Character Classes
Character class provides a characterβs most exciting capabilities. This chapter offers twelve classes, each of which contains four subclassesβall summarized below.
Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing.
Fighter. Master all weapons and armor. Then embody the Champion to strive for peak combat prowess.
Rogue. Launch deadly Sneak Attacks while avoiding harm through stealth. Then embody the Thief to master infiltration and treasure hunting.
Wizard. Study arcane magic and master spells for every purpose. Then embody the Evoker to create explosive effects.
Cleric
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 |
Starting Equipment | Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priestβs Pack, and 7 GP; or (B) 110 GP |
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planesβwhere gods dwellβand channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesnβt rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.
Becoming a Cleric...
As a Level 1 Cleric
- Gain all the traits in the Core Cleric Traits table.
- Gain the Clericβs level 1 features, which are listed in the Cleric Features table.
As a Multiclass Cleric
- Gain the following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
- Gain the Clericβs level 1 features, which are listed in the Cleric Features table. See the multiclassing rules in chapter 2 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.
ββSpell Slots per Spell Levelββ | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Class Features | Channel Divinity | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | +2 | Spellcasting, Divine Order | β | 3 | 4 | 2 | β | β | β | β | β | β | β | β |
2 | +2 | Channel Divinity | 2 | 3 | 5 | 3 | β | β | β | β | β | β | β | β |
3 | +2 | Cleric Subclass | 2 | 3 | 6 | 4 | 2 | β | β | β | β | β | β | β |
4 | +2 | Ability Score Improvement | 2 | 4 | 7 | 4 | 3 | β | β | β | β | β | β | β |
5 | +3 | Sear Undead | 2 | 4 | 9 | 4 | 3 | 2 | β | β | β | β | β | β |
6 | +3 | Subclass feature | 3 | 4 | 10 | 4 | 3 | 3 | β | β | β | β | β | β |
7 | +3 | Blessed Strikes | 3 | 4 | 11 | 4 | 3 | 3 | 1 | β | β | β | β | β |
8 | +3 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | β | β | β | β | β |
9 | +4 | β | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | β | β | β | β |
10 | +4 | Divine Intervention | 3 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | β | β | β | β |
11 | +4 | β | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | β | β | β |
12 | +4 | Ability Score Improvement | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | β | β | β |
13 | +5 | β | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | β | β |
14 | +5 | Improved Blessed Strikes | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | β | β |
15 | +5 | β | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | β |
16 | +5 | Ability Score Improvement | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | β |
17 | +6 | Subclass feature | 3 | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | β | 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 |
Level 1: Spellcasting
You have learned to cast spells through prayer and meditation. See chapter 7 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 classβs 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.
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 youβre 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 donβt 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 classβs 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 classβs 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 classβs 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 classβs 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 subclassβs features that are of your Cleric level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see chapter 5) 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 rollβs total. This damage doesnβt end the turn effect.
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 doesnβt 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 canβt 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 chapter 5) 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 canβt 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 spellβs school of magic is listed. In the Special column, C means the spell requires Concentration, R means itβs a Ritual, and M means it requires a specific Material component.
Spell | School | Special |
---|---|---|
Guidance | Divination | C |
Light | Evocation | β |
Mending | Transmutation | β |
Resistance | Abjuration | C |
Sacred Flame | Evocation | β |
Spare the Dying | Necromancy | β |
Thaumaturgy | Transmutation | β |
Spell | School | Special |
---|---|---|
Bane | Enchantment | C |
Bless | Enchantment | C, M |
Command | Enchantment | β |
Create or Destroy Water | Transmutation | β |
Cure Wounds | Abjuration | β |
Detect Evil and Good | Divination | C |
Detect Magic | Divination | C, R |
Detect Poison and Disease | Divination | C, R |
Guiding Bolt | Evocation | β |
Healing Word | Abjuration | β |
Inflict Wounds | Necromancy | β |
Protection from Evil and Good | Abjuration | C, M |
Purify Food and Drink | Transmutation | R |
Sanctuary | Abjuration | β |
Shield of Faith | Abjuration | C |
Spell | School | Special |
---|---|---|
Aid | Abjuration | β |
Augury | Divination | R, M |
Blindness/Deafness | Transmutation | β |
Calm Emotions | Enchantment | C |
Continual Flame | Evocation | M |
Enhance Ability | Transmutation | C |
Find Traps | Divination | β |
Gentle Repose | Necromancy | R, M |
Hold Person | Enchantment | C |
Lesser Restoration | Abjuration | β |
Locate Object | Divination | C |
Prayer of Healing | Abjuration | β |
Protection from Poison | Abjuration | β |
Silence | Illusion | C, R |
Spiritual Weapon | Evocation | C |
Warding Bond | Abjuration | M |
Zone of Truth | Enchantment | β |
Spell | School | Special |
---|---|---|
Animate Dead | Necromancy | β |
Beacon of Hope | Abjuration | C |
Bestow Curse | Necromancy | C |
Clairvoyance | Divination | C, M |
Create Food and Water | Conjuration | β |
Daylight | Evocation | β |
Dispel Magic | Abjuration | β |
Glyph of Warding | Abjuration | M |
Magic Circle | Abjuration | M |
Mass Healing Word | Abjuration | β |
Meld into Stone | Transmutation | R |
Protection from Energy | Abjuration | C |
Remove Curse | Abjuration | β |
Revivify | Necromancy | M |
Sending | Divination | β |
Speak with Dead | Necromancy | β |
Spirit Guardians | Conjuration | C |
Tongues | Divination | β |
Water Walk | Transmutation | R |
Spell | School | Special |
---|---|---|
Aura of Life | Abjuration | C |
Banishment | Abjuration | C |
Control Water | Transmutation | C |
Death Ward | Abjuration | β |
Divination | Divination | R, M |
Freedom of Movement | Abjuration | β |
Guardian of Faith | Conjuration | β |
Locate Creature | Divination | C |
Stone Shape | Transmutation | β |
Spell | School | Special |
---|---|---|
Commune | Divination | R |
Contagion | Necromancy | β |
Dispel Evil and Good | Abjuration | C |
Flame Strike | Evocation | β |
Geas | Enchantment | β |
Greater Restoration | Abjuration | M |
Hallow | Abjuration | M |
Insect Plague | Conjuration | C |
Legend Lore | Divination | M |
Mass Cure Wounds | Abjuration | β |
Planar Binding | Abjuration | M |
Raise Dead | Necromancy | M |
Scrying | Divination | C, M |
Spell | School | Special |
---|---|---|
Blade Barrier | Evocation | C |
Create Undead | Necromancy | M |
Find the Path | Divination | C, M |
Forbiddance | Abjuration | R, M |
Harm | Necromancy | β |
Heal | Abjuration | β |
Heroesβ Feast | Conjuration | M |
Planar Ally | Conjuration | β |
Sunbeam | Evocation | C |
True Seeing | Divination | M |
Word of Recall | Conjuration | β |
Spell | School | Special |
---|---|---|
Conjure Celestial | Conjuration | C |
Divine Word | Evocation | β |
Etherealness | Conjuration | β |
Fire Storm | Evocation | β |
Plane Shift | Conjuration | M |
Regenerate | Transmutation | β |
Resurrection | Necromancy | M |
Symbol | Abjuration | M |
Spell | School | Special |
---|---|---|
Antimagic Field | Abjuration | C |
Control Weather | Transmutation | C |
Earthquake | Transmutation | C |
Holy Aura | Abjuration | C, M |
Sunburst | Evocation | β |
Spell | School | Special |
---|---|---|
Astral Projection | Necromancy | M |
Gate | Conjuration | C, M |
Mass Heal | Abjuration | β |
True Resurrection | Necromancy | M |
Cleric Subclass
A Cleric subclass is a specialization that grants you features at certain Cleric levels, as specified in the subclass. Each Cleric subclass is named after a domain of existence that is favored by a god, pantheon, or religious order. This section presents the Life Domain 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 slotβs 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.
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 slotβs 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, donβt 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.
Fighter
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 armor and Shields |
Starting Equipment | Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneerβs Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneerβs Pack, and 11 GP; or (C) 155 GP |
Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenariesβas Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.
Becoming a Fighter...
As a Level 1 Fighter
- Gain all the traits in the Core Fighter Traits table.
- Gain the Fighterβs level 1 features, which are listed in the Fighter Features table.
As a Multiclass Fighter
- 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 Fighterβs 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 | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
---|---|---|---|---|
1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
2 | +2 | Action Surge (one use), Tactical Mind | 2 | 3 |
3 | +2 | Fighter Subclass | 2 | 3 |
4 | +2 | Ability Score Improvement | 3 | 4 |
5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
6 | +3 | Ability Score Improvement | 3 | 4 |
7 | +3 | Subclass feature | 3 | 4 |
8 | +3 | Ability Score Improvement | 3 | 4 |
9 | +4 | Indomitable (one use), Tactical Master | 3 | 4 |
10 | +4 | Subclass feature | 4 | 5 |
11 | +4 | Two Extra Attacks | 4 | 5 |
12 | +4 | Ability Score Improvement | 4 | 5 |
13 | +5 | Indomitable (two uses), Studied Attacks | 4 | 5 |
14 | +5 | Ability Score Improvement | 4 | 5 |
15 | +5 | Subclass feature | 4 | 5 |
16 | +5 | Ability Score Improvement | 4 | 6 |
17 | +6 | Action Surge (two uses), Indomitable (three uses) | 4 | 6 |
18 | +6 | Subclass feature | 4 | 6 |
19 | +6 | Epic Boon | 4 | 6 |
20 | +6 | Three Extra Attacks | 4 | 6 |
Level 1: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice (see chapter 5). Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Level 1: Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2: Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you canβt 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 isnβt expended.
Level 3: Fighter Subclass
You gain a Fighter subclass of your choice. The Champion subclass is detailed after this classβs 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 subclassβs features that are of your Fighter level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see chapter 5) 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 canβt 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 chapter 5) 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.
Fighter Subclass
A Fighter subclass is a specialization that grants you features at certain levels, as specified in the subclass. This section presents the Champion 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 18β20 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 18β20 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.
Rogue
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 | Thievesβ Tools |
Armor Training | Light armor |
Starting Equipment | Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thievesβ Tools, Burglarβs Pack, and 8 GP; or (B) 100 GP |
Rogues rely on cunning, stealth, and their foesβ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.
Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogueβs relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Becoming a Rogue...
As a Level 1 Character
- Gain all the traits in the Core Rogue Traits table.
- Gain the Rogueβs 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 Rogueβs skill list, proficiency with Thievesβ Tools, and training with Light armor.
- Gain the Rogueβs 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 | Proficiency Bonus | Class Features | Sneak Attack |
---|---|---|---|
1 | +2 | Expertise, Sneak Attack, Thievesβ Cant, Weapon Mastery | 1d6 |
2 | +2 | Cunning Action | 1d6 |
3 | +2 | Rogue Subclass, Steady Aim | 2d6 |
4 | +2 | Ability Score Improvement | 2d6 |
5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
6 | +3 | Expertise | 3d6 |
7 | +3 | Evasion, Reliable Talent | 4d6 |
8 | +3 | Ability Score Improvement | 4d6 |
9 | +4 | Subclass feature | 5d6 |
10 | +4 | Ability Score Improvement | 5d6 |
11 | +4 | Improved Cunning Strike | 6d6 |
12 | +4 | Ability Score Improvement | 6d6 |
13 | +5 | Subclass feature | 7d6 |
14 | +5 | Devious Strikes | 7d6 |
15 | +5 | Slippery Mind | 8d6 |
16 | +5 | Ability Score Improvement | 8d6 |
17 | +6 | Subclass feature | 9d6 |
18 | +6 | Elusive | 9d6 |
19 | +6 | Epic Boon | 10d6 |
20 | +6 | Stroke of Luck | 10d6 |
Level 1: Expertise
You gain Expertise in two of your skill proficiencies of your choice. 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 foeβs distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damageβs type is the same as the weaponβs type.
You donβt need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesnβt have the Incapacitated condition, and you donβt 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: Thievesβ Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thievesβ Cant and one other language of your choice, which you choose from the language tables in chapter 2.
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 Arcane Trickster, Assassin, Soulknife, and Thief subclasses are detailed after this classβs 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 subclassβs 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 havenβt moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see chapter 5) 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
Youβve 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 attackβs damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attackβs 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 Poisonerβs 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 attackβs damage against you (round down).
Level 7: Evasion
You can nimbly dodge out of the way of certain dangers. When youβre 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 canβt 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
Youβve 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
Youβre 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 chapter 5) 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 canβt use it again until you finish a Short or Long Rest.
Rogue Subclass
A Rogue subclass is a specialization that grants you features at certain Rogue levels, as specified in the subclass. This section presents the Thief 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 Thievesβ 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
Youβve 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 actionβs Invisible condition, this attack doesnβt end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
Level 13: Use Magic Device
Youβve 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 spellβs level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.
Level 17: Thiefβs 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.
Wizard
Primary Ability | Intelligence |
---|---|
Hit Point Die | D6 per Wizard level |
Saving Throw Proficiencies | Intelligence and Wisdom |
Skill Proficiencies | Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion |
Weapon Proficiencies | Simple weapons |
Armor Training | None |
Starting Equipment | Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholarβs Pack, and 5 GP; or (B) 55 GP |
Wizards are defined by their exhaustive study of magicβs inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.
Most Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse.
The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination.
But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
- Gain all the traits in the Core Wizard Traits table.
- Gain the Wizardβs 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 Wizardβs level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in chapter 2 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.
ββSpell Slots per Spell Levelββ | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | +2 | Spellcasting, Ritual Adept, Arcane Recovery | 3 | 4 | 2 | β | β | β | β | β | β | β | β |
2 | +2 | Scholar | 3 | 5 | 3 | β | β | β | β | β | β | β | β |
3 | +2 | Wizard Subclass | 3 | 6 | 4 | 2 | β | β | β | β | β | β | β |
4 | +2 | Ability Score Improvement | 4 | 7 | 4 | 3 | β | β | β | β | β | β | β |
5 | +3 | Memorize Spell | 4 | 9 | 4 | 3 | 2 | β | β | β | β | β | β |
6 | +3 | Subclass feature | 4 | 10 | 4 | 3 | 3 | β | β | β | β | β | β |
7 | +3 | β | 4 | 11 | 4 | 3 | 3 | 1 | β | β | β | β | β |
8 | +3 | Ability Score Improvement | 4 | 12 | 4 | 3 | 3 | 2 | β | β | β | β | β |
9 | +4 | β | 4 | 14 | 4 | 3 | 3 | 3 | 1 | β | β | β | β |
10 | +4 | Subclass feature | 5 | 15 | 4 | 3 | 3 | 3 | 2 | β | β | β | β |
11 | +4 | β | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | β | β | β |
12 | +4 | Ability Score Improvement | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | β | β | β |
13 | +5 | β | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | β | β |
14 | +5 | Subclass feature | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | β | β |
15 | +5 | β | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | β |
16 | +5 | Ability Score Improvement | 5 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | β |
17 | +6 | β | 5 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Spell Mastery | 5 | 23 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Epic Boon | 5 | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Signature Spells | 5 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1: Spellcasting
As a student of arcane magic, you have learned to cast spells. See chapter 7 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 classβs 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.
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 bookβs 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 youβre 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 donβt 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 neednβt 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 youβre a level 4 Wizard, you can recover up to two levelsβ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you canβt 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 classβs description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclassβs features that are of your Wizard level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see chapter 5) 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 chapter 5) 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 canβt 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 spellβs school of magic is listed. In the Special column, C means the spell requires Concentration, R means itβs a Ritual, and M means it requires a specific Material component.
Spell | School | Special |
---|---|---|
Acid Splash | Evocation | β |
Chill Touch | Necromancy | β |
Dancing Lights | Illusion | C |
Fire Bolt | Evocation | β |
Light | Evocation | β |
Mage Hand | Conjuration | β |
Mending | Transmutation | β |
Message | Transmutation | β |
Minor Illusion | Illusion | β |
Poison Spray | Necromancy | β |
Prestidigitation | Transmutation | β |
Ray of Frost | Evocation | β |
Shocking Grasp | Evocation | β |
Thunderclap | Evocation | β |
True Strike | Divination | β |
Spell | School | Special |
---|---|---|
Alarm | Abjuration | R |
Burning Hands | Evocation | β |
Charm Person | Enchantment | β |
Color Spray | Illusion | β |
Comprehend Languages | Divination | R |
Detect Magic | Divination | C, R |
Disguise Self | Illusion | β |
Expeditious Retreat | Transmutation | C |
False Life | Necromancy | β |
Feather Fall | Transmutation | β |
Find Familiar | Conjuration | R, M |
Fog Cloud | Conjuration | C |
Grease | Conjuration | β |
Identify | Divination | R, M |
Illusory Script | Illusion | R, M |
Jump | Transmutation | β |
Longstrider | Transmutation | β |
Mage Armor | Abjuration | β |
Magic Missile | Evocation | β |
Protection from Evil and Good | Abjuration | C, M |
Shield | Abjuration | β |
Silent Image | Illusion | C |
Sleep | Enchantment | C |
Thunderwave | Evocation | β |
Unseen Servant | Conjuration | R |
Spell | School | Special |
---|---|---|
Alter Self | Transmutation | C |
Arcane Lock | Abjuration | M |
Augury | Divination | R, M |
Blindness/Deafness | Transmutation | β |
Blur | Illusion | C |
Continual Flame | Evocation | M |
Darkness | Evocation | C |
Darkvision | Transmutation | β |
Detect Thoughts | Divination | 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 | β |
Levitate | Transmutation | C |
Locate Object | Divination | C |
Magic Mouth | Illusion | R, M |
Magic Weapon | Transmutation | β |
Mirror Image | Illusion | β |
Misty Step | Conjuration | β |
Ray of Enfeeblement | Necromancy | C |
Rope Trick | Transmutation | β |
Scorching Ray | Evocation | β |
See Invisibility | Divination | β |
Shatter | Evocation | β |
Spider Climb | Transmutation | C |
Suggestion | Enchantment | C |
Web | Conjuration | C |
Spell | School | Special |
---|---|---|
Animate Dead | Necromancy | β |
Bestow Curse | Necromancy | C |
Blink | Transmutation | β |
Clairvoyance | Divination | C, M |
Counterspell | Abjuration | β |
Dispel Magic | Abjuration | β |
Fear | Illusion | C |
Fireball | Evocation | β |
Fly | Transmutation | C |
Gaseous Form | Transmutation | C |
Glyph of Warding | Abjuration | M |
Haste | Transmutation | C |
Hypnotic Pattern | Illusion | C |
Lightning Bolt | Evocation | β |
Magic Circle | Abjuration | M |
Major Image | Illusion | C |
Nondetection | Abjuration | M |
Phantom Steed | Illusion | R |
Protection from Energy | Abjuration | C |
Remove Curse | Abjuration | β |
Sending | Divination | β |
Sleet Storm | Conjuration | C |
Slow | Transmutation | C |
Speak with Dead | Necromancy | β |
Stinking Cloud | Conjuration | C |
Tongues | Divination | β |
Vampiric Touch | Necromancy | C |
Water Breathing | Transmutation | R |
Spell | School | Special |
---|---|---|
Arcane Eye | Divination | C |
Banishment | Abjuration | C |
Blight | Necromancy | β |
Confusion | Enchantment | C |
Conjure Minor Elementals | Conjuration | C |
Control Water | Transmutation | C |
Dimension Door | Conjuration | β |
Divination | Divination | R, M |
Fabricate | Transmutation | β |
Fire Shield | Evocation | β |
Greater Invisibility | Illusion | C |
Hallucinatory Terrain | Illusion | β |
Ice Storm | Evocation | β |
Locate Creature | Divination | C |
Phantasmal Killer | Illusion | C |
Polymorph | Transmutation | C |
Stone Shape | Transmutation | β |
Stoneskin | Transmutation | C, M |
Wall of Fire | Evocation | C |
Spell | School | Special |
---|---|---|
Animate Objects | Transmutation | C |
Cloudkill | Conjuration | C |
Cone of Cold | Evocation | β |
Conjure Elemental | Conjuration | C |
Contact Other Plane | Divination | R |
Creation | Illusion | β |
Dominate Person | Enchantment | C |
Dream | Illusion | β |
Geas | Enchantment | β |
Hold Monster | Enchantment | C |
Legend Lore | Divination | M |
Mislead | Illusion | C |
Modify Memory | Enchantment | C |
Passwall | Transmutation | β |
Planar Binding | Abjuration | M |
Scrying | Divination | C, M |
Seeming | Illusion | β |
Telekinesis | Transmutation | C |
Teleportation Circle | Conjuration | M |
Wall of Force | Evocation | C |
Wall of Stone | Evocation | C |
Spell | School | Special |
---|---|---|
Chain Lightning | Evocation | β |
Circle of Death | Necromancy | M |
Contingency | Abjuration | M |
Create Undead | Necromancy | M |
Disintegrate | Transmutation | β |
Eyebite | Necromancy | C |
Flesh to Stone | Transmutation | C |
Globe of Invulnerability | Abjuration | C |
Guards and Wards | Abjuration | M |
Magic Jar | Necromancy | M |
Mass Suggestion | Enchantment | β |
Move Earth | Transmutation | C |
Programmed Illusion | Illusion | M |
Sunbeam | Evocation | C |
True Seeing | Divination | M |
Wall of Ice | Evocation | C |
Spell | School | Special |
---|---|---|
Delayed Blast Fireball | Evocation | C |
Etherealness | Conjuration | β |
Finger of Death | Necromancy | β |
Forcecage | Evocation | C, M |
Mirage Arcane | Illusion | β |
Plane Shift | Conjuration | M |
Prismatic Spray | Evocation | β |
Project Image | Illusion | C, M |
Reverse Gravity | Transmutation | C |
Sequester | Transmutation | M |
Simulacrum | Illusion | M |
Symbol | Abjuration | M |
Teleport | Conjuration | β |
Spell | School | Special |
---|---|---|
Antimagic Field | Abjuration | C |
Antipathy/Sympathy | Enchantment | β |
Clone | Necromancy | M |
Control Weather | Transmutation | C |
Demiplane | Conjuration | β |
Dominate Monster | Enchantment | C |
Incendiary Cloud | Conjuration | C |
Maze | Conjuration | C |
Mind Blank | Abjuration | β |
Power Word Stun | Enchantment | β |
Sunburst | Evocation | β |
Spell | School | Special |
---|---|---|
Astral Projection | Necromancy | M |
Foresight | Divination | β |
Gate | Conjuration | C, M |
Imprisonment | Abjuration | M |
Meteor Swarm | Evocation | β |
Power Word Kill | Enchantment | β |
Prismatic Wall | Abjuration | β |
Shapechange | Transmutation | C, M |
Time Stop | Transmutation | β |
True Polymorph | Transmutation | C |
Weird | Illusion | C |
Wish | Conjuration | β |
Wizard Subclass
A Wizard subclass is a specialization that grants you features at certain Wizard levels, as specified in the subclass. This section presents the Evoker 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 cantripβs 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 spellβs 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 1β5 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.