{"_id":"6T08zzKtmmpVwlXU","name":"Sorcerer","type":"class","img":"systems/sw5e/icons/skills/fire_08.jpg","data":{"description":{"value":"

As a sorcerer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

\n

Proficiencies

\n

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Sorcerer Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusSorcery PointsFeatures
1st+2̶@Compendium[sw5e.classfeatures.oygRF3ZjTv2T7z0Y]{Powercasting}, @Compendium[sw5e.classfeatures.cmRCL9T9UgRYOj1c]{Sorcerous Origins}
2nd+22@Compendium[sw5e.classfeatures.LBKChJY5n02Afhnq]{Font of Magic}
3rd+232nd Level Power Slot, @Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic}
4th+24@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+353rd Level Power Slot
6th+36Sorcerous Origin feature
7th+374th Level Power Slot
8th+38@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+495th Level Power Slot
10th+410@Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic improvement}
11th+4116th Level Power Slot
12th+412@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+5137th Level Power Slot
14th+514Sorcerous Origin feature
15th+5158th Level Power Slot
16th+516@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+6179th Level Power Slot, @Compendium[sw5e.classfeatures.9Uh7uTDNZ04oTJsL]{Metamagic improvement}
18th+618Sorcerous Origin feature
19th+619@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+620@Compendium[sw5e.classfeatures.F2lEKSmOY0NUruzY]{Sorcerous Restoration}
\n

Sorcerous Origins

\n

Different sorcerers claim different origins for their innate magic, such as a draconic bloodline.

\n

Draconic Bloodline

\n

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

\n

Draconic Bloodline Features

\n

1st Level: @Compendium[sw5e.classfeatures.EZsonMThTNLZq35j]{Dragon Ancestor} @Compendium[sw5e.classfeatures.MW1ExvBLm8Hg82aA]{Draconic Resilience}

\n

6th Level: @Compendium[sw5e.classfeatures.x6eEZ9GUsuOcEa3G]{Elemental Affinity}

\n

14th Level: @Compendium[sw5e.classfeatures.3647zjKSE9zFwOXc]{Dragon Wings}

\n

18th Level: @Compendium[sw5e.classfeatures.Gsha4bl0apxqspFy]{Draconic Presence}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"saves":["con","cha"],"skills":{"number":2,"choices":["arc","dec","ins","itm","per","rel"],"value":[]},"powercasting":{"progression":"full","ability":"cha"},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0},"flags":{}} {"_id":"6VoZrWxhOEKGYhnq","name":"Monk","type":"class","img":"systems/sw5e/icons/skills/blue_35.jpg","data":{"description":{"value":"

As a monk, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

\n

Proficiencies

\n

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Monk Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
1st+21d4@Compendium[sw5e.classfeatures.UAvV7N7T4zJhxdfI]{Unarmored Defense}, @Compendium[sw5e.classfeatures.l50hjTxO2r0iecKw]{Martial Arts}
2nd+21d42+10 ft.@Compendium[sw5e.classfeatures.10b6z2W1txNkrGP7]{Ki}, @Compendium[sw5e.classfeatures.7vSrGc0MP5Vzm9Ac]{Unarmored Movement}
3rd+21d43+10 ft.@Compendium[sw5e.classfeatures.rtpQdX77dYWbDIOH]{Monastic Tradition}, @Compendium[sw5e.classfeatures.mzweVbnsJPQiVkAe]{Deflect Missiles}
4th+21d44+10 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}, @Compendium[sw5e.classfeatures.KQz9bqxVkXjDl8gK]{Slow Fall}
5th+31d65+10 ft.@Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}, @Compendium[sw5e.classfeatures.pvRc6GAu1ok6zihC]{Stunning Strike}
6th+31d66+15 ft.\n

@Compendium[sw5e.classfeatures.7flZKruSSu6dHg6D]{Ki-Empowered Strikes},

\n

Monastic Tradition feature

\n
7th+31d67+15 ft.@Compendium[sw5e.classfeatures.a4P4DNMmH8CqSNkC]{Evasion}, @Compendium[sw5e.classfeatures.ZmC31XKS4YNENnoc]{Stillness of Mind}
8th+31d68+15 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+41d69+15 ft.Unarmored Movement improvement
10th+41d610+20 ft.@Compendium[sw5e.classfeatures.bqWA7t9pDELbNRkp]{Purity of Body}
11th+41d811+20 ft.Monastic Tradition feature
12th+41d812+20 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+51d813+20 ft.@Compendium[sw5e.classfeatures.XjuGBeB8Y0C3A5D4]{Tongue of the Sun and Moon}
14th+51d814+25 ft.@Compendium[sw5e.classfeatures.7D2EkLdISwShEDlN]{Diamond Soul}
15th+51d815+25 ft.@Compendium[sw5e.classfeatures.gDH8PMrKvLHaNmEI]{Timeless Body}
16th+51d816+25 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+61d1017+25 ft.Monastic Tradition feature
18th+61d1018+30 ft.@Compendium[sw5e.classfeatures.3jwFt3hSqDswBlOH]{Empty Body}
19th+61d1019+30 ft.@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+61d1020+30 ft.@Compendium[sw5e.classfeatures.mQNPg89YIs7g5tG4]{Perfect Self}
\n

Monastic Traditions

\n

Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

\n

Way of the Open Hand

\n

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

\n

Way of the Open Hand Features

\n

3rd Level: @Compendium[sw5e.classfeatures.iQxLNydNLlCHNKbp]{Open Hand Technique}

\n

6th Level: @Compendium[sw5e.classfeatures.Q7mOdk4b1lgjcptF]{Wholeness of Body}

\n

11th Level: @Compendium[sw5e.classfeatures.rBDZLatuoolT2FUW]{Tranquility}

\n

17th Level: @Compendium[sw5e.classfeatures.h1gM8SH3BNRtFevE]{Quivering Palm}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"saves":["str","dex"],"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"powercasting":{"progression":"none","ability":""},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0},"flags":{}} {"_id":"7WJp9vhi6F6SlAFa","name":"Warlock","type":"class","img":"systems/sw5e/icons/skills/violet_21.jpg","data":{"description":{"value":"

As a warlock, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

\n

Proficiencies

\n

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Warlock Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesInvocations Known
1st+2@Compendium[sw5e.classfeatures.jTXHaK0vvT5DV3uO]{Otherworldly Patron}, @Compendium[sw5e.classfeatures.x6IJZwr6f0SGral7]{Pact Magic}̶
2nd+2@Compendium[sw5e.classfeatures.8MlxM2nEfE3Q0EVk]{Eldritch Invocations}2
3rd+2@Compendium[sw5e.classfeatures.QwgfIpCN8VWfoUtX]{Pact Boon}2
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}2
5th+33rd Level Powers, +1 Invocation3
6th+3Otherworldly Patron feature3
7th+34th Level Powers, +1 Invocation4
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}4
9th+45th Level Powers, +1 Invocation5
10th+4Otherworldly Patron feature5
11th+4@Compendium[sw5e.classfeatures.zB77V8BcCJvWVxck]{Mystic Arcanum (6th-Level Power)}5
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}, +1 Invocation6
13th+5@Compendium[sw5e.classfeatures.HBn6FXLz7Eiudz0V]{Mystic Arcanum (7th-Level Power)}6
14th+5Otherworldly Patron feature6
15th+5@Compendium[sw5e.classfeatures.knDZR4l4QfLTKinm]{Mystic Arcanum (8th-Level Power)}, +1 Invocation7
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}7
17th+6@Compendium[sw5e.classfeatures.vMxJQEKeK6WwZFaF]{Mystic Arcanum (9th-Level Power)}7
18th+6+1 Invocation8
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}8
20th+6@Compendium[sw5e.classfeatures.0C04rwyvoknvFYiy]{Eldritch Master}8
\n
\n

Your Pact Boon

\n

Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.

\n

Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with imps and quasits tied to the Fiend.

\n

Pact of the Blade. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames.

\n

Pact of the Tome. Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding powers of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend.

\n
\n

Otherworldly Patrons

\n

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

\n

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

\n

The Fiend

\n

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

\n

The Fiend Features

\n

1st Level: @Compendium[sw5e.classfeatures.4IHsIcBhAVDt8QjY]{Expanded Power List} @Compendium[sw5e.classfeatures.Jv0zu4BtUi8bFCqJ]{Dark One's Blessing }

\n

6th Level: @Compendium[sw5e.classfeatures.OQSb0bO1yDI4aiMx]{Dark One's Own Luck}

\n

10th Level: @Compendium[sw5e.classfeatures.9UZ2WjUF2k58CQug]{Fiendish Resilience}

\n

14th Level: @Compendium[sw5e.classfeatures.aCUmlnHlUPHS0rdu]{Hurl Through Hell}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"saves":["wis","cha"],"skills":{"number":2,"choices":["arc","dec","his","itm","inv","nat","rel"],"value":[]},"powercasting":{"progression":"pact","ability":"cha"},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0},"flags":{}} {"_id":"ABEBgWyRhVlDUIfq","name":"Fighter","type":"class","img":"systems/sw5e/icons/skills/gray_08.jpg","data":{"description":{"value":"

As a fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Fighter Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.nTjmWbyHweXuIqwc]{Second Wind}
2nd+2@Compendium[sw5e.classfeatures.xF1VTcJ3AdkbTsdQ]{Action Surge}
3rd+2@Compendium[sw5e.classfeatures.ax8M0X0q1GGWM26j]{Martial Archetype}
4th+2@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
5th+3@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
7th+3Martial Archetype feature
8th+3@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
9th+4@Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable}
10th+4Martial Archetype feature
11th+4@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack (2)}
12th+4@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
13th+5@Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable (2 uses)}
14th+5@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
15th+5Martial Archetype feature
16th+5@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
17th+6@Compendium[sw5e.classfeatures.xF1VTcJ3AdkbTsdQ]{Action Surge (2 uses)}, @Compendium[sw5e.classfeatures.653ZHbNcmm7ZGXbw]{Indomitable (3 uses)}
18th+6Martial Archetype feature
19th+6@Compendium[sw5e.classfeatures.sPy2OLoN7JaAcMl4]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.q9g1MLXuLZyxjQMg]{Extra Attack (3)}
\n

Martial Archetypes

\n

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

\n

Champion

\n

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

\n

Champion Features

\n

3rd Level: @Compendium[sw5e.classfeatures.YgLQV1O849wE5TgM]{Improved Critical}

\n

7th Level: @Compendium[sw5e.classfeatures.dHu1yzIjD38BvGGd]{Remarkable Athlete}

\n

10th Level: @Compendium[sw5e.classfeatures.kYJsED0rqqqUcgKz]{Additional Fighting Style}

\n

15th Level: @Compendium[sw5e.classfeatures.aVKH6TLn1AG9hPSA]{Superior Critical}

\n

18th Level: @Compendium[sw5e.classfeatures.ipG5yx1tRNmeJfSH]{Survivor}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"saves":["str","con"],"skills":{"number":2,"choices":["acr","ani","ath","his","ins","itm","prc","sur"],"value":[]},"powercasting":{"progression":"none","ability":""},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0},"flags":{}} {"_id":"ILvRZGEx3aXqSVUt","name":"Bard","type":"class","img":"systems/sw5e/icons/skills/affliction_24.jpg","data":{"description":{"value":"

As a bard, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

\n

Proficiencies

\n

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Bard Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.u4NLajXETJhJU31v]{Powercasting}, @Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d6)}
2nd+2@Compendium[sw5e.classfeatures.ezWijmCnlnQ9ZRX2]{Jack of All Trades}, @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d6)}
3rd+2@Compendium[sw5e.classfeatures.ILhzFHiRrqgQ9dFJ]{Bard College} @Compendium[sw5e.classfeatures.aQLg7BWdRnm4Hr9S]{Expertise}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+3@Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d8)}, @Compendium[sw5e.classfeatures.3VDZGs5Ug3hIE322]{Font of Inspiration}
6th+3@Compendium[sw5e.classfeatures.SEJmsjkEhdAZ90ki]{Countercharm}, Bard College feature
7th+34th Level Power Slot
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+45th Level Power Slot @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d8)}
10th+4@Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d10)}, @Compendium[sw5e.classfeatures.aQLg7BWdRnm4Hr9S]{Expertise}, @Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}
11th+46th Level Power Slot
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+57th Level Power, Slot@Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d10)}
14th+5@Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}, Bard College feature
15th+58th Level Power Slot, @Compendium[sw5e.classfeatures.hpLNiGq7y67d2EHA]{Bardic Inspiration (d12)}
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+69th Level Power Slot, @Compendium[sw5e.classfeatures.he8RpPXwSl2lVSIk]{Song of Rest (d12)}
18th+6@Compendium[sw5e.classfeatures.aonJ2YjkqkYB9WYB]{Magical Secrets}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.GBYN5rH4nh1ocRlY]{Superior Inspiration}
\n

Bard Colleges

\n

College of Lore

\n

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences powerbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

\n

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

\n

The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, 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.

\n

College of Lore Features

\n

3rd Level: @Compendium[sw5e.classfeatures.e9ytGikyLFgwZ5wi]{Bonus Proficiencies} @Compendium[sw5e.classfeatures.5zPmHPQUne7RDfaU]{Cutting Words}

\n

6th Level: @Compendium[sw5e.classfeatures.myBu3zi5eYvQIcuy]{Additional Magical Secrets}

\n

14th Level: @Compendium[sw5e.classfeatures.pquwueEMweRhiWaq]{Peerless Skill}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"saves":["dex","cha"],"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","per","prf","rel","slt","ste","sur"],"value":[]},"powercasting":{"progression":"full","ability":"cha"},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0},"flags":{"core":{"sourceId":"Compendium.sw5e.classes.ILvRZGEx3aXqSVUt"}}} {"_id":"VkRQ7glQvTWWiOCS","name":"Ranger","type":"class","img":"systems/sw5e/icons/skills/green_01.jpg","data":{"description":{"value":"

As a ranger, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Ranger Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy}, @Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer}
2nd+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.u6xV3Ki3TXRrD7zg]{Powercasting}
3rd+2@Compendium[sw5e.classfeatures.1dJHU48yNqn3lcfx]{Ranger Archetype}, @Compendium[sw5e.classfeatures.kaHcUGiwi8AtfZIm]{Primeval Awareness}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+32nd Level Power Slot, @Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy +1}, @Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer improvements}
7th+3Ranger Archetype feature
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}, @Compendium[sw5e.classfeatures.C5fzaOBc6HxyOWRn]{Land's Stride}
9th+43rd Level Power Slot
10th+4@Compendium[sw5e.classfeatures.8fbZt2Qh7ZttwIan]{Natural Explorer improvement}, @Compendium[sw5e.classfeatures.r0unvWK0lPsDthDx]{Hide in Plain Sight}
11th+4Ranger Archetype feature
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+54th Level Power Slot
14th+5@Compendium[sw5e.classfeatures.4Vpj9vCOB37GtXk6]{Favored Enemy +1}, @Compendium[sw5e.classfeatures.DhU2dWCNnX78TstR]{Vanish}
15th+5Ranger Archetype feature
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+65th Level Power Slot
18th+6@Compendium[sw5e.classfeatures.QBVmY56RMQuh6C8h]{Feral Senses}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.3CaP1vFHVR8LgHjx]{Foe Slayer}
\n

Ranger Archetypes

\n

A classic expression of the ranger ideal is the Hunter.

\n

Hunter

\n

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

\n

Hunter Features

\n

3rd Level: @Compendium[sw5e.classfeatures.wrxIW5sDfmGr3u5s]{Hunter's Prey}

\n

7th Level: @Compendium[sw5e.classfeatures.WgQrqjmeyMqDzVt3]{Defensive Tactics}

\n

11th Level: @Compendium[sw5e.classfeatures.7zlTRRXT1vWSBGjX]{Multiattack}

\n

15th Level: @Compendium[sw5e.classfeatures.a0Sq88dgnREcIMfl]{Superior Hunter's Defense}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"saves":["str","dex"],"skills":{"number":3,"choices":["ani","ath","ins","inv","nat","prc","ste","sur"],"value":[]},"powercasting":{"progression":"half","ability":"wis"},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0},"flags":{}} {"_id":"gZiUvbXWLs0pOp0c","name":"Paladin","type":"class","img":"systems/sw5e/icons/skills/light_05.jpg","data":{"description":{"value":"

As a paladin, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Paladin Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.E8ozg8avUVOX9N7u]{Divine Sense}, @Compendium[sw5e.classfeatures.OdrvL3afwLOPeuYZ]{Lay on Hands}
2nd+2@Compendium[sw5e.classfeatures.fbExzwNwEAl2kW9c]{Fighting Style}, @Compendium[sw5e.classfeatures.ihoQHsmVZlyDbPhX]{Powercasting}, @Compendium[sw5e.classfeatures.ySMPQ6zNSlvkrl2f]{Divine Smite}
3rd+2@Compendium[sw5e.classfeatures.dY9yrqkyEDuF0CG2]{Divine Health}, @Compendium[sw5e.classfeatures.olAqNsUTIef9x8xC]{Sacred Oath}
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+32nd Level Power Slot, @Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}
6th+3@Compendium[sw5e.classfeatures.carGDhkIdoduTC0I]{Aura of Protection}
7th+3Sacred Oath feature
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+43rd Level Power Slot
10th+4@Compendium[sw5e.classfeatures.nahSkBO6LH4HkpaT]{Aura of Courage}
11th+4@Compendium[sw5e.classfeatures.FAk41RPCTcvCk6KI]{Improved Divine Smite}
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+54th Level Power Slot
14th+5@Compendium[sw5e.classfeatures.U7BIPVPsptBmwsnV]{Cleansing Touch}
15th+5Sacred Oath feature
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+65th Level Power Slot
18th+6Aura improvements
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6Sacred Oath feature
\n

Sacred Oaths

\n

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

\n

Oath of Devotion

\n

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. 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 their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

\n

Oath Powers

\n

You gain oath powers at the paladin levels listed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelPowers
3rd@Compendium[sw5e.powers.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}, @Compendium[sw5e.powers.gvdA9nPuWLck4tBl]{Sanctuary}
5th@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}, @Compendium[sw5e.powers.CylBa7jR8DSbo8Z3]{Zone of Truth}
9th@Compendium[sw5e.powers.ZU9d6woBdUP8pIPt]{Beacon of Hope}, @Compendium[sw5e.powers.15Fa6q1nH27XfbR8]{Dispel Magic}
13th@Compendium[sw5e.powers.da0a1t2FqaTjRZGT]{Freedom of Movement}, @Compendium[sw5e.powers.TgHsuhNasPbhu8MO]{Guardian of Faith}
17th@Compendium[sw5e.powers.d54VDyFulD9xxY7J]{Commune}, @Compendium[sw5e.powers.5e1xTohkzqFqbYH4]{Flame Strike}
\n

Channel Divinity

\n

When you take this oath at 3rd level, you gain the following two @Compendium[sw5e.classfeatures.8M7uOPhbTxoxxJSo]{Channel Divinity} options.

\n

@Compendium[sw5e.classfeatures.xNN0JMKqlG4hKVYu]{Channel Divinity: Sacred Weapon}

\n

@Compendium[sw5e.classfeatures.ZdwGlsJNtc7pGFCd]{Channel Divinity: Turn the Unholy}

\n

Breaking Your Oath

\n

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

\n

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an allnight vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

\n

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"saves":["wis","cha"],"skills":{"number":2,"choices":["ath","ins","itm","med","per","rel"],"value":[]},"powercasting":{"progression":"half","ability":"cha"},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0},"flags":{}} {"_id":"pvEzGSv71zBhaolc","name":"Barbarian","type":"class","img":"systems/sw5e/icons/skills/weapon_01.jpg","data":{"description":{"value":"

As a barbarian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Barbarian Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesRagesRage Damage
1st+2@Compendium[sw5e.classfeatures.VoR0SUrNX5EJVPIO]{Rage}, @Compendium[sw5e.classfeatures.SZbsNbaxFFGwBpNK]{Unarmored Defense}2+2
2nd+2@Compendium[sw5e.classfeatures.SCVjqRdlZ9cvHVSR]{Reckless Attack}, @Compendium[sw5e.classfeatures.vt31lWAULygEl7yk]{Danger Sense}2+2
3rd+2@Compendium[sw5e.classfeatures.TH1QAf6YNGSeBVjT]{Primal Path}3+2
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}3+2
5th+3@Compendium[sw5e.classfeatures.XogoBnFWmCAHXppo]{Extra Attack}, @Compendium[sw5e.classfeatures.Kl6zifJ5OmdHlOi2]{Fast Movement}3+2
6th+3Path feature4+2
7th+3@Compendium[sw5e.classfeatures.NlXslw4yAqmKZWtN]{Feral Instinct}4+2
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}4+2
9th+4@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (1 die)}4+3
10th+4Path feature4+3
11th+4@Compendium[sw5e.classfeatures.FqfmbPgxiyrWzhYk]{Relentless Rage}4+3
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}5+3
13th+5@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (2 dice)}5+3
14th+5Path feature5+3
15th+5@Compendium[sw5e.classfeatures.l8tUhZ5Pecm9wz7I]{Persistent Rage}5+3
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}5+4
17th+6@Compendium[sw5e.classfeatures.L94gyvNpUhUe0rwh]{Brutal Critical (3 dice)}6+4
18th+6@Compendium[sw5e.classfeatures.Q1exex5ALteprrPo]{Indomitable Might}6+4
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}6+4
20th+6@Compendium[sw5e.classfeatures.jVU4AgqfrFaqgXns]{Primal Champion}Unlimited+4
\n

Primal Paths

\n

Path of the Berserker

\n

For some barbarians, rage is a means to an end— that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

\n

Path of the Berserker Features

\n

3rd Level: @Compendium[sw5e.classfeatures.CkbbAckeCtyHXEnL]{Frenzy}

\n

6th Level: @Compendium[sw5e.classfeatures.0Jgf8fYY2ExwgQpN]{Mindless Rage}

\n

10th Level: @Compendium[sw5e.classfeatures.M6VSMzVtKPhh8B0i]{Intimidating Presence}

\n

14th Level: @Compendium[sw5e.classfeatures.xzD9zlRP6dUxCtCl]{Retaliation}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d12","hitDiceUsed":0,"saves":["str","con"],"skills":{"number":2,"choices":["ani","ath","itm","nat","prc","sur"],"value":[]},"powercasting":{"progression":"none","ability":""},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0},"flags":{}} {"_id":"tlwBnN8GmqJcTgub","name":"Cleric","type":"class","img":"systems/sw5e/icons/skills/light_04.jpg","data":{"description":{"value":"

As a cleric, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Cleric Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.v4gKwLhAq9vuqza7]{Powercasting} , @Compendium[sw5e.classfeatures.x637K2Icp2ZFM1TB]{Divine Domain}
2nd+2@Compendium[sw5e.classfeatures.YpiLQEKGalROn7iJ]{Channel Divinity (1/rest)}, Divine Domain feature
3rd+22nd Level Power Slot
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+33rd Level Power Slot, @Compendium[sw5e.classfeatures.NMy4piwXIpLjYbRE]{Destroy Undead (CR 1/2)}
6th+3@Compendium[sw5e.classfeatures.YpiLQEKGalROn7iJ]{Channel Divinity (2/rest)}, Divine Domain feature
7th+34th Level Power Slot
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{ASI}, @Compendium[sw5e.classfeatures.NMy4piwXIpLjYbRE]{Destroy Undead (CR 1)}, Divine Domain feature
9th+45th Level Power Slot
10th+4@Compendium[sw5e.classfeatures.eVXqHn0ojWrEuYGU]{Divine Intervention}
11th+46th Level Power Slot, @Compendium[sw5e.classfeatures.NMy4piwXIpLjYbRE]{Destroy Undead (CR 2)}
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+57th Level Power Slot
14th+5@Compendium[sw5e.classfeatures.NMy4piwXIpLjYbRE]{Destroy Undead (CR 3)}
15th+58th Level Power Slot
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+69th Level Power Slot, @Compendium[sw5e.classfeatures.NMy4piwXIpLjYbRE]{Destroy Undead (CR 4)}, Divine Domain feature
18th+6@Compendium[sw5e.classfeatures.YpiLQEKGalROn7iJ]{Channel Divinity (3/rest)}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.eVXqHn0ojWrEuYGU]{Divine Intervention (Automatic Success)}
\n

Divine Domains

\n

Life Domain

\n

The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

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Life Domain Powers

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Cleric LevelPowers
1st@Compendium[sw5e.powers.8dzaICjGy6mTUaUr]{Bless}, @Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}
3rd@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}, @Compendium[sw5e.powers.JbxsYXxSOTZbf9I0]{Spiritual Weapon}
5th@Compendium[sw5e.powers.ZU9d6woBdUP8pIPt]{Beacon of Hope}, @Compendium[sw5e.powers.LmRHHMtplpxr9fX6]{Revivify}
7th@Compendium[sw5e.powers.VtCXMdyM6mAdIJZb]{Death Ward}, @Compendium[sw5e.powers.TgHsuhNasPbhu8MO]{Guardian of Faith}
9th@Compendium[sw5e.powers.Pyzmm8R7rVsNAPsd]{Mass Cure Wounds}, @Compendium[sw5e.powers.AGFMPAmuzwWO6Dfz]{Raise Dead}
\n

Life Domain Features

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1st Level: @Compendium[sw5e.classfeatures.68bYIOvx6rIqnlOW]{Bonus Proficiency} @Compendium[sw5e.classfeatures.jF8AFfEMICIJnAkR]{Disciple of Life}

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2nd Level: @Compendium[sw5e.classfeatures.hEymt45rICi4f9eL]{Channel Divinity: Preserve Life}

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6th Level: @Compendium[sw5e.classfeatures.yv49QN6Bzqs0ecCs]{Blessed Healer}

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8th Level: @Compendium[sw5e.classfeatures.T6u5z8ZTX6UftXqE]{Divine Strike}

\n

17th Level: @Compendium[sw5e.classfeatures.4UOgxzr83vFuUash]{Supreme Healing}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"saves":["wis","cha"],"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"powercasting":{"progression":"full","ability":"wis"},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0},"flags":{}} {"_id":"wZK2Q0rXB0AQo8h3","name":"Wizard","type":"class","img":"systems/sw5e/icons/skills/blue_13.jpg","data":{"description":{"value":"

As a wizard, you gain the following class features.

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Hit Points

\n

Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

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Proficiencies

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Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

\n

Equipment

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You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Wizard Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.gbNo5eVPaqr8IVKL]{Powercasting}, @Compendium[sw5e.classfeatures.e0uTcFPpgxjIyUW9]{Arcane Recovery}
2nd+2@Compendium[sw5e.classfeatures.AEWr9EMxy5gj4ZFT]{Arcane Tradition}
3rd+22nd Level Power Slot
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+33rd Level Power Slot
6th+3Arcane Tradition feature
7th+34th Level Power Slot
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+45th Level Power Slot
10th+4Arcane Tradition feature
11th+46 Level Power Slot
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+57th Level Power Slot
14th+5Arcane Tradition feature
15th+58th Level Power Slot
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+69 Level Power Slot
18th+6@Compendium[sw5e.classfeatures.JfFfHTeIszx1hNRx]{Power Mastery}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6\n

@Compendium[sw5e.classfeatures.nUrZDi6QN1YjwAr6]{Signature Powers (First Power)}

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@Compendium[sw5e.classfeatures.31bKbWe9ZGVLEns6]{Signature Powers (Second Power)}

\n
\n

Your Powerbook

\n

The powers that you add to your powerbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other powers during your adventures. You could discover a power recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

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Copying a Power into the Book. When you find a wizard power of 1st level or higher, you can add it to your powerbook if it is of a power level you can prepare and if you can spare the time to decipher and copy it.

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Copying that power into your powerbook involves reproducing the basic form of the power, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the power until you understand the sounds or gestures required, then transcribe it into your powerbook using your own notation.

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For each level of the power, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the power to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the power just like your other powers.

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Replacing the Book. You can copy a power from your own powerbook into another book—for example, if you want to make a backup copy of your powerbook. This is just like copying a new power into your powerbook, but faster and easier, since you understand your own notation and already know how to cast the power. You need spend only 1 hour and 10 gp for each level of the copied power.

\n

If you lose your powerbook, you can use the same procedure to transcribe the powers that you have prepared into a new powerbook. Filling out the remainder of your powerbook requires you to find new powers to do so, as normal. For this reason, many wizards keep backup powerbooks in a safe place.

\n

The Book’s Appearance. Your powerbook is a unique compilation of powers, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous powerbook in a mishap.

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Arcane Traditions

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The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.

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The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of powers, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the powers of each school require mastery of different techniques.

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School of Evocation

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You focus your study 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 enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

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School of Evocation Features

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2nd Level: @Compendium[sw5e.classfeatures.7uzJ2JkmsdRGLra3]{Evocation Savant} @Compendium[sw5e.classfeatures.6VBXkjjBgjSpNElh]{Sculpt Powers}

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6th Level: @Compendium[sw5e.classfeatures.evEWCpE5MYgr5RRW]{Potent Cantrip}

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10th Level: @Compendium[sw5e.classfeatures.7O85kj6uDEG5NzUE]{Empowered Evocation}

\n

14th Level: @Compendium[sw5e.classfeatures.VUtSLeCzFubGXmGx]{Overchannel}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"saves":["int","wis"],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"powercasting":{"progression":"full","ability":"int"},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0},"flags":{}} {"_id":"xEb8jmA5HlNs7xTF","name":"Rogue","type":"class","img":"systems/sw5e/icons/skills/gray_04.jpg","data":{"description":{"value":"

As a rogue, you have the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

\n

Proficiencies

\n

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Rogue Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusSneak AttackFeatures
1st+21d6@Compendium[sw5e.classfeatures.3sYPftQKnbbVnHrh]{Expertise}, @Compendium[sw5e.classfeatures.DPN2Gfk8yi1Z5wp7]{Sneak Attack}, @Compendium[sw5e.classfeatures.ohwfuwnvuoBWlSQr]{Thieves' Cant}
2nd+21d6@Compendium[sw5e.classfeatures.01pcLg6PRu5zGrsb]{Cunning Action}
3rd+22d6@Compendium[sw5e.classfeatures.80USV8ZFPIahpLd0]{Roguish Archetype}
4th+22d6@Compendium[sw5e.classfeatures.v7MxFuTAgOsmxZCD]{Ability Score Improvement}
5th+33d6@Compendium[sw5e.classfeatures.Mm64SKAHJWYecgXS]{Uncanny Dodge}
6th+33d6@Compendium[sw5e.classfeatures.3sYPftQKnbbVnHrh]{Expertise improvement}
7th+34d6@Compendium[sw5e.classfeatures.a4P4DNMmH8CqSNkC]{Evasion}
8th+34d6@Compendium[sw5e.classfeatures.v7MxFuTAgOsmxZCD]{Ability Score Improvement}
9th+45d6Roguish Archetype feature
10th+45d6@Compendium[sw5e.classfeatures.v7MxFuTAgOsmxZCD]{Ability Score Improvement}
11th+46d6@Compendium[sw5e.classfeatures.YN9xm6MCvse4Y60u]{Reliable Talent}
12th+46d6@Compendium[sw5e.classfeatures.v7MxFuTAgOsmxZCD]{Ability Score Improvement}
13th+57d6Roguish Archetype feature
14th+57d6@Compendium[sw5e.classfeatures.fjsBk7zxoAbLf8ZI]{Blindsense}
15th+58d6@Compendium[sw5e.classfeatures.V4pwFxlwHtNeB4w9]{Slippery Mind}
16th+58d6@Compendium[sw5e.classfeatures.v7MxFuTAgOsmxZCD]{Ability Score Improvement}
17th+69d6Roguish Archetype feature
18th+69d6@Compendium[sw5e.classfeatures.L7nJSRosos8sHJH9]{Elusive}
19th+610d6@Compendium[sw5e.classfeatures.v7MxFuTAgOsmxZCD]{Ability Score Improvement}
20th+610d6@Compendium[sw5e.classfeatures.rQhWDaMHMn7iU4f2]{Stroke of Luck}
\n

Roguish Archetypes

\n

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

\n

Thief

\n

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

\n

Thief Features

\n

3rd Level: @Compendium[sw5e.classfeatures.ga3dt2zrCn2MHK8R]{Fast Hands} @Compendium[sw5e.classfeatures.FGrbXs6Ku5qxFK5G]{Second-Story Work}

\n

9th Level: @Compendium[sw5e.classfeatures.Ei1Oh4UAA2E30jcD]{Supreme Sneak}

\n

13th Level: @Compendium[sw5e.classfeatures.NqWyHE7Rpw9lyKWu]{Use Magic Device}

\n

17th Level: @Compendium[sw5e.classfeatures.LhRm1EeUMvp2EWhV]{Thief's Reflexes}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"saves":["dex","int"],"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","per","prf","prc","slt","ste"],"value":[]},"powercasting":{"progression":"none","ability":""},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0},"flags":{}} {"_id":"ygVYgPbJkaH0tH1N","name":"Druid","type":"class","img":"systems/sw5e/icons/skills/green_13.jpg","data":{"description":{"value":"

As a druid, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Druid Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2 Druidic, Powercasting
2nd+2 Wild Shape (Max CR 1/4), Druid Circle
3rd+22nd Level Power Slot
4th+2 Wild Shape (Max CR 1/2), Ability Score Improvement
5th+33rd Level Power Slot
6th+3Druid Circle feature
7th+34th Level Power Slot
8th+3 Wild Shape (Max CR 1), Ability Score Improvement
9th+45th Level Power Slot
10th+4Druid Circle feature
11th+46th Level Power Slot
12th+4 Ability Score Improvement
13th+57th Level Power Slot
14th+5Druid Circle feature
15th+58th Level Power Slot
16th+5 Ability Score Improvement
17th+69th Level Power Slot
18th+6 Timeless Body, Beast Powers
19th+6 Ability Score Improvement
20th+6 Archdruid
\n

Sacred Plants and Wood

\n

A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a powercasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.

\n

Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.

\n

Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.

\n

Druids and the Gods

\n

Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix PH-B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.

\n

Druid Circles

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Circle of the Land

\n

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. 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 communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.

\n

Circle of the Land Features

\n

2nd Level: Bonus Cantrip Natural Recovery

\n

3rd, 5th, 7th, 9th Level: Circle Powers

\n

6th Level: Land's Stride (Circle of the Land)

\n

10th Level: Nature's Ward

\n

14th Level: Nature's Sanctuary

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"saves":["int","wis"],"skills":{"number":2,"choices":["arc","ani","ins","med","nat","prc","rel","sur"],"value":[]},"powercasting":{"progression":"full","ability":"wis"},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0},"flags":{}}