Escolar Documentos
Profissional Documentos
Cultura Documentos
Contents
Chapter 1: Rule Adjustments 2
Chapter 2: Backgrounds 3
Chapter 3: Equipment 4
Chapter 4: Feats 7
Chapter 5: Skills 13
Chapter 6: Saving Throws 17
Chapter 7: Combat 19
Chapter 8: Conditions 21
Chapter 9: Races 22
Chapter 10: Classes 23
Artificer 26
Barbarian 27
Bard 33
Cleric 39
Druid 48
Fighter 49
Magus 54
Monk 66
Paladin 83
Psion 93
Ranger 100
Rogue 109
Sorcerer 116
Wizard 150
Chapter 11: Spells 157
A
dventurers are extraordinary people, driven by a Path of the Totem Warrior
thirst for excitement into a life that others All subclass options must come from the same animal
would never dare lead. They are heroes, now.
compelled to explore the dark places of the Totem Spirit adjusted to balance the options against
world and take on the challenges that lesser eachother.
women and men can’t stand against. Eagle takes the swashbuckler wording to avoid OAs
Class is the primary definition of what your character can from anyone he has attacked, slight movement
do, it’s more than a profession; it’s your character’s calling. increase.
Class shapes the way you think about the world and interact Tiger gets a minor form of pounce (move 20 ft to
with it and your relationship with other people and powers in possibly knock prone)
the multiverse. A fighter, for example, might view the world in Wolf only applies on creatures that he has attacked
pragmatic terms of strategy and maneuvering, and see herself Totemic Attunement has had size limits removed, saving
as just a pawn in a much larger game. A cleric, by contrast, throws should account for this stuff.
might see himself as a willing servant in a god’s unfolding
plan or a conflict brewing among various deities. While the Path of the Zealot
fighter has contacts in a mercenary company or army, the Divine Fury now matches the damage from Storm
cleric might know a number of priests, paladins, and devotees Herald.
who share his faith.
Your class gives you a variety of special features, such as a Bard
fighter’s mastery of weapons and armor, and a wizard’s spells. Bardic Inspiration changed to give normal inspiration
At low levels, your class gives you only two or three features, (which works before or after the roll)
but as you advance in level you gain more and your existing Song of Rest changed to recover one additional Hit Dice
features often improve. Each class entry in this chapter Spells known increased to better compete with prepared
includes a table summarizing the benefits you gain at every casters. Spells known = less diversity of spells, but a
level, and a detailed explanation of each one. similar amount prepared to a Wizard.
Adventurers sometimes advance in more than one class. A College of Valor and College of Swords merged to college
rogue might switch direction in life and swear the oath of a of Blades (plus a variant for Bladesinger)
paladin. A barbarian might discover latent magical ability and
dabble in the sorcerer class while continuing to advance as a Fighter
barbarian. Elves are known to combine martial mastery with The goal of this (minor) rework is to give the fighter an
magical training and advance as fighters and wizards identity. Mearls has said that he regrets the lack of identity of
simultaneously. Optional rules for combining classes in this the fighter archetypes. The goal is to give the fighter a
way, called multiclassing, appear in chapter 6 of the Player’s resource (maneuvers) that can be be used once per round
Handbook. that allows them to show their combat prowess. Several
other minor fixes have been intertwined as well.
Class Changes Fighting Style turned into a fighting stance which can be
Fighting Stances: Changed to fighter rework version. switched between to allow for more weapon diversity
among characters instead of being locked into only using
Barbarian 1 weapon. At 11th level a Fighter can have 2 stances
Battlerager removed in favor of the revamped Berserker. active at once.
Unarmored Defense replaced with Primal Toughness Two-Weapon-Fighting made to be competitive.
(similar) Second Wind now includes your Constitution modifier
Rage cannot be ended early by not attacking a target and scales a bit at 11th level.
Added Fighting Stance at 2nd level Remarkable Athlete/Acrobat is now part of the core
Delayed early rage damage boost and adjusted it at the class and gives advantage on Strength (Athletics) or
later levels Dexterity (Acrobatics) ability checks which allows the
Reckless Attack moved to 3rd level. fighter to physically excel.
Arcane Archer and Eldritch Knight moved to a new
Path of the Berserker magus class
Frenzy replaced with Reckless Abandon from
Battlerager. I think one extra attack is simply unbalanced
for a subclass and this fits the flavor better.
Path of the Storm Herald
Fury of the Storm now is one model.
The Bard
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration 2 4 2 — — — — — — — —
2nd +2 Jack of All Trades, Song of Rest 2 5 3 — — — — — — — —
3rd +2 Bard College, Expertise 2 7 4 2 — — — — — — —
4th +2 Ability Score improvement 3 8 4 3 — — — — — — —
5th +3 Font of Inspiration 3 9 4 3 2 — — — — — —
6th +3 All Ability Scores improve, Countercharm, 3 10 4 3 3 — — — — — —
Bard College feature
7th +3 Competency 3 11 4 3 3 1 — — — — —
8th +3 Ability Score improvement 3 12 4 3 3 2 — — — — —
9th +4 — 3 13 4 3 3 3 1 — — — —
10th +4 Expertise, Magical Secrets 3 16 4 3 3 3 2 — — — —
11th +4 All Ability Scores improve 4 17 4 3 3 3 2 1 — — —
12th +4 Ability Score improvement 4 18 4 3 3 3 2 1 — — —
13th +5 — 4 20 4 3 3 3 2 1 1 — —
14th +5 Magical Secrets, Bard College feature 4 21 4 3 3 3 2 1 1 — —
15th +5 Competency 4 22 4 3 3 3 2 1 1 1 —
16th +5 All Ability Scores improve, Ability Score 4 23 4 3 3 3 2 1 1 1 —
improvement
17th +6 — 4 24 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 25 4 3 3 3 3 1 1 1 1
19th +6 Ability Score improvement 4 26 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 28 4 3 3 3 3 2 2 1 1
The Cleric
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — —
2nd +2 Channel Divinity (1/rest), Divine Domain feature 3 3 — — — — — — — —
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score improvement 4 4 3 — — — — — — —
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —
6th +3 All Ability Scores improve, Channel Divinity (2/rest), 4 4 3 3 — — — — — —
Divine Domain feature
7th +3 Competency 4 4 3 3 1 — — — — —
8th +3 Ability Score improvement, Destroy Undead (CR 1), 4 4 3 3 2 — — — — —
Divine Domain feature
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Divine Intervention 5 4 3 3 3 2 — — — —
11th +4 All Ability Scores improve, Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — —
12th +4 Ability Score improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 — —
15th +5 Competency 5 4 3 3 3 2 1 1 1 —
16th +5 All Ability Scores improve, Ability Score improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1
Notes
Maneuvers: Maybe add some maneuvers from Battlemaster
revamp) or High Level Maneuvers
The Magus
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Sense, Weapon Bond — — — — — —
2nd +2 Fighting Stance, Spellcasting, Arcane Strike, Arcane Deflection 2 2 — — — —
3rd +2 Arcane Channeling, Arcane Order 2 3 — — — —
4th +2 Ability Score improvement 3 3 — — — —
5th +3 Extra Attack 3 4 2 — — —
6th +3 All Ability Scores improve, Spell Ward 3 4 2 — — —
7th +3 Competency, Arcane Order feature 3 4 3 — — —
8th +3 Ability Score improvement 3 4 3 — — —
9th +4 — 3 4 3 2 — —
10th +4 Arcane Order feature 4 4 3 2 — —
11th +4 All Ability Scores improve, Spell Strike, Arcane Channeling improvement 4 4 3 3 — —
12th +4 Ability Score improvement 4 4 3 3 — —
13th +5 Spell Recall 4 4 3 3 1 —
14th +5 Arcane Dispel 4 4 3 3 1 —
15th +5 Competency, Arcane Order feature 4 4 3 3 2 —
16th +5 All Ability Scores improve, Ability Score improvement 4 4 3 3 2 —
17th +6 Arcane Channeling improvement 4 4 3 3 3 1
18th +6 Spell Ward improvement 4 4 3 3 3 1
19th +6 Ability Score improvement 4 4 3 3 3 2
20th +6 Arcane Order feature 4 4 3 3 3 2
The Monk
Proficiency Martial Ki Unarmored
Level Bonus Features Arts Points Movement
1st +2 Unarmored Defense, Unarmored Movement, Martial Arts 1d4 — +5 ft.
2nd +2 Ki, Monastic Tradition 1d4 2 +10 ft.
3rd +2 Flurry of Blows, Deflect Missiles 1d4 3 +10 ft.
4th +2 Ability Score improvement, Slow Fall 1d4 4 +10 ft.
5th +3 Extra Attack 1d6 5 +10 ft.
6th +3 All Ability Scores improve, Ki-Empowered Strikes, Monastic Tradition feature 1d6 6 +15 ft.
7th +3 Competency, Evasion, Stillness of Mind 1d6 7 +15 ft.
8th +3 Ability Score improvement 1d6 8 +15 ft.
9th +4 Unarmored Movement Improvement, Wholeness of Body 1d6 9 +15 ft.
10th +4 Purity of Body 1d6 10 +20 ft.
11th +4 All Ability Scores improve, Extra Attack (2), Monastic Tradition feature 1d8 11 +20 ft.
12th +4 Ability Score improvement 1d8 12 +20 ft.
13th +5 — 1d8 14 +20 ft.
14th +5 Diamond Soul 1d8 15 +25 ft.
15th +5 Competency, Timeless Body 1d8 16 +25 ft.
16th +5 All Ability Scores improve, Ability Score improvement 1d8 17 +25 ft.
17th +6 Monastic Tradition feature 1d10 19 +25 ft.
18th +6 Empty Body 1d10 21 +30 ft.
19th +6 Ability Score improvement 1d10 23 +30 ft.
20th +6 Perfect Self 1d10 25 +30 ft.
The Paladin
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands — — — — — —
2nd +2 Fighting Stance, Spellcasting, Smite 2 2 — — — —
3rd +2 Divine Health, Sacred Oath 2 3 — — — —
4th +2 Ability Score improvement 2 3 — — — —
5th +3 Extra Attack 2 4 2 — — —
6th +3 All Ability Scores improve, Aura of Protection 2 4 2 — — —
7th +3 Competency, Sacred Oath feature 2 4 3 — — —
8th +3 Ability Score improvement 2 4 3 — — —
9th +4 — 2 4 3 2 — —
10th +4 Aura of Courage 3 4 3 2 — —
11th +4 All Ability Scores improve, Improved Smite 3 4 3 3 — —
12th +4 Ability Score improvement 3 4 3 3 — —
13th +5 — 3 4 3 3 1 —
14th +5 Cleansing Touch 3 4 3 3 1 —
15th +5 Competency, Sacred Oath feature 3 4 3 3 2 —
16th +5 All Ability Scores improve, Ability Score improvement 3 4 3 3 2 —
17th +6 — 3 4 3 3 3 1
18th +6 Aura improvements 3 4 3 3 3 1
19th +6 Ability Score improvement 3 4 3 3 3 2
20th +6 Sacred Oath feature 3 4 3 3 3 2
Psion Proficiencies
The powers of the mind are varied and limitless, and the Armor: None
psion learns how to unlock them. Whether he is a shaper or a Weapons: Daggers, darts, slings, quarterstaffs, light
telepath, an egoist, or a nomad, the psion learns to cast spells crossbows
that alter himself and the world around him. Due to the Craft and Trade: None
limited spells that any one psion knows, each psion is unique
in his capabilities, as his latent abilities are drawn out and Saving Throws: Intelligence, Wisdom
shaped into the spells that define the psion. Kryx’s Saving Throws: Will
Each psion is also different depending on his choice of Skills: Choose two from: Arcana, Deception, History, Insight,
order: the egoist excels at altering his own physiology, while Investigation, Perception, Persuasion
the nomad learns to manipulate the very fabric of space and Kryx’s Skills: Choose two from: Arcana, Insight,
time. Manipulation, Persuasion, Perception, and Society
Equipment
Class Features You start with the following equipment, in addition to the
equipment granted by your background:
As a psion, you gain the following class features.
(a) a quarterstaff or (b) any simple weapon
Hit Points (a) a scholar’s pack or (b) an explorer’s pack
Hit Dice: 1d6 per psion level
Hit Points at 1st Level: 6 + your Constitution modifier Spellcasting (Psionics)
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per psion level after 1st
The Psion
Proficiency Cantrips Spells Psi Psi Point
Level Bonus Features Known Known Points Limit
1st +2 Spellcasting (Psionics), Psychic Order 3 4 4 2
2nd +2 Psychic Order Feature 3 5 6 2
3rd +2 — 3 7 14 3
4th +2 Ability Score improvement 4 8 17 3
5th +3 — 4 9 27 5
6th +3 All Ability Scores improve, Psychic Order Feature 4 11 32 5
7th +3 Competency 4 12 38 6
8th +3 Ability Score improvement 4 14 44 6
9th +4 — 4 15 57 7
10th +4 Psychic Order Feature 5 16 64 7
11th +4 All Ability Scores improve 5 17 73 9
12th +4 Ability Score improvement 5 18 78 9
13th +5 — 5 20 83 10
14th +5 Psychic Order Feature 5 21 88 10
15th +5 Competency 5 22 94 11
16th +5 All Ability Scores improve, Ability Score improvement 5 23 100 11
17th +6 — 5 24 107 13
18th +6 Spell Mastery 5 26 114 13
19th +6 Ability Score improvement 5 27 123 13
20th +6 Psychic Order Feature 5 29 133 13
The Ranger
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer — — — — — —
2nd +2 Fighting Stance, Spellcasting, 2 2 — — — —
Hunter’s Mark, Primal Strike
3rd +2 Primeval Awareness, Ranger Conclave 2 3 — — — —
4th +2 Ability Score improvement 2 3 — — — —
5th +3 Ranger Conclave feature 2 4 2 — — —
6th +3 All Ability Scores improve, Greater Favored Enemy 2 4 2 — — —
7th +3 Competency, Ranger Conclave feature 2 4 3 — — —
8th +3 Ability Score improvement, Fleet of Foot 2 4 3 — — —
9th +4 — 2 4 3 2 — —
10th +4 Hide in Plain Sight 3 4 3 2 — —
11th +4 All Ability Scores improve, Multiattack 3 4 3 3 — —
12th +4 Ability Score improvement 3 4 3 3 — —
13th +5 — 3 4 3 3 1 —
14th +5 Vanish 3 4 3 3 1 —
15th +5 Competency, Ranger Conclave feature 3 4 3 3 2 —
16th +5 All Ability Scores improve, Ability Score improvement 3 4 3 3 2 —
17th +6 — 3 4 3 3 3 1
18th +6 Feral Senses 3 4 3 3 3 1
19th +6 Ability Score improvement 3 4 3 3 3 2
20th +6 Foe Slayer 3 4 3 3 3 2
The Sorcerer
Proficiency Cantrips Spells Spell Spell Sparks
Level Bonus Features Known Known Points Point Limit Known
1st +2 Sorcerous Origin, Sorcerous Magic 2+1 3+2 2 2 —
2nd +2 Magic Manifestation, Resilient Husk 2+1 4+2 4 2 —
3rd +2 Latent Sparks 2+1 5+4 6 3 2
4th +2 Ability Score improvement 3+1 6+4 7 3 2
5th +3 Magic Manifestation feature 3+1 7+6 10 5 3
6th +3 All Ability Scores improve, Sorcerous Origin feature 3+1 8+6 11 5 3
7th +3 Competency 3+1 9+8 13 6 4
8th +3 Ability Score improvement 3+1 10+8 16 6 4
9th +4 — 3+1 11+10 20 7 5
10th +4 Sorcerous Origin feature 4+1 12+10 21 7 5
11th +4 All Ability Scores improve, Arcanum (6th level) 4+1 12+10 22 7 5
12th +4 Ability Score improvement 4+1 13+10 23 7 6
13th +5 Arcanum (7th level) 4+1 13+10 24 7 6
14th +5 Sorcerous Origin feature 4+1 14+10 25 7 6
15th +5 Competency, Arcanum (8th level) 4+1 14+10 26 7 7
16th +5 All Ability Scores improve, Ability Score improvement 4+1 15+10 27 7 7
17th +6 Arcanum (9th level) 4+1 15+10 28 7 7
18th +6 Sorcerous Origin feature 4+1 16+10 29 7 8
19th +6 Ability Score improvement 4+1 16+10 30 7 8
20th +6 Sorcerous Restoration 4+1 17+10 31 7 8
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance
and chaos to gain advantage on one attack roll, ability check,
or saving throw. Once you do so, you must finish a long rest
before you can use this feature again.
Any time you roll on the Wild Sorcery Surge table if you
roll an odd number you regain the use of this feature.
Storm. Your eidolon is an elemental. It has a lightning form Additionally, when you gain a level in this class, you can
which allows it to enter a hostile creature’s space and stop choose one of the evolutions your eidolon knows and replace
there. A creature that touches the eidolon or hits it with a it with another evolution that your eidolon could learn at that
melee attack while within 5 feet of it takes 2 (1d4) lightning level. You cannot replace the evolutions your eidolon receives
damage. If it ends its turn in a creature’s space, that creature from its form or type.
takes 2 (1d4) lightning damage. When a creature takes
damage from this ability on your eidolon’s turn your eidolon Sensory Evolution
can Disengage (no action required). This damage increases to At 3rd level your eidolon’s eyes, optical sensors, or other
2d4 at 11th level. sensory organs have evolved. Choose one of the following.
Sylvan. Your eidolon is a fey. It starts with Innate Darkvision. Your eidolon can see in dim light within 60
Spellcasting as a bonus evolution and it can communicate feet of it as if it were bright light, and in darkness as if it were
with beasts and plants as if they shared a language, cannot be dim light. It can’t discern color in darkness, only shades of
charmed, and magic can’t put it to sleep. grey.
Wild. Your eidolon is a monstrosity. It can select a bonus Blindsight. Your eidolon can perceive its surroundings
evolution. without relying on sight, but is blind beyond 30 ft.
Undying. Your eidolon is an undead. It is resistant to cold,
poison, and necrotic damage and immune to exhaustion,
frightened, and the poisoned conditions. Magic Weapons
At 9th level your eidolon’s attacks count as magical for the
Attacks purpose of overcoming resistance and immunity to
Your eidolon’s natural attacks deals 2d4 damage plus the nonmagical attacks and damage.
ability score modifier listed below.
Eidolon Evolutions
Thick Hide
Amphibious
At 2nd level choose either light or medium. Your eidolon’s Your eidolon has gills, slimy skin, or some other adaptation
Armor Class is determined by the formula. allowing it to breathe air or water.
Light. 12 + Dexterity modifier. Additionally your eidolon is just as comfortable in the
Medium. 14 + Dexterity modifier (max 2). water as it is on land. It gains a swim speed equal to its
At 5th level your eidolon’s natural armor improves. walking speed.
Light. 13 + Dexterity modifier. Blood Frenzy
Medium. 15 + Dexterity modifier (max 3). Your eidolon has advantage on melee attack rolls against any
creature that is below half its hit points. If it is within 60 feet
Evolutions of a creature below half its hit points that it can see then any
At 3rd level your eidolon gains one evolution of your choice. attack it makes against a target not below half its hit points is
When you gain certain sorcerer levels, your eidolon gains made with disadvantage.
additional evolutions of your choice, as shown in the
Evolutions column of the Eidolon table.