |
| Produce Flame | Conjuration | — |
| Resistance | Abjuration | C |
| Shillelagh Spare the Dying Starry Wisp | Transmutation Necromancy Evocation | — — — |
Level 1 Druid Spells
| Spell | School | Special |
| Animal Friendship | Enchantment | — |
| Charm Person Create or Destroy Water Cure Wounds | Enchantment Transmutation Abjuration | — — — |
| Detect Magic Detect Poison and Disease Entangle | Divination Divination Conjuration | C, R C, R C |
| Faerie Fire | Evocation | C |
| Fog Cloud | Conjuration | C |
| Goodberry | Conjuration | — |
| Healing Word | Abjuration | — |
| Ice Knife | Conjuration | — |
| Jump | Transmutation | — |
| Longstrider Protection from Evil and Good Purify Food and Drink | Transmutation Abjuration Transmutation | — C, M R |
| Speak with Animals Thunderwave | Divination Evocation | R — |
Level 2 Druid Spells
Spell School Special
Aid Abjuration —
Animal Messenger Enchantment R
Augury Divination R, M
Barkskin Transmutation —
Continual Flame Evocation M
Darkvision Transmutation —
Enhance Ability Transmutation C
Enlarge/Reduce Transmutation C
Find Traps Divination —
Flame Blade Evocation C
Flaming Sphere Evocation C
Gust of Wind Evocation C
Heat Metal Transmutation C
Hold Person Enchantment C
Lesser Restoration Abjuration —
Locate Animals or Plants Divination R
Locate Object Divination C
Moonbeam Evocation C
Pass without Trace Abjuration C
Protection from Poison Abjuration —
Spike Growth Transmutation C
Level 3 Druid Spells
Spell School Special
Call Lightning Conjuration C
Conjure Animals Conjuration C
Daylight Evocation —
Dispel Magic Abjuration —
Meld into Stone Transmutation R
Plant Growth Transmutation —
Protection from Energy Abjuration C
Revivify Necromancy M
Sleet Storm Conjuration C
Speak with Plants Transmutation —
Water Breathing Transmutation R
Water Walk Transmutation R
Wind Wall Evocation C
45 System Reference Document 5.2.1
Level 4 Druid Spells
Spell School Special
Blight Necromancy —
Charm Monster Enchantment —
Confusion Enchantment C
Conjure Minor Elementals Conjuration C
Conjure Woodland Beings Conjuration C
Control Water Transmutation C
Divination Divination R, M
Dominate Beast Enchantment C
Fire Shield Evocation —
Freedom of Movement Abjuration —
Giant Insect Conjuration C
Hallucinatory Terrain Illusion —
Ice Storm Evocation —
Locate Creature Divination C
Polymorph Transmutation C
Stone Shape Transmutation —
Stoneskin Transmutation C, M
Wall of Fire Evocation C
Level 5 Druid Spells
Spell School Special
Antilife Shell Abjuration C
Awaken Transmutation M
Commune with Nature Divination R
Cone of Cold Evocation —
Conjure Elemental Conjuration C
Contagion Necromancy —
Geas Enchantment —
Greater Restoration Abjuration M
Insect Plague Conjuration C
Mass Cure Wounds Abjuration —
Planar Binding Abjuration M
Reincarnate Necromancy M
Scrying Divination C, M
Tree Stride Conjuration C
Wall of Stone Evocation C
Level 6 Druid Spells
Spell School Special
Conjure Fey Conjuration C
Find the Path Divination C, M
Flesh to Stone Transmutation C
Heal Abjuration —
Heroes’ Feast Conjuration M
Move Earth Transmutation C
Sunbeam Evocation C
Transport via Plants Conjuration —
Wall of Thorns Conjuration C
Wind Walk Transmutation —
Level 7 Druid Spells
Spell School Special
Fire Storm Evocation —
Mirage Arcane Illusion —
Plane Shift Conjuration M
Regenerate Transmutation —
Reverse Gravity Transmutation C
Symbol Abjuration M
Level 8 Druid Spells
Spell School Special
Animal Shapes Transmutation —
Antipathy/Sympathy Enchantment —
Befuddlement Enchantment —
Control Weather Transmutation C
Earthquake Transmutation C
Incendiary Cloud Conjuration C
Sunburst Evocation —
Tsunami Conjuration C
Level 9 Druid Spells
Spell School Special
Foresight Divination —
Shapechange Transmutation C, M
Storm of Vengeance Conjuration C
True Resurrection Necromancy M
46 System Reference Document 5.2.1
Druid Subclass:
Circle of the Land
Celebrate Connection to the Natural World
The Circle of the Land comprises mystics and sages
who safeguard ancient knowledge and rites. These
Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The
circle’s wisest members preside as the chief priests
of their communities.
Level 3: Circle of the Land Spells
Whenever you finish a Long Rest, choose one type
of land: arid, polar, temperate, or tropical. Consult
the table below that corresponds to the chosen
type; you have the spells listed for your Druid level
and lower prepared.
Arid Land
Druid Level Circle Spells
3 Blur, Burning Hands, Fire Bolt
5 Fireball
7 Blight
9 Wall of Stone
Polar Land
Druid Level Circle Spells
3 Fog Cloud, Hold Person, Ray of Frost
5 Sleet Storm
7 Ice Storm
9 Cone of Cold
Temperate Land
Druid Level Circle Spells
3 Misty Step, Shocking Grasp, Sleep
5 Lightning Bolt
7 Freedom of Movement
9 Tree Stride
Tropical Land
Druid Level Circle Spells
3 Acid Splash, Ray of Sickness, Web
5 Stinking Cloud
7 Polymorph
9 Insect Plague
Level 3: Land’s Aid
As a Magic action, you can expend a use of your Wild
Shape and choose a point within 60 feet of yourself.
Vitality-giving flowers and life-draining thorns
appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in
the Sphere must make a Constitution saving throw
against your spell save DC, taking 2d6 Necrotic
damage on a failed save or half as much damage on
a successful one. One creature of your choice in that
area regains 2d6 Hit Points.
The damage and healing increase by 1d6 when
you reach Druid levels 10 (3d6) and 14 (4d6).
Level 6: Natural Recovery
You can cast one of the level 1+ spells that you have
prepared from your Circle Spells feature without
expending a spell slot, and you must finish a Long
Rest before you do so again.
In addition, when you finish a Short Rest, you can
choose expended spell slots to recover. The spell
slots can have a combined level that is equal to or
less than half your Druid level (round up), and none
of them can be level 6+. For example, if you’re a level
6 Druid, you can recover up to three levels’ worth of
spell slots. You can recover a level 3 spell slot, a level
2 and a level 1 spell slot, or three level 1 spell slots.
Once you recover spell slots with this feature, you
can’t do so again until you finish a Long Rest.
Level 10: Nature’s Ward
You are immune to the Poisoned condition, and you
have Resistance to a damage type associated with
your current land choice in the Circle Spells feature,
as shown in the Nature’s Ward table.
Nature’s Ward
| Land Type | Resistance | Land Type | Resistance |
| Arid | Fire | Temperate | Lightning |
| Polar | Cold | Tropical | Poison |
Level 14: Nature’s Sanctuary
As a Magic action, you can expend a use of your Wild
Shape and cause spectral trees and vines to appear
in a 15-foot Cube on the ground within 120 feet of
yourself. They last there for 1 minute or until you
have the Incapacitated condition or die. You and
your allies have Half Cover while in that area, and
your allies gain the current Resistance of your Nature’s Ward while there.
As a Bonus Action, you can move the Cube up to
60 feet to ground within 120 feet of yourself.
47 System Reference Document 5.2.1
Fighter
Core Fighter Traits
| Primary Ability | Strength or 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
| Armor Training | Light, Medium, and Heavy ar mor and Shields Choose A, B, or C: (A) Chain |
| Starting Equipment |
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
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.
Fighter 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 1: Fighting Style
You have honed your martial prowess and gain a
Fighting Style feat of your choice (see “Feats”). Defense is recommended.
Whenever you gain a Fighter level, you can replace
the feat you chose with a different Fighting Style
feat.
Fighter Features
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
48 System Reference Document 5.2.1
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. The
Champion subclass is detailed after this class’s description. 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 (see
“Feats”) 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: 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 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 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 (see “Feats”) or another
feat of your choice for which you qualify. Boon of
Combat Prowess is recommended.
Level 20: Three Extra Attacks
You can attack four times instead of once whenever
you take the Attack action on your turn.
49 System Reference Document 5.2.1
Fighter Subclass: Champion
Pursue Physical Excellence in Combat
A Champion focuses on the development of martial
prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril,
and garner glory. Whether in athletic contests or
bloody battle, Champions strive for the crown of the
victor.
Level 3: Improved Critical
Your attack rolls with weapons and Unarmed
Strikes can score a Critical Hit on a roll of 19 or 20
on the d20.
Level 3: Remarkable Athlete
Thanks to your athleticism, you have Advantage on
Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical
Hit, you can move up to half your Speed without
provoking Opportunity Attacks.
Level 7: Additional Fighting Style
You gain another Fighting Style feat of your choice.
Level 10: Heroic Warrior
The thrill of battle drives you toward victory.
During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
Level 15: Superior Critical
Your attack rolls with weapons and Unarmed
Strikes can now score a Critical Hit on a roll of
18–20 on the d20.
Level 18: Survivor
You attain the pinnacle of resilience in battle, giving
you these benefits.
Defy Death. You have Advantage on Death Saving
Throws. Moreover, when you roll 18–20 on a Death
Saving Throw, you gain the benefit of rolling a 20 on
it.
Heroic Rally. At the start of each of your turns,
you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1
Hit Point.
Monk
Core Monk Traits
Primary Ability Dexterity and Wisdom
Hit Point Die D8 per Monk level
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 (see “Equipment”) None |
| Armor Training | |
| 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
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.
Monk Class Features
As a Monk, you gain the following class features
when you reach the specified Monk levels. These
features are listed in the Monk Features table.
50 System Reference Document 5.2.1
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
Monk 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.
51 System Reference Document 5.2.1
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. The Warrior of the Open Hand subclass is detailed after this
class’s description. 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 (see
“Feats”) 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.
52 System Reference Document 5.2.1
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 (see “Feats”) or another
feat of your choice for which you qualify. Boon of
Irresistible Offense is recommended.
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.
Monk Subclass: Warrior of the
Open Hand
Master Unarmed Combat Techniques
Warriors of the Open Hand are masters of unarmed
combat. They learn techniques to push and trip
their opponents and manipulate their own energy
to protect themselves from harm.
Level 3: Open Hand Technique
Whenever you hit a creature with an attack granted
by your Flurry of Blows, you can impose one of the
following effects on that target.
Addle. The target can’t make Opportunity Attacks
until the start of its next turn.
Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
Topple. The target must succeed on a Dexterity
saving throw or have the Prone condition.
Level 6: Wholeness of Body
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain
a number of Hit Points equal to the number rolled
plus your Wisdom modifier (minimum of 1 Hit Point
regained).
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 11: Fleet Step
When you take a Bonus Action other than Step of
the Wind, you can also use Step of the Wind immediately after that Bonus Action.
Level 17: Quivering Palm
You gain the ability to set up lethal vibrations in
someone’s body. When you hit a creature with an
Unarmed Strike, you can expend 4 Focus Points
to start these imperceptible vibrations, which last
for a number of days equal to your Monk level. The
vibrations are harmless unless you take an action
to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the
attacks to end the vibrations. To end them, you and
the target must be on the same plane of existence.
When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on
a failed save or half as much damage on a successful
one.
You can have only one creature under the effect
of this feature at a time. You can end the vibrations
harmlessly (no action required).
53 System Reference Document 5.2.1
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
| Armor Training | Light, Medium, and Heavy ar mor and Shields Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, |
| Starting Equipment |
Holy Symbol, Priest’s Pack,
and 9 GP; or (B) 150 GP
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 in “Character Creation” to determine your available spell slots.
Paladin Class Features
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.
Paladin Features
Proficiency
Bonus
Channel
Divinity
Prepared
Spells
—Spell Slots per Spell Level—
Level Class Features 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
54 System Reference Document 5.2.1
BrEakinG your oatH
A Paladin tries to hold to the highest standards of
conduct, but even the most dedicated are fallible.
Sometimes a Paladin transgresses their oath.
A Paladin who has broken a vow typically seeks
absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.
If your Paladin unrepentantly violates their oath,
talk to your GM. Your Paladin should probably take a
more appropriate subclass or even abandon the class
and adopt another one.
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. See “Spells” for the rules on spellcasting. The information below details how you use
those rules with Paladin spells, which appear in the
Paladin spell list later in the class’s description.
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. Heroism and Searing Smite are
recommended.
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 (see
“Feats” for feats). Instead of choosing one of those
feats, you can choose the option below.
Blessed Warrior. You learn two Cleric cantrips of
your choice (see the Cleric class’s section for a list
of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin
spells for you, and Charisma is your spellcasting
ability for them. Whenever you gain a Paladin level,
you can replace one of these cantrips with another
Cleric cantrip.
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.
55 System Reference Document 5.2.1
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. The Oath
of Devotion subclass is detailed after this class’s description. 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 (see
“Feats”) 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 (see “Feats”) or another
feat of your choice for which you qualify. Boon of
Truesight is recommended.
Paladin Spell List
This section presents the Paladin spell list. The
spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed.
In the Special column, C means the spell requires
Concentration, R means it’s a Ritual, and M means it
requires a specific Material component.
Level 1 Paladin Spells
| Spell | School | Special |
| Bless | Enchantment | C, M |
| Command | Enchantment | — |
| Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease | Abjuration Divination Divination Divination | — C C, R C, R |
56 System Reference Document 5.2.1
Spell School Special
Divine Favor Transmutation —
Divine Smite Evocation —
Heroism Enchantment C
Protection from Evil and Good Abjuration C, M
Purify Food and Drink Transmutation R
Searing Smite Evocation —
Shield of Faith Abjuration C
Level 2 Paladin Spells
Spell School Special
Aid Abjuration —
Find Steed Conjuration —
Gentle Repose Necromancy R, M
Lesser Restoration Abjuration —
Locate Object Divination C
Magic Weapon Transmutation —
Prayer of Healing Abjuration —
Protection from Poison Abjuration —
Shining Smite Transmutation C
Warding Bond Abjuration M
Zone of Truth Enchantment —
Level 3 Paladin Spells
Spell School Special
Create Food and Water Conjuration —
Daylight Evocation —
Dispel Magic Abjuration —
Magic Circle Abjuration M
Remove Curse Abjuration —
Revivify Necromancy M
Level 4 Paladin Spells
Spell School Special
Aura of Life Abjuration C
Banishment Abjuration C
Death Ward Abjuration —
Locate Creature Divination C
Level 5 Paladin Spells
Spell School Special
Dispel Evil and Good Abjuration C
Geas Enchantment —
Greater Restoration Abjuration M
Raise Dead Necromancy M
Paladin Subclass: Oath of Devotion
Uphold the Ideals of Justice and Order
The Oath of Devotion binds Paladins to the ideals
of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold
themselves to the highest standards of conduct, and
some—for better or worse—hold the rest of the
world to the same standards.
Many who swear this oath are devoted to gods
of law and good and use their gods’ tenets as the
measure of personal devotion. Others hold angels as
their ideals and incorporate images of angelic wings
into their helmets or coats of arms.
These paladins share the following tenets:
• Let your word be your promise.
• Protect the weak and never fear to act.
• Let your honorable deeds be an example.
Level 3: Oath of Devotion Spells
The magic of your oath ensures you always have
certain spells ready; when you reach a Paladin level
specified in the Oath of Devotion Spells table, you
thereafter always have the listed spells prepared.
Oath of Devotion Spells
Paladin Level Spells
3 Protection from Evil and Good,
Shield of Faith
5 Aid, Zone of Truth
9 Beacon of Hope, Dispel Magic
13 Freedom of Movement,
Guardian of Faith
17 Commune, Flame Strike
Level 3: Sacred Weapon
When you take the Attack action, you can expend
one use of your Channel Divinity to imbue one
Melee weapon that you are holding with positive
energy. For 10 minutes or until you use this feature
again, you add your Charisma modifier to attack
rolls you make with that weapon (minimum bonus
of +1), and each time you hit with it, you cause it to
deal its normal damage type or Radiant damage.
The weapon also emits Bright Light in a 20-foot
radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required).
This effect also ends if you aren’t carrying the
weapon.
Level 7: Aura of Devotion
You and your allies have Immunity to the Charmed
condition while in your Aura of Protection. If a
Charmed ally enters the aura, that condition has no
effect on that ally while there.
57 System Reference Document 5.2.1
Level 15: Smite of Protection
Your magical smite now radiates protective energy.
Whenever you cast Divine Smite, you and your allies
have Half Cover while in your Aura of Protection.
The aura has this benefit until the start of your next
turn.
Level 20: Holy Nimbus
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action
required). Once you use this feature, you can’t use it
again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot
(no action required).
Holy Ward. You have Advantage on any saving
throw you are forced to make by a Fiend or an
Undead.
Radiant Damage. Whenever an enemy starts its
turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that
is sunlight.
Ranger
Core Ranger Traits
| Primary Ability | Dexterity and Wisdom |
| Hit Point Die | D10 per Ranger level |
| 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
| Armor Training | Light and Medium armor and Shields Choose A or B: (A) Studded |
| Starting Equipment |
Leather Armor, Scimitar,
Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus
(sprig of mistletoe), Explorer’s
Pack, and 7 GP; or (B) 150 GP
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 in “Character Creation” to determine your available spell slots.
Ranger Class Features
As a Ranger, you gain the following class features
when you reach the specified Ranger levels. These
features are listed in the Ranger Features table.
Level 1: Spellcasting
You have learned to channel the magical essence of
nature to cast spells. See “Spells” for the rules on
spellcasting. The information below details how you
use those rules with Ranger spells, which appear in
the Ranger spell list later in the class’s description.
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.
58 System Reference Document 5.2.1
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. Cure Wounds and Ensnaring Strike are
recommended.
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, as shown in the Favored Enemy column of the Ranger Features table.
Level 1: Weapon Mastery
Your training with weapons allows you to use the
mastery properties of two kinds of weapons of your
Ranger Features
Proficiency
Bonus
Favored
Enemy
Prepared
Spells
—Spell Slots per Spell Level—
Level Class Features 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
59 System Reference Document 5.2.1
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 from the language tables in “Character
Creation.”
Level 2: Fighting Style
You gain a Fighting Style feat of your choice (see
“Feats”). Instead of choosing one of those feats, you
can choose the option below.
Druidic Warrior. You learn two Druid cantrips of
your choice (see the Druid class’s section for a list of
Druid spells). Guidance and Starry Wisp are recommended. 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. The
Hunter subclass is detailed after this class’s description. 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 (see
“Feats”) 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 (see “Feats”) or another
feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20: Foe Slayer
The damage die of your Hunter’s Mark is a d10
rather than a d6.
60 System Reference Document 5.2.1
Ranger Spell List
This section presents the Ranger spell list. The
spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed.
In the Special column, C means the spell requires
Concentration, R means it’s a Ritual, and M means it
requires a specific Material component.
Level 1 Ranger Spells
| Spell | School | Special |
| Alarm | Abjuration | R |
| Animal Friendship | Enchantment | — |
| Cure Wounds | Abjuration | — |
| Detect Magic Detect Poison and Disease Ensnaring Strike | Divination Divination Conjuration | C, R C, R C |
| Entangle | Conjuration | C |
| Fog Cloud | Conjuration | C |
| Goodberry Hunter’s Mark Jump | Conjuration Divination Transmutation | — C — |
| Longstrider Speak with Animals | Transmutation Divination | — R |
Level 2 Ranger Spells
| Spell | School | Special |
| Aid | Abjuration | — |
| Animal Messenger | Enchantment | R |
| Barkskin | Transmutation | — |
| Darkvision | Transmutation | — |
| Enhance Ability | Transmutation | C |
| Find Traps Gust of Wind Lesser Restoration Locate Animals or Plants | Divination Evocation Abjuration Divination | — C — R |
| Locate Object | Divination | C |
| Magic Weapon Pass without Trace Protection from Poison Silence | Transmutation Abjuration Abjuration Illusion | — C — C, R |
| Spike Growth | Transmutation | C |
Level 3 Ranger Spells
Spell School Special
Conjure Animals Conjuration C
Daylight Evocation —
Dispel Magic Abjuration —
Meld into Stone Transmutation R
Nondetection Abjuration M
Plant Growth Transmutation —
Protection from Energy Abjuration C
Revivify Necromancy M
Speak with Plants Transmutation —
Water Breathing Transmutation R
Water Walk Transmutation R
Wind Wall Evocation C
Level 4 Ranger Spells
Spell School Special
Conjure Woodland Beings Conjuration C
Dominate Beast Enchantment C
Freedom of Movement Abjuration —
Locate Creature Divination C
Stoneskin Transmutation C, M
Level 5 Ranger Spells
Spell School Special
Commune with Nature Divination R
Greater Restoration Abjuration M
Tree Stride Conjuration C
61 System Reference Document 5.2.1
Ranger Subclass: Hunter
Protect Nature and People from Destruction
You stalk prey in the wilds and elsewhere, using
your abilities as a Hunter to protect nature and
people everywhere from forces that would destroy
them.
Level 3: Hunter’s Lore
You can call on the forces of nature to reveal certain
strengths and weaknesses of your prey. While a
creature is marked by your Hunter’s Mark, you know
whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has
any, you know what they are.
Level 3: Hunter’s Prey
You gain one of the following feature options of your
choice. Whenever you finish a Short or Long Rest,
you can replace the chosen option with the other
one.
Colossus Slayer. Your tenacity can wear down
even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8
damage to the target if it’s missing any of its Hit
Points. You can deal this extra damage only once
per turn.
Horde Breaker. Once on each of your turns when
you make an attack with a weapon, you can make
another attack with the same weapon against a different creature that is within 5 feet of the original
target, that is within the weapon’s range, and that
you haven’t attacked this turn.
Level 7: Defensive Tactics
You gain one of the following feature options of your
choice. Whenever you finish a Short or Long Rest,
you can replace the chosen option with the other
one.
Escape the Horde. Opportunity Attacks have Disadvantage against you.
Multiattack Defense. When a creature hits you
with an attack roll, that creature has Disadvantage
on all other attack rolls against you this turn.
Level 11: Superior Hunter’s Prey
Once per turn when you deal damage to a creature
marked by your Hunter’s Mark, you can also deal
that spell’s extra damage to a different creature that
you can see within 30 feet of the first creature.
Level 15: Superior Hunter’s Defense
When you take damage, you can take a Reaction to
give yourself Resistance to that damage and any
other damage of the same type until the end of the
current turn.
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 Ar mor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, |
and 8 GP; or (B) 100 GP
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.
Rogue 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 1: Expertise
You gain Expertise in two of your skill proficiencies
of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
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
62 System Reference Document 5.2.1
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, which you choose from the language tables
in “Character Creation.”
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. The Thief
subclass is detailed after this class’s description. 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.
Rogue Features
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
63 System Reference Document 5.2.1
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see
“Feats”) 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.
Level 5: 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 (see “Feats”) or another
feat of your choice for which you qualify. Boon of the
Night Spirit is recommended.
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.
64 System Reference Document 5.2.1
Rogue Subclass: Thief
Hunt for Treasure as a Classic Adventurer
A mix of burglar, treasure hunter, and explorer, you
are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities
useful for delving into ruins and getting maximum
benefit from the magic items you find there.
Level 3: Fast Hands
As a Bonus Action, you can do one of the following.
Sleight of Hand. Make a Dexterity (Sleight of
Hand) check to pick a lock or disarm a trap with
Thieves’ Tools or to pick a pocket.
Use an Object. Take the Utilize action, or take the
Magic action to use a magic item that requires that
action.
Level 3: Second-Story Work
You’ve trained to get into especially hard-to-reach
places, granting you these benefits.
Climber. You gain a Climb Speed equal to your
Speed.
Jumper. You can determine your jump distance
using your Dexterity rather than your Strength.
Level 9: Supreme Sneak
You gain the following Cunning Strike option.
Stealth Attack (Cost: 1d6). If you have the Hide
action’s Invisible condition, this attack doesn’t end
that condition on you if you end the turn behind
Three-Quarters Cover or Total Cover.
Level 13: Use Magic Device
You’ve learned how to maximize use of magic items,
granting you the following benefits.
Attunement. You can attune to up to four magic
items at once.
Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of
6, you use the property without expending the
charges.
Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the
spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you
must first succeed on an Intelligence (Arcana) check
(DC 10 plus the spell’s level). On a successful check,
you cast the spell from the scroll. On a failed check,
the scroll disintegrates.
Level 17: Thief’s Reflexes
You are adept at laying ambushes and quickly escaping danger. You can take two turns during the
first round of any combat. You take your first turn
at your normal Initiative and your second turn at
your Initiative minus 10.
Sorcerer
Core Sorcerer Traits
| Primary Ability | Charisma |
| Hit Point Die | D6 per Sorcerer level |
| Saving Throw | |
| Proficiencies |
Constitution and Charisma
| Skill Proficiencies | Choose 2: Arcana, Deception, Insight, Intimidation, Persua sion, or Religion |
| Weapon Proficiencies Simple weapons | |
| 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
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 in “Character Creation” to determine your available spell slots.
Sorcerer Class Features
As a Sorcerer, you gain the following class features
when you reach the specified Sorcerer levels. These
features are listed in the Sorcerer Features table.
Level 1: Spellcasting
Drawing from your innate magic, you can cast
spells. See “Spells” for the rules on spellcasting. The
information below details how you use those rules
with Sorcerer spells, which appear in the Sorcerer
spell list later in the class’s description.
Cantrips. You know four Sorcerer cantrips of your
choice. Light, Prestidigitation, Shocking Grasp, and
Sorcerous Burst are recommended. 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+
65 System Reference Document 5.2.1
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. Burning Hands and Detect Magic are
recommended.
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:
Sorcerer Features
Proficiency
Bonus
Sorcery
Points
Prepared
Spells
——Spell Slots per Spell Level——
Level Class Features Cantrips 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
66 System Reference Document 5.2.1
• 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.
Creating Spell Slots
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. The
Draconic Sorcery subclass is detailed after this
class’s description. 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 (see
“Feats”) 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 (see “Feats”) or another
feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
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
67 System Reference Document 5.2.1
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.
Sorcerer Spell List
This section presents the Sorcerer spell list. The
spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed.
In the Special column, C means the spell requires
Concentration, R means it’s a Ritual, and M means it
requires a specific Material component.
Cantrips (Level 0 Sorcerer Spells)
| Spell | School | Special |
| Acid Splash | Evocation | — |
| Chill Touch | Necromancy | — |
| Dancing Lights | Illusion | C |
| Elementalism | Transmutation | — |
| Fire Bolt | Evocation | — |
| Light | Evocation | — |
| Mage Hand | Conjuration | — |
| Mending | Transmutation | — |
| Message | Transmutation | — |
| Minor Illusion | Illusion | — |
| Poison Spray | Necromancy | — |
| Prestidigitation Ray of Frost Shocking Grasp | Transmutation Evocation Evocation | — — — |
| Sorcerous Burst | Evocation | — |
| True Strike | Divination | — |
68 System Reference Document 5.2.1
Level 1 Sorcerer Spells
Spell School Special
Burning Hands Evocation —
Charm Person Enchantment —
Chromatic Orb Evocation M
Color Spray Illusion —
Comprehend Languages Divination R
Detect Magic Divination C, R
Disguise Self Illusion —
Expeditious Retreat Transmutation C
False Life Necromancy –
Feather Fall Transmutation —
Fog Cloud Conjuration C
Grease Conjuration —
Ice Knife Conjuration —
Jump Transmutation —
Mage Armor Abjuration —
Magic Missile Evocation —
Ray of Sickness Necromancy —
Shield Abjuration —
Silent Image Illusion C
Sleep Enchantment C
Thunderwave Evocation —
Level 2 Sorcerer Spells
Spell School Special
Alter Self Transmutation C
Blindness/Deafness Transmutation —
Blur Illusion C
Darkness Evocation C
Darkvision Transmutation —
Detect Thoughts Divination C
Dragon’s Breath Transmutation C
Enhance Ability Transmutation C
Enlarge/Reduce Transmutation C
Flame Blade Evocation C
Flaming Sphere Evocation C
Gust of Wind Evocation C
Spell School Special
Hold Person Enchantment C
Invisibility Illusion C
Knock Transmutation —
Levitate Transmutation C
Magic Weapon Transmutation —
Mirror Image Illusion —
Misty Step Conjuration —
Scorching Ray Evocation —
See Invisibility Divination —
Shatter Evocation —
Spider Climb Transmutation C
Suggestion Enchantment C
Web Conjuration C
Level 3 Sorcerer Spells
Spell School Special
Blink Transmutation —
Clairvoyance Divination C, M
Counterspell Abjuration —
Daylight Evocation —
Dispel Magic Abjuration —
Fear Illusion C
Fireball Evocation —
Fly Transmutation C
Gaseous Form Transmutation C
Haste Transmutation C
Hypnotic Pattern Illusion C
Lightning Bolt Evocation —
Major Image Illusion C
Protection from Energy Abjuration C
Sleet Storm Conjuration C
Slow Transmutation C
Stinking Cloud Conjuration C
Tongues Divination —
Vampiric Touch Necromancy C
Water Breathing Transmutation R
Water Walk Transmutation R
69 System Reference Document 5.2.1
Level 4 Sorcerer Spells
Spell School Special
Banishment Abjuration C
Blight Necromancy —
Charm Monster Enchantment —
Confusion Enchantment C
Dimension Door Conjuration —
Dominate Beast Enchantment C
Fire Shield Evocation —
Greater Invisibility Illusion C
Ice Storm Evocation —
Polymorph Transmutation C
Stoneskin Transmutation C, M
Vitriolic Sphere Evocation —
Wall of Fire Evocation C
Level 5 Sorcerer Spells
Spell School Special
Animate Objects Transmutation C
Arcane Hand Evocation C
Cloudkill Conjuration C
Cone of Cold Evocation —
Creation Illusion —
Dominate Person Enchantment C
Hold Monster Enchantment C
Insect Plague Conjuration C
Seeming Illusion —
Telekinesis Transmutation C
Teleportation Circle Conjuration M
Wall of Stone Evocation C
Level 6 Sorcerer Spells
Spell School Special
Chain Lightning Evocation —
Circle of Death Necromancy M
Disintegrate Transmutation —
Eyebite Necromancy C
Flesh to Stone Transmutation C
Freezing Sphere Evocation —
Globe of Invulnerability Abjuration C
Mass Suggestion Enchantment —
Move Earth Transmutation C
Sunbeam Evocation C
True Seeing Divination M
Level 7 Sorcerer Spells
Spell School Special
Delayed Blast Fireball Evocation C
Etherealness Conjuration —
Finger of Death Necromancy —
Fire Storm Evocation —
Plane Shift Conjuration M
Prismatic Spray Evocation —
Reverse Gravity Transmutation C
Teleport Conjuration —
Level 8 Sorcerer Spells
Spell School Special
Demiplane Conjuration —
Dominate Monster Enchantment C
Earthquake Transmutation C
Incendiary Cloud Conjuration C
Power Word Stun Enchantment —
Sunburst Evocation —
Level 9 Sorcerer Spells
Spell School Special
Gate Conjuration C, M
Meteor Swarm Evocation —
Power Word Kill Enchantment —
Time Stop Transmutation —
Wish Conjuration —
Sorcerer Subclass: Draconic
Sorcery
Breathe the Magic of Dragons
Your innate magic comes from the gift of a dragon.
Perhaps an ancient dragon facing death bequeathed
some of its magical power to you or your ancestor.
You might have absorbed magic from a site infused
with dragons’ power. Or perhaps you handled a
treasure taken from a dragon’s hoard that was
steeped in draconic power. Or you might have a
dragon for an ancestor.
Level 3: Draconic Resilience
The magic in your body manifests physical traits
of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you
gain another Sorcerer level.
Parts of you are also covered by dragon-like
scales. While you aren’t wearing armor, your base
Armor Class equals 10 plus your Dexterity and Charisma modifiers.
70 System Reference Document 5.2.1
Level 3: Draconic Spells
When you reach a Sorcerer level specified in the
Draconic Spells table, you thereafter always have
the listed spells prepared.
Draconic Spells
Sorcerer
Level Spells
3 Alter Self, Chromatic Orb, Command,
Dragon’s Breath
5 Fear, Fly
7 Arcane Eye, Charm Monster
9 Legend Lore, Summon Dragon
Level 6: Elemental Affinity
Your draconic magic has an affinity with a damage
type associated with dragons. Choose one of those
types: Acid, Cold, Fire, Lightning, or Poison.
You have Resistance to that damage type, and
when you cast a spell that deals damage of that
type, you can add your Charisma modifier to one
damage roll of that spell.
Level 14: Dragon Wings
As a Bonus Action, you can cause draconic wings to
appear on your back. The wings last for 1 hour or
until you dismiss them (no action required). For the
duration, you have a Fly Speed of 60 feet.
Once you use this feature, you can’t use it again
until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use
of it.
Level 18: Dragon Companion
You can cast Summon Dragon without a Material
component. You can also cast it once without a spell
slot, and you regain the ability to cast it in this way
when you finish a Long Rest.
Whenever you start casting the spell, you can
modify it so that it doesn’t require Concentration. If
you do so, the spell’s duration becomes 1 minute for
that casting.
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, Investi gation, Nature, or Religion |
| Weapon Proficiencies Simple weapons | |
| 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
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 in “Character Creation” to determine your available spell slots.
Warlock 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 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 later in this class’s description.
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
71 System Reference Document 5.2.1
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. See “Spells” for the rules on spellcasting. The information below details how you use
those rules with Warlock spells, which appear in the
Warlock spell list later in the class’s description.
Cantrips. You know two Warlock cantrips of your
choice. Eldritch Blast and Prestidigitation are recommended. 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
Charm Person, 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. Charm Person and Hex are
recommended.
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
Warlock Features
Level
Proficiency
Bonus Class Features
Eldritch
Invocations Cantrips
Prepared
Spells
Spell
Slots
Slot
Level
1
| +2 +2 | Eldritch Invocations, Pact Magic Magical Cunning |
| +2 | Warlock Subclass |
| +2 +3 +3 +3 +3 | Ability Score Improvement — Subclass feature — Ability Score Improvement |
| +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 | Contact Patron Subclass feature Mystic Arcanum (level 6 spell) Ability Score Improvement Mystic Arcanum (level 7 spell) Subclass feature Mystic Arcanum (level 8 spell) Ability Score Improvement Mystic Arcanum (level 9 spell) — Epic Boon |
| +6 | Eldritch Master |
1 2 2 1 1
2 3 2 3 2 1
3 3 2 4 2 2
4 3 3 5 2 2
5 5 3 6 2 3
6 5 3 7 2 3
7 6 3 8 2 4
8 6 3 9 2 4
9 7 3 10 2 5
10 7 4 10 2 5
11 7 4 11 3 5
12 8 4 11 3 5
13 8 4 12 3 5
14 8 4 12 3 5
15 9 4 13 3 5
16 9 4 13 3 5
17 9 4 14 4 5
18 10 4 14 4 5
19 10 4 15 4 5
20 10 4 15 4 5
72 System Reference Document 5.2.1
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. The
Fiend Patron subclass is detailed after this class’s
description. 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 (see
“Feats”) 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 (see “Feats”) or another
feat of your choice for which you qualify. Boon of
Fate is recommended.
Level 20: Eldritch Master
When you use your Magical Cunning feature, you
regain all your expended Pact Magic spell slots.
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,
73 System Reference Document 5.2.1
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 (see “Feats”).
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.
74 System Reference Document 5.2.1
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, Sphinx of Wonder, Sprite, or Venomous
Snake (see “Monsters” for the familiar’s stat block).
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.
Warlock Spell List
This section presents the Warlock spell list. The
spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed.
In the Special column, C means the spell requires
Concentration, R means it’s a Ritual, and M means it
requires a specific Material component.
75 System Reference Document 5.2.1
Cantrips (Level 0 Warlock Spells)
| Spell | School | Special |
| Chill Touch | Necromancy | — |
| Eldritch Blast | Evocation | — |
| Mage Hand | Conjuration | — |
| Minor Illusion | Illusion | — |
| Poison Spray | Necromancy | — |
| Prestidigitation | Transmutation | — |
| True Strike | Divination | — |
Level 1 Warlock Spells
| Spell | School | Special |
| Bane | Enchantment | C |
| Charm Person | Enchantment | — |
| Comprehend Languages | Divination | R |
| Detect Magic | Divination | C, R |
| Expeditious Retreat | Transmutation | C |
| Hellish Rebuke | Evocation | — |
| Hex | Enchantment | C |
| Hideous Laughter | Enchantment | C |
| Illusory Script Protection from Evil and Good Speak with Animals | Illusion Abjuration Divination | R, M C, M R |
| Unseen Servant | Conjuration | R |
Level 2 Warlock Spells
| Spell | School | Special |
| Darkness | Evocation | C |
| Enthrall | Enchantment | C |
| Hold Person | Enchantment | C |
| Invisibility | Illusion | C |
| Mind Spike | Divination | C |
| Mirror Image | Illusion | — |
| Misty Step Ray of Enfeeblement | Conjuration Necromancy | — C |
| Spider Climb | Transmutation | C |
| Suggestion | Enchantment | C |
Level 3 Warlock Spells
| Spell | School | Special |
| Counterspell | Abjuration | — |
| Dispel Magic | Abjuration | — |
| Fear | Illusion | C |
| Fly | Transmutation | C |
Spell School Special
Gaseous Form Transmutation C
Hypnotic Pattern Illusion C
Magic Circle Abjuration M
Major Image Illusion C
Remove Curse Abjuration —
Tongues Divination —
Vampiric Touch Necromancy C
Level 4 Warlock Spells
Spell School Special
Banishment Abjuration C
Blight Necromancy —
Charm Monster Enchantment —
Dimension Door Conjuration —
Hallucinatory Terrain Illusion —
Level 5 Warlock Spells
Spell School Special
Contact Other Plane Divination R
Dream Illusion —
Hold Monster Enchantment C
Mislead Illusion C
Planar Binding Abjuration M
Scrying Divination C, M
Teleportation Circle Conjuration M
Level 6 Warlock Spells
Spell School Special
Circle of Death Necromancy M
Create Undead Necromancy M
Eyebite Necromancy C
True Seeing Divination M
Level 7 Warlock Spells
Spell School Special
Etherealness Conjuration —
Finger of Death Necromancy —
Forcecage Evocation C, M
Plane Shift Conjuration M
76 System Reference Document 5.2.1
Level 8 Warlock Spells
| Spell | School | Special |
| Befuddlement | Enchantment | — |
| Demiplane | Conjuration | — |
| Dominate Monster | Enchantment | C |
| Glibness | Enchantment | — |
| Power Word Stun | Enchantment | — |
Level 9 Warlock Spells
| Spell | School | Special |
| Astral Projection | Necromancy | M |
| Foresight | Divination | — |
| Gate | Conjuration | C, M |
| Imprisonment | Abjuration | M |
| Power Word Kill | Enchantment | — |
| True Polymorph | Transmutation | C |
| Weird | Illusion | C |
Warlock Subclass: Fiend Patron
Make a Deal with the Lower Planes
Your pact draws on the Lower Planes, the realms of
perdition. You might forge a bargain with a demon
lord, an archdevil, or another fiend that is especially
mighty. That patron’s aims are evil—the corruption
or destruction of all things, ultimately including
you—and your path is defined by the extent to
which you strive against those aims.
Level 3: Dark One’s Blessing
When you reduce an enemy to 0 Hit Points, you gain
Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone
else reduces an enemy within 10 feet of you to 0 Hit
Points.
Level 3: Fiend Spells
The magic of your patron ensures you always have
certain spells ready; when you reach a Warlock
level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.
Fiend Spells
Warlock Level Spells
3 Burning Hands, Command,
Scorching Ray, Suggestion
5 Fireball, Stinking Cloud
7 Fire Shield, Wall of Fire
9 Geas, Insect Plague
Level 6: Dark One’s Own Luck
You can call on your fiendish patron to alter fate
in your favor. When you make an ability check or a
saving throw, you can use this feature to add 1d10
to your roll. You can do so after seeing the roll but
before any of the roll’s effects occur.
You can use this feature a number of times equal
to your Charisma modifier (minimum of once), but
you can use it no more than once per roll. You regain
all expended uses when you finish a Long Rest.
Level 10: Fiendish Resilience
Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.
Level 14: Hurl Through Hell
Once per turn when you hit a creature with an
attack roll, you can try to instantly transport the
target through the Lower Planes. The target must
succeed on a Charisma saving throw against your
spell save DC, or the target disappears and hurtles
through a nightmare landscape. The target takes
8d10 Psychic damage if it isn’t a Fiend, and it has the
Incapacitated condition until the end of your next
turn, when it returns to the space it previously occupied or the nearest unoccupied space.
Once you use this feature, you can’t use it again
until you finish a Long Rest unless you expend a
Pact Magic spell slot (no action required) to restore
your use of it.
77 System Reference Document 5.2.1
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, In sight, Investigation, Medicine, Nature, or Religion |
| Weapon Proficiencies Simple weapons | |
| 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
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 in “Character Creation” to determine your available spell slots.
Wizard 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 1: Spellcasting
As a student of arcane magic, you have learned to
cast spells. See “Spells” for the rules on spellcasting.
The information below details how you use those
rules with Wizard spells, which appear in the Wizard spell list later in the class’s description.
Cantrips. You know three Wizard cantrips of your
choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you
can replace one of your cantrips from this feature
with another Wizard cantrip of your choice.
Wizard Features
Proficiency
Bonus
Prepared
Spells
——Spell Slots per Spell Level——
Level Class Features Cantrips 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
78 System Reference Document 5.2.1
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.
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.
Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
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.
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. The
Evoker subclass is detailed after this class’s description. A subclass is a specialization that grants
you features at certain Wizard levels. For the rest
79 System Reference Document 5.2.1
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 (see
“Feats”) 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 (see “Feats”) or another
feat of your choice for which you qualify. Boon of
Spell Recall is recommended.
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.
Wizard Spell List
This section presents the Wizard spell list. The
spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed.
In the Special column, C means the spell requires
Concentration, R means it’s a Ritual, and M means it
requires a specific Material component.
Cantrips (Level 0 Wizard Spells)
| Spell | School | Special |
| Acid Splash | Evocation | — |
| Chill Touch | Necromancy | — |
| Dancing Lights | Illusion | C |
| Elementalism | Transmutation | — |
| Fire Bolt | Evocation | — |
| Light | Evocation | — |
Spell School Special
Mage Hand Conjuration —
Mending Transmutation —
Message Transmutation —
Minor Illusion Illusion —
Poison Spray Necromancy —
Prestidigitation Transmutation —
Ray of Frost Evocation —
Shocking Grasp Evocation —
True Strike Divination —
Level 1 Wizard Spells
Spell School Special
Alarm Abjuration R
Burning Hands Evocation —
Charm Person Enchantment —
Chromatic Orb Evocation M
Color Spray Illusion —
Comprehend Languages Divination R
Detect Magic Divination C, R
Disguise Self Illusion —
Expeditious Retreat Transmutation C
False Life Necromancy –
Feather Fall Transmutation —
Find Familiar Conjuration R, M
Floating Disk Conjuration R
Fog Cloud Conjuration C
Grease Conjuration —
Hideous Laughter Enchantment C
Ice Knife Conjuration —
Identify Divination R, M
Illusory Script Illusion R, M
Jump Transmutation —
Longstrider Transmutation —
Mage Armor Abjuration —
Magic Missile Evocation —
Protection from Evil and Good Abjuration C, M
Ray of Sickness Necromancy —
Shield Abjuration —
Silent Image Illusion C
Sleep Enchantment C
Thunderwave Evocation —
Unseen Servant Conjuration R
80 System Reference Document 5.2.1
Level 2 Wizard Spells
Spell School Special
Acid Arrow Evocation —
Alter Self Transmutation C
Arcane Lock Abjuration M
Arcanist’s Magic Aura Illusion —
Augury Divination R, M
Blindness/Deafness Transmutation —
Blur Illusion C
Continual Flame Evocation M
Darkness Evocation C
Darkvision Transmutation —
Detect Thoughts Divination C
Dragon’s Breath Transmutation C
Enhance Ability Transmutation C
Enlarge/Reduce Transmutation C
Flaming Sphere Evocation C
Gentle Repose Necromancy R, M
Gust of Wind Evocation C
Hold Person Enchantment C
Invisibility Illusion C
Knock Transmutation —
Levitate Transmutation C
Locate Object Divination C
Magic Mouth Illusion R, M
Magic Weapon Transmutation —
Mind Spike Divination C
Mirror Image Illusion —
Misty Step Conjuration —
Ray of Enfeeblement Necromancy C
Rope Trick Transmutation —
Scorching Ray Evocation —
See Invisibility Divination —
Shatter Evocation —
Spider Climb Transmutation C
Suggestion Enchantment C
Web Conjuration C
Level 3 Wizard Spells
Spell School Special
Animate Dead Necromancy —
Bestow Curse Necromancy C
Blink Transmutation —
Clairvoyance Divination C, M
Counterspell Abjuration —
Dispel Magic Abjuration —
Spell School Special
Fear Illusion C
Fireball Evocation —
Fly Transmutation C
Gaseous Form Transmutation C
Glyph of Warding Abjuration M
Haste Transmutation C
Hypnotic Pattern Illusion C
Lightning Bolt Evocation —
Magic Circle Abjuration M
Major Image Illusion C
Nondetection Abjuration M
Phantom Steed Illusion R
Protection from Energy Abjuration C
Remove Curse Abjuration —
Sending Divination —
Sleet Storm Conjuration C
Slow Transmutation C
Speak with Dead Necromancy —
Stinking Cloud Conjuration C
Tiny Hut Evocation R
Tongues Divination —
Vampiric Touch Necromancy C
Water Breathing Transmutation R
Level 4 Wizard Spells
Spell School Special
Arcane Eye Divination C
Banishment Abjuration C
Black Tentacles Conjuration C
Blight Necromancy —
Charm Monster Enchantment —
Confusion Enchantment C
Conjure Minor Elementals Conjuration C
Control Water Transmutation C
Dimension Door Conjuration —
Divination Divination R, M
Fabricate Transmutation —
Faithful Hound Conjuration —
Fire Shield Evocation —
Greater Invisibility Illusion C
Hallucinatory Terrain Illusion —
Ice Storm Evocation —
Locate Creature Divination C
Phantasmal Killer Illusion C
81 System Reference Document 5.2.1
Spell School Special
Polymorph Transmutation C
Private Sanctum Abjuration —
Resilient Sphere Abjuration C
Secret Chest Conjuration M
Stone Shape Transmutation —
Stoneskin Transmutation C, M
Vitriolic Sphere Evocation —
Wall of Fire Evocation C
Level 5 Wizard Spells
Spell School Special
Animate Objects Transmutation C
Arcane Hand Evocation C
Cloudkill Conjuration C
Cone of Cold Evocation —
Conjure Elemental Conjuration C
Contact Other Plane Divination R
Creation Illusion —
Dominate Person Enchantment C
Dream Illusion —
Geas Enchantment —
Hold Monster Enchantment C
Legend Lore Divination M
Mislead Illusion C
Modify Memory Enchantment C
Passwall Transmutation —
Planar Binding Abjuration M
Scrying Divination C, M
Seeming Illusion —
Summon Dragon Conjuration C, M
Telekinesis Transmutation C
Telepathic Bond Divination R
Teleportation Circle Conjuration M
Wall of Force Evocation C
Wall of Stone Evocation C
Level 6 Wizard Spells
Spell School Special
Chain Lightning Evocation —
Circle of Death Necromancy M
Contingency Abjuration M
Create Undead Necromancy M
Disintegrate Transmutation —
Eyebite Necromancy C
Flesh to Stone Transmutation C
Freezing Sphere Evocation —
Globe of Invulnerability Abjuration C
Guards and Wards Abjuration M
Instant Summons Conjuration R, M
Irresistible Dance Enchantment C
Magic Jar Necromancy M
Mass Suggestion Enchantment —
Move Earth Transmutation C
Programmed Illusion Illusion M
Sunbeam Evocation C
True Seeing Divination M
Wall of Ice Evocation C
Level 7 Wizard Spells
Spell School Special
Arcane Sword Evocation C, M
Delayed Blast Fireball Evocation C
Etherealness Conjuration —
Finger of Death Necromancy —
Forcecage Evocation C, M
Magnificent Mansion Conjuration M
Mirage Arcane Illusion —
Plane Shift Conjuration M
Prismatic Spray Evocation —
Project Image Illusion C, M
Reverse Gravity Transmutation C
Sequester Transmutation M
Simulacrum Illusion M
Symbol Abjuration M
Teleport Conjuration —
82 System Reference Document 5.2.1
Level 8 Wizard Spells
| Spell | School | Special |
| Antimagic Field Antipathy/Sympathy Befuddlement | Abjuration Enchantment Enchantment | C — — |
| Clone | Necromancy | M |
| Control Weather | Transmutation | C |
| Demiplane | Conjuration | — |
| Dominate Monster | Enchantment | C |
| Incendiary Cloud | Conjuration | C |
| Maze | Conjuration | C |
| Mind Blank | Abjuration | — |
| Power Word Stun | Enchantment | — |
| Sunburst | Evocation | — |
Level 9 Wizard Spells
| Spell | School | Special |
| Astral Projection | Necromancy | M |
| Foresight | Divination | — |
| Gate | Conjuration | C, M |
| Imprisonment | Abjuration | M |
| Meteor Swarm | Evocation | — |
| Power Word Kill | Enchantment | — |
| Prismatic Wall | Abjuration | — |
| Shapechange | Transmutation | C, M |
| Time Stop | Transmutation | — |
| True Polymorph | Transmutation | C |
| Weird | Illusion | C |
| Wish | Conjuration | — |
Wizard Subclass: Evoker
Create Explosive Elemental Effects
Your studies focus on magic that creates powerful
elemental effects such as bitter cold, searing flame,
rolling thunder, crackling lightning, and burning
acid. Some Evokers find employment in military
forces, serving as artillery to blast armies from
afar. Others use their power to protect others, while
some seek their own gain.
Level 3: Evocation Savant
Choose two Wizard spells from the Evocation
school, each of which must be no higher than level 2,
and add them to your spellbook for free.
In addition, whenever you gain access to a new
level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for
which you have spell slots.
Level 3: Potent Cantrip
Your damaging cantrips affect even creatures that
avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll
or the target succeeds on a saving throw against the
cantrip, the target takes half the cantrip’s damage
(if any) but suffers no additional effect from the
cantrip.
Level 6: Sculpt Spells
You can create pockets of relative safety within the
effects of your evocations. When you cast an Evocation spell that affects other creatures that you can
see, you can choose a number of them equal to 1
plus the spell’s level. The chosen creatures automatically succeed on their saving throws against the
spell, and they take no damage if they would normally take half damage on a successful save.
Level 10: Empowered Evocation
Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier
to one damage roll of that spell.
Level 14: Overchannel
You can increase the power of your spells. When
you cast a Wizard spell with a spell slot of levels 1–5
that deals damage, you can deal maximum damage
with that spell on the turn you cast it.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a
Long Rest, you take 2d12 Necrotic damage for each
level of the spell slot immediately after you cast it.
This damage ignores Resistance and Immunity.
Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level
increases by 1d12.