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5th edition point buy

A true classless, leveless system inspired by "Buy the Numbers" by Spencer "The Sigil"
Colley, S. T. Cooley Publishing.
Written by Stefen R. Swanner

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Chapter One: Character Fundamentals

T
his chapter will deal with the basics of Hit dice Table
Character Creation: purchasing of Race, Hit Hite Dice XP Cost First Hit Dice
Dice, weapon/armor proficiencies, tool 1d4 18 36
proficiencies, skill proficiencies and ability
score increases. Players should create a level 1 1d6 24 48
character like they normally would by choosing 1d8 30 60
a Race and a Background. After those are
chosen, they player should decide their Ability scores with the 1d10 36 72
GM. The most common way of doing so is using the 4d6 1d12 42 84
method: each Ability Score gets 4d6 rolled with the lowest
number dropped. It is at this point that every player should be Proficiency
asking, "How are the character generated if we need xp to
buy abilities?" Well that's easy, each character recieve 450 Additional proficiencies past what is given in the character's
"Genesis Points"(or GP) to purchase abilities, Hit Dice and class and background can also be purchased with xp. Since
other things. This simulates that character's experience weapons and armors function differently in aspect compared
throughout their life until this point in time. to skills and tools, they each have their own chart
Proficiency Table
Effective Character Levels Proficiency Prerequisite XP Cost
Since this system does away with Classes and All Simple Weapons None 15
Levels, and that everything in D&D is very much
Level-based, it would be a good idea to mention All Martial Weapons All Simple 25
this. Have the players record two seperate XP Weapons
fields: one is for the Total XP Gained for the Single Weapon of None 5 per
campaign, the second would be for Available XP Choice weapon
for them to spend on purchases. The Total XP
Gained is to record that character's Effective Shields None 10
Character Level (ECL). Light Armor None 15
Medium Armor Light Armor, 15
Shields
Races Heavy Armor Medium Armor 30
With these rules, all races should be usuable as long as the
GM accepts them in their campaign. Races will give their Skills Table
usual bonuses, traits and ability score increases as they 1 10 10
normally would. The only exception to this general rule is
Variant Human, and any race that gives a feat on generation. 2 40 50
These races instead gets the bonus, traits, ability score 3 90 140
increases, and instead of the feat they get an extra 50gp. 4 160 300
Hit Dice 5 250 550
The xp cost for Hit Dice (HD) is pretty self explained. The 6 360 910
cost to purchase an individual HD is equal to the "size" of the 7 490 1,400
die multiplied by the character's new total of HD. The 8 640 2,040
exception to this rule is the first HD, which is doubled
because the character gains the full roll plus the Con 9 810 2,850
modifier. A character does NOT have to purchase the same 10 1,000 3,850
HD at each purchase, there is no "lock" on this. They might
choose to purchase a d12 first (84xp, 12hp + Con modifier), 11 1,210 5,060
then a d8 (30xp X 2 total, 1d8 + Con modifier), and then a 12 1,440 6,500
d10 (36xp X 3 total, 1d10 + Con modifier) for the last, using a 13 1,690 8,190
total of 252xp.
14 1,960 10,150
15 2,250 12,400
16 2,560 14,690
17 2,890 17,850
18 3,240 21,090

Chapter 1 | Character Fundamentals


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Tool Proficiency Ability Score Increases
Additional tool proficiencies follow the same equation as the Ability scores themselves can be raised after the initial
Skill Proficiency chart: character creation stage by spending xp. This also removes
the ability score cap of 20. Each ability score increase is
Tool Proficiencies Table raised by one point.
Number of Tools XP Cost Total XP This model covers all Ability Scores. If a character were to
1 10 10 raise their Strength score, they would pay 120 xp if this was
their first Ability Score increase. Afterwards, each increase
2 40 50 also increases the cost needed to purchase, even if the
3 90 140 increase is for a different Ability Score.
4 160 300 Ability Score Increases
5 250 550 Attribute
Increase XP Cost Total XP
6 360 910
1st 120 120
7 490 1,400
2nd 240 360
8 640 2,040
3rd 360 720
9 810 2,850
4th 480 1,200
10 1,000 3,850
5th 720 1,800
Saving Throw Proficiency Afterwards Add Previous increase amount
120 added
Having proficiency in a saving throw can potentially mean the
difference between life and death. Such as dodging the A variant to this ruling is Seperated Tracking. Instead of
molten breath of a ramping Fire Dragon, or the Chain tracking the total number of Ability Score increases to
Lightning spell of a crazed Wizard trying to steal yur magic determine xp costs, this variant is used to track the increases
items. The equation for this is The new total number of only within each Ability Score seperately. If this variant is
Saving Throw Proficiencies squared, then multiplied by used, then increase the cost price by 150%. This variant
100 XP. The following chart will show it for simplicity: allows a character to raise several Ability Scores more
Saving Throw Table cheaply then the standard method.
Total Number of XP Total Variant Ability Score Increase
Saving Throws Cost XP
Attribute
1 100 100 Increase XP Cost Total XP
2 400 500 1st 180 180
3 900 1,400 2nd 360 540
4 1,600 3,000 3rd 540 1,080
5 2,500 5,500 > ##### Time to 4th 720 1,800
Drop Knowledge
5th 900 2,700
Afterwards Add Previous increase amount
Proficiency Scores 180 added
Effective Character Level Proficiency Score
A second variant is the Diminishing Returns. Instead of
1-4 +2 the above two methods, the character must first pay half of
5-8 +3 the base cost (for the first increase) then multiply that by the
9-12 +4
new Ability Score Modifier. So a character that wants to
increase their Wisdom score from a 15 to a 16 as a first time
13-16 +5 increase would pay 60xp X 3 (or 180xp total). If they wanted
17-20 +6 to increase that same score from 16 to 17 they would pay
120xp X 3 (or 360xp).
The last variant is a combination of the above two
variants. Have each increase depend on the Diminishinh
Returns rule, but have it tracked seperately for each Ability
Score.

Chapter 1 | Character Fundamentals


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Chapter Two: Simple Special Abilities

T
hese abilites are those that are, well, simple to Additionally, once before the spell expires, you can use
understand without asking too many your action to try to make the chosen creature forget some of
questions, and those that do not offer any the time it spent charmed. The creature must succeed on an
options to further improve their power. For Intelligence saving throw against your spell save DC or lose a
example, abilities like this include the number of hours of its memories equal to 1 + your Charisma
"Ranger's" Colossus Slayer ability or the modifier (minimum 1). You can make the creature forget less
"Monk's" Unarmored Defense (Monk) trait. time, and the amount of time can’t exceed the duration of
Neither of these can be upgrade any further, and are pretty your enchantment spell.
straightforward in their effects. The abilities from the UA
Ranger is included in place of the standard Ranger. Unless Animal Companion
stated otherwise, Abilities cannot be taken more than one
time. Prerequisite: Ability to cast spells as a Divine, Spontaneous,
The format for these abilities are simple to follow as well. Wisdom-based caster
For example XP Cost: 300 xp
You learn to use your magic to create a powerful bond with
Example Skill a creature of the natural world.
Prerequisite: If an Ability requires another ability purchased With 8 hours of work and the expenditure of 50 gp worth
before purchasing this one, it will be listed here, If not then of rare herbs and fine food, you call forth an animal from the
it will say "None" wilderness to serve as your faithful companion. You normally
XP Cost: This is where the required amount of XP needed to select you companion from among the following animals: an
purchase the Ability will be listed. Simple Abilities will just ape, a black bear, a boar, a giant badger, a giant weasel, a
say a flat amount like "600 cp." Complex Abilities will say, mule, a panther, or a wolf. However, your DM might pick one
for example "600 xp, see below." of these animals for you, based on the surrounding terrain
and on what types of creatures would logically be present in
This is where the skill details will be that explains the text the area. The DM might also have an expanded list based on
from the PHB to avoid confusion. their setting, talk to the DM before deciding on a companion.
At the end of the 8 hours, your animal companion appears
and gains all the benefits of your Companion’s Bond ability.
-A- You can have only one animal companion at a time. If your
Abjuration Savant animal companion is ever slain, the magical bond you share
allows you to return it to life. With 8 hours of work and the
Prerequisite: Spellbook expenditure of 25 gp worth of rare herbs and fine food, you
XP Cost: 200 xp call forth your companion’s spirit and use your magic to
The gold and time you must spend to copy an abjuration create a new body for it. You can return an animal companion
spell into your spellbook is halved. to life in this manner even if you do not possess any part of its
Once you purchase this ability, you cannot purchase body.
another from a different school of magic. If you use this ability to return a former animal companion
to life while you have a current animal companion, your
Additional Magical Secrets current companion leaves you and is replaced by the restored
companion.
Prerequisite: Magical Secrets
XP Cost: 600 xp Arcane Charge
You learn two spells of your choice from any spell list, Prerequisite: Ability to cast spells as an Arcane,
including your own. You must choose spells of a level that you Spontaneous, Intelligence-based caster, Action Surge
can cast at the time you purchase this feature, or as a cantrip. XP Cost: 1,500 xp
The chosen spells count as Arcane, Spontaneous, Charisma-
based spells for you and do not count to the number of spells You gain the ability to teleport up to 30 feet to an
known. unoccupied space you can see when you use Action Surge.
You can use this teleport before or after the addition action.
Alter Memories
Prerequisite: Enchantment Savant
XP Cost: 1,400 xp
You gain the ability to make a creature unaware of your
magical influence on it. When you cast an enchantment spell
to charm one or more creatures, you can alter one creature’s
understanding so that it remains unaware of being charmed.

Chapter 2 | Simple Special Abilities


4
Arcane Recovery Assassinate
Prerequisite: Spellbook, Ability to cast Arcane Spells Prerequisite: Sneak Attack
XP Cost: 100 xp XP Cost: 300 xp
You have learned to regain some of your magical energy by You are your deadliest when you get the drop on your
studying your spellbook. Once per day when you finish a enemies. You have advantage on any creature that has not
short rest, you can choose expended spell slots to recover. taken a turn in the combat yet. In addition, any hit you score
The spell slots can have a combined level that is equal to or against a creature that is surprised is a critical hit.
less than half your ECL (rounded up), and none of the slots
can be 6th level or higher. Aura of Courage
For example, if your ECL is 4 you can recover up to 2 levels Prerequisite: Ability to cast Divine spells.
worth or spell slots. This can be either a 2nd level spell slot XP Cost: 1,000 xp
or two 1st level spell slots.
You and friendly creatures within 10 feet of you can not be
Arcane Ward frightened while you are conscious.
Prerequisite: Abjuration Savant Aura of Devotion
XP Cost: 200 xp
You can weave magic around yourself for protection. When Prerequisite: Ability to cast Divine spells.
you cast an abjuration spell of 1st level or higher, you can XP Cost: 700 xp.
simultaneously use a strand of the spell’s magic to create a You and friendly creatures within 10 feet of you can not be
magical ward on yourself that lasts until you finish a long charmed wile you are conscious.
rest. The ward has hit points equal to twice your ECL + your
Intelligence modifier. Whenever you take damage, the ward Aura of Protection
takes the damage instead. If this damage reduces the ward to Prerequisite: Ability to cast Divine spells.
0 hit points, you take any remaining damage. XP Cost: 600 xp
While the ward has 0 hit points, it can’t absorb damage, but
its magic remains. Whenever you cast an abjuration spell of Whenever you or a friendly creature within 10 feet of you
1st level or higher, the ward regains a number of hit points must make a saving throw, the creature gains a bonus to the
equal to twice the level of the spell. saving throw equal to your Charisma modifier (minimum of
Once you create the ward, you can't create it again until you +1). You must be conscious to grant this bonus.
finish a long rest.
Aura of Warding
Archdruid Prerequisite: Ability to cast Divine spells.
Prerequisite: Wild Shape XP Cost: 700 xp
XP Cost: 2,000 xp Ancient magic lies so heavily upon you that it forms an
You can now use Wild Shape and unlimited number of eldritch ward. You and friendly creatures within 10 feet of you
times. have resistance to damage from spells.
Aspect of the Beast Avatar of Battle
Prerequisite: Totem Spirit Prerequisite: Ability to cast spells as a Divine, Spontaneous,
XP Cost: 600 xp Charisma-based caster
You gain a magical benefit based on the totem animal of XP Cost: 1,700 xp
your choice. You can choose the same animal you selected You gain resistance to bludgeoning, piercing, and slashing
with Totem Spirit or you may choose a different one. damage from non-magical weapons.
Bear. You gain the might of the bear. Your carrying Avenging Angel
capacity (including maximum load and maximum lift) is
now doubled, and you have advantage on Strength checks Prerequisite: None
made to push, pull, lift, or break objects. XP Cost: 2,000 xp
Eagle. You gain the eyesight of an eagle. You can see up to You can assume the form of an angelic avenger. Using your
1 mile away with no difficulty, able to discern even fine action, you undergo a transformation. For 1 hour, you gain
details as though looking at something no more than 100 the following benefits:
feet away from you. Additionally, dim light does not Wings sprout from your back and grant you a flying speed
impose disadvantage on your Wisdom (Perception) of 60 feet.
checks.
Wolf. You gain the hunting sesnibilities of a wolf. You can
track other creatures while traveling at a fast pace, and
you can move steathily while traveling at a normal pace.

Chapter 2 | Simple Special Abilities


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You emanate an aura of menace in a 30-foot radius. The Beast's Defense
first time any enemy creature enters the aura or starts it's
turn there during a battle, the creature must succeed on a Prerequisite: Animal Companion
Wisdom saving throw or become frightened of you for 1 XP Cost: 700 xp
minute or until it takes any damage. Attack rolls against While your companion can see you, it has advantage on all
the frightened creature has advantage. saving throws.
Once you use this feature, you can not use it again until you
finish a long rest. Beguiling Defenses
Prerequisite: Otherworldly Patron (Fey)
Awakened Mind XP Cost: 1,000 xp
Prerequisite: Otherworldly Patron (Old One) Your patron teaches you how to turn the mind-affecting
XP Cost: 10 xp magic of your enemies against them. You are immune to
Your alien knowledge gives you the ability to touch the being charmed, and when another creature attempts to
minds of other creatures. You can communicate charm you, you can use your reaction to attempt to turn the
telepathically with any creature you can see within 30 feet of chamr back on that creature. The creature must succeed on a
you. You don’t need to share a language with the creature for Wisdom saving throw against your spell save DC or be
it to understand your telepathic utterances, but the creature charmed by you for 1 minute or until the creature takes any
must be able to understand at least one language. damage.

Bardic College Bend Luck


Prerequisite: Bardic Inspiration Prerequisite: Font of Magic, Wild Magic Surge
XP Cost: 300 xp XP Cost: 600 xp
Upon purchase, choose one of the option below. The You have the ability to twist fate using your Wild Magic.
options represent an individual Bardic College, a loose When another creature you can see makes an attack roll,
association created to preserve traditions and stories. You ability check, or saving throw, you can use your reaction and
may only purchase this feature once, locking you to a single spend 2 sorcery points to roll 1d4 and apply the number
Bardic College. rolled as a bonus or penalty (your choice) to the creature's
roll. You can do so after the creature rolls but before an
College of Lore. Members of the College of Lore know effects of the roll occur.
something about almost everything, collecting small bits
of knowledge from sources as diverse as scholarly tomes, Benign Transposition
court dealings, and peasant tales. When you join the Prerequisite: Ability to cast spells
College of Lore, you gain proficiency with three skills of XP Cost: 600 xp
your choice.
You can use your action to teleport up to 30 feet to an
College of Valor. Members of the College of Valor are unoccupied space that you can see. Alternatively, you can
daring skalds whose tales keep alive the memory of the choose a space within range that is occupied by a Small or
great heroes of the past. and thereby inspire a new Medium creature. If that creature is willing, you both teleport,
generation of heroes.* When you join the Colloge of Valor, swapping places.
you gain proficiency with martial weapons, shields, and Once you use this feature, you can’t use it again until you
medium armor. finish a long rest or you cast a conjuration spell of 1st level or
higher.
Battle Magic
Prerequisite: Ability to cast spells as an Arcane, Blessed Healer
Spontaneous, Charisma-based caster Prerequisite: Divine Domain: Life
XP Cost: 1,400 xp XP Cost: 600 xp
You have mastered the art of weaving spellcasting and The healing spells you cast on others now heal you as well.
weapon use into a single harmonious act. When you use your Whenever you cast a spell of 1st level or higher that restores
action to cast an Arcane, Spontatneous, Charisma-based hit points to a creature other than you, you regain hit points
spell list, you may make one weapon attack as a bonus action. equal to 2 + the spell's level.
Beast Spells Blindsense
Prerequisite: Wild Shape Prerequisite: None
XP Cost: 1,800 xp XP Cost: 1,400 xp
You can now cast your spells in any shape you assume If you are able to hear, you are aware of the location of any
using Wild Shape. You can perform the somatic and verbal hidden or invisible creature within 10 feet of you.
components of a spell while in a beast shape, but you are not
able to provide material components.

Chapter 2 | Simple Special Abilities


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Channel Divinity (Cleric): Charm For the duration, you can cast spells as though you were in
the illusion’s space, but you must use your own senses.
Animals and Plants Additionally, when both you and your illusion are within 5
Prerequisite: Channel Divinty (Cleric) feet o f a creature that can see the illusion, you have
XP Cost: 200 xp advantage on attack rolls against that creature, given how
distracting the illusion is to the target.
You can use your Channel Divinity feature to charm
animals and plants. Channel Divinity (Cleric):
As an action, you present your holy symbol and invoke the
name of your deity. Each beast or plant creature that can see Knowledge of the Ages
you within 30 feet of you must make a Wisdom saving throw. Prerequisite: Channel Divinity (Cleric)
If the creature fails it's saving throw, it is charmed by you for XP Cost: 200 xp
1 minute or until it takes damage. While it is charmed by you, You can use your Channel Divinity (Cleric) feature to tap
it is friendly to you and other creatures you designate. into a divine well of knowledge. As an action, you choose one
Channel Divinity (Cleric): Cloak skill or tool. For 10 minutes, you have proficiency with the
chosen skill or tool.
of Shadows
Prerequisite: Channel Divinity (Cleric) Channel Divinity (Cleric): Preserve
XP Cost: 600 xp Life
You can use your Channel Divinity to vanish. Prerequisite: Channel Divinity (Cleric)
As an action, you become invisible until the end of your XP Cost: 200 xp
next turn. You become visible if you attack or cast a spell.
You can use your Channel Divinity to heal the badly injured.
Channel Divinity (Cleric): As an action, you present your holy symbol and evoke
healing energy that can restore a number of hit points equal
Destructive Wrath to 5 times your ECL. choose any creatures within 30 feet of
Prerequisite: Channel Divinity (Cleric) you, and divide those equally among them. This feature can
XP Cost: 200 xp restore a creature to no more than half it's maximum hit
points. You can not use this feature on an undead creature or
You can use your Channel Divinity to wield the power of construct.
the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can invoke Channel Divinity (Cleric):
use your Channel Divinity to deal maximum damage instead.
Radiance of the Dawn
Channel Divinity (Cleric): Guided Prerequisite: Channel Divinity (Cleric)
Strike XP Cost: 200 xp
Prerequisite: Channel Divinity (Cleric) You can use your Channel Divinity feature to harness
XP Cost: 200 xp sunlight, banishing darkness and dealing radiant damage to
your foes.
You can use your Channel Divinity to strike with As an action, you present your holy symbol, and any
supernatural accuracy. When you make an attack roll, you can magical darkness withing 30 feet of you is dispelled.
use your Channel Divinity to gain a +10 bonus to the attack Additionally, each hostile creature within 30 feet of you must
roll. You make this choice after you see the roll but before the make a Constitution saving throw. A creature rakes radiant
DM declares if the attack misses or hits. damage equal to 2d10 + your ECL on a failed saving throw,
and half as much damage on a successful one. A creature
Channel Divinity (Cleric): Invoke that has total cover from you is not affected.
Duplicity
Prerequisite: Channel Divinity (Cleric) Channel Divinity (Cleric): Read
XP Cost: 200 xp Thoughts
You can now use your Channel Divinity to create illusory Prerequisite: Channel Divinity (Cleric)
duplicate of yourself. XP Cost: 600 xp
As an action, you create a perfect illusion of yourself that You can use your Channel Divinty (Cleric) feature to read a
lasts for 1 minute, or until you lose your concentration (as if creature's thoughst. You can then use your access to the
you were concentrating on a spell). The illusion appears in an creature's mind to command it.
unoccupied space that you can see within 30 feet o f you. As a As an action, choose one creature that you can see within
bonus action on your turn, you can move the illusion up to 30 60 feet of you. That creature must make a Wisdom saving
feet to a space you can see, but it must remain within 120 throw. If it succeeds, you can not use this feature again on it
feet o f you. until you finish a long rest

Chapter 2 | Simple Special Abilities


7
If the creature fails it's save, you can read it's surface Channel Divinity (Paladin):
thoughts (those foremost in it's mind, reflecting it's current
emotions and what it is actively thinking about) when it is Nature's Wrath
within 60 feet of you. This effect lasts for 1 minute. Prerequisite: Channel Divinity (Paladin)
During that time, you can use your action to end this effect XP Cost: 300 xp
and cast Suggestion on the creatuer without using a spell
slot. The target automatically fails it's saving throw against You can use your Channel Divinity to invoke premeval
the spell. forces to ensare a foe. As an action, you can cause spectral
vines to spring up and reach for a creature within 10 feet of
Channel Divinity (Cleric): War you that you can see. The creature must succeed on a
Strength or Dexterity saving throw (it's choice) or be
God's Blessing restrained. While restrained by the vines, the creature
Prerequisite: Channel Divinity (Cleric) repeats the saving throw at the end of each of it's turns. On a
XP Cost: 600 xp success, it frees itself and the vines vanish.
When a creature within of 30 of you makes an attack roll, Channel Divinity (Paladin): Sacred
you can use your reaction to grant that creature a +10 bonus
to their attack roll, using your Channel Divinity. You make this Weapon
choice after you see the roll but before the DM declares if it Prerequisite: Channel Divinity (Paladin)
misses or hits. XP Cost: 300 xp
Channel Divinity (Paladin) As an action, you can imbue one weapon that you are
holding with positive energy, using your Channel Divinity. For
Prerequisite: Ability to cast spells as a Divine, Spontaneous, 1 minute, you add your Charisma modifier to attack rolls
Charisma-based caster, A holy token of a religion made with that weapon (with a minimum bonus of +1). The
significant to the character. weapon also emits bright light in a 20-foot radius and dim
XP Cost: 150 xp light 20 feet beyond that. If the weapon was not already
Your nature allows you to channel divine energy to fuel magical, it becomes magical for the duration of this feature.
magical effects. When you use your Channel Divinity, you You can end this effect on your turn as a part of any other
choose which option to use. You can use only 1 option in a action. If you are no longer holding or carrying this weapon,
single use of this feature. You must then finish a short or long of if you fall unconscious, the effect ends.
rest to use this feature again.
Some Channel Divinity effects require saving throws. Channel Divinity (Paladin): Turn
When you use such an effect from this class, the DC is equal the Faithless
to your spell save DC as a Divine, Spontaneous, Charisma- Prerequisite: Channel Divinity (Paladin)
based caster. XP Cost: 300 xp
Channel Divinity (Paladin): Abjure You can use your Channel Divinity to utter ancient words
Enemy that are painful to fey and fiends that hear it. As an action,
you present your holy sumbol, each fay or fiend within 30 feet
Prerequisite: Channel Divinity (Paladin) of you that can hear you must make a Wisdom saving throw.
XP Cost: 300 xp On a failed save, the creature is turned for 1 minute or until it
As an action, you present your holy symbol and speak a takes damage.
prayer of denunciation, using your Channel Divinity. Choose A turned creature must spend it's turns trying to move as
one creature within 60 feet of you that you can see. That far away as it can, and it can not willingly move to a space
creature must make a Wisdom saving throw, unless it is within 30 feet of you. It also can not take reactions. For it's
immune to being frightened. Fiends and undead have action, it can only use the Dash action or try to escape from
disadvantage on this saving throw. an effect that prevents it from moving. If there is nowhere to
On a failed save, the creature is frightened for 1 minute or move, the creature can use the Dodge action.
until it takes damage. While frightened, the creature's speed If the creature's true form is concealed by an illusion,
is 0, and it can not benefit from any bonus to it's speed. shapeshifting, or other effect, that form is reavealed while it is
On a successful save, the creature's speed is halved for 1 turned.
minute or until it takes damage.

Chapter 2 | Simple Special Abilities


8
Channel Divinity (Paladin): Turn Combat Inspiration
the Unholy Prerequisite: Bardic Isnpiration
Prerequisite: Channel Divinity (Paladin): XP Cost: 300 xp
XP Cost: 300 xp You learn to inspire others in battle. A crature that has a
As an action, you present your holy symbol and speak a Bardic Inspiration die from you can roll that die and add the
prayer censuring fiends and undead, using your Channel number rolled to a weapon damage roll it just made.
Divinity. Each fiend or undead that can see or hear you Alternatively, when an attack roll is made against the
withing 30 feet of you must make a Wisdom saving throw. If creature, it can use it's reaction to roll the Bardic Inspiration
the creature fails it's saving throw, it is turned for 1 minute or die and add thenumber rolled to it's AC against that attack,
until it takes damage. after seeing the roll but before the DM determines the
A turned creature must spend it's turns trying to move as outcome.
far away as it can, and it can not willingly move to a space Combat Wild Shape
within 30 feet of you. It also can not take reactions. For it's
action, it can only use the Dash action or try to escape from Prerequisite: Wild Shape
an effect that prevents it from moving. If there is nowhere to XP Cost: 200 xp
move, the creature can use the Dodge action. You gain the ability to use Wild Shape on your turn as a
Channel Divinity (Paladin): Vow of bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you
Emnity can use a bonus action to expend a spell slot to regain 1d8 hit
Prerequisite: Channel Divinity (Paladin) points per level of the slot expended.
XP Cost: 300 xp
As a bonus action, you can utter a vow of emnity against a Command Undead
creature you can see within 100 feet of you, using your Prerequisite: Necromancy Savant
Channel Divinity. You gain advantage on attack rolls against XP Cost: 1,400 xp
the creature for 1 minute or until it drops to 0 hit points or You can use magic to bring undead under your control,
falls unconscious. even those created by other spellcasters. As an action, you
can choose one undead that you can see within 60 feet of
Circle forms you. That creature must make a Charisma saving throw
Prerequisite: Wild Shape against your spell save DC. If it succeeds, you can’t use this
XP Cost: 200 xp feature on it again. If it fails, it becomes friendly to you and
obeys your commands until you use this feature again.
The rites of your Circle grant you the ability to transform Intelligent undead are harder to control in this way. If the
into more dangerous animals. The CR limitations of Wild target has an Intelligence of 8 or higher, it has advantage on
Shape is torn apart and rebuilt. The CR limitations of your the saving throw. If it fails the saving throw and has an
Wild Shape ability now equals you ECL divided by 3, rounded Intelligence of 12 or higher, it can repeat the saving throw at
down. For example, a character has an ECL of 20 and has the end of every hour until it succeeds and breaks free.
purchased Wild Shape, they can transform into any beast
with a CR of 2 or lower. A different character has a ECL of 20 Companion's Bond
and has purchased Wild Shape and Circle Forms, they can
transform into any beast with a CR 6 or lower. The other Prerequisite: Animal Companion
limitations still apply. XP Cost: 300 xp
Your animal companion gains a variety of benefits while it
Cleansing Touch is linked to you.
Prerequisite: None The animal companion loses its Multiattack action, if it has
XP Cost: 1,400 xp one.
The companion obeys your commands as best it can. It
You can use your action to end one spell on yourself or one rolls for initiative like any other creature, but you determine
willing creature that you can touch. its actions, decisions, attitudes, and so on. If you are
You can use this feature a number of times equal to your incapacitated or absent, your companion acts on its own.
Charisma modifier (minimum of once). You regain all When using your Natural Explorer feature, you and your
expended uses when you finish a long rest. animal companion can both move stealthily at a normal pace.
Your animal companion has abilities and game statistics
Cloak of Shadows determined in part by your level. Your companion uses your
Prerequisite: None proficiency bonus rather than its own. In addition to the areas
XP Cost: 1,100 xp where it normally uses its proficiency bonus, an animal
companion also adds its proficiency bonus to its AC and to its
You have learned to become one with the shadows. When damage rolls.
you are in an area of dim light or darkness, you can use your
action to become invisible. You remain invisible until you
make an attack, cast a spell, or are in an area of bright light.
Chapter 2 | Simple Special Abilities
9
Your animal companion gains proficiency in two skills of your Conjuration Savant
choice. It also becomes proficient with all saving throws. For
each level you gain after 3rd, your animal companion gains an Prerequisite: Spellbook
additional hit die and increases its hit points accordingly. XP Cost: 200 xp
Whenever you improve your Ability scores, your The gold and time you must spend to copy a conjuration
companion’s abilities also improve. Your companion can spell into your spellbook is halved.
increase one ability score of your choice by 2, or it can Once you purchase this ability, you cannot purchase
increase two ability scores of your choice by 1. As normal, another from a different school of magic.
your companion can’t increase an ability score above 20
using this feature unless its description specifies otherwise. Controlled Chaos
Your companion shares your alignment, and has a
personality trait and a flaw that you can roll for or select from Prerequisite: Wild Magic Surge
the tables below. Your companion shares your ideal, and its XP Cost: 1,400 xp
bond is always, “The ranger who travels with me is a beloved You gain a modicum of control over the surges of your wild
companion for whom I would gladly give my life.” magic. Whenever a roll is made on the Wild Magic Surge
Your animal companion gains the benefits of your Favored table is made, you may roll again and use either number.
Enemy feature, and of your Greater Favored Enemy feature if
you have them purchased. It uses the favored enemies you
selected for those features. Coordinated Attack
Companion traits Prerequisite: Animal Companion
1d6 Trait
XP Cost: 500 xp
1 I’m dauntless in the face of adversity.
You and your animal companion form a more potent
fighting team. When you use the Attack action on your turn, if
2 Threaten my friends, threaten me. your companion can see you, it can use its reaction to make a
3 I stay on alert so others can rest. melee attack.
4 People see an animal and underestimate me. I use Corona of Light
that to my advantage.
5 I have a knack for showing up in the nick of time. Prerequisite: Ability to cast spells as a Divine, Prepared,
Wisdom-based caster
6 I put my friends’ needs before my own in all things. XP Cost: 1,700 xp
Companion Flaws You can use your action to activate an aura of sunlight that
1d6 Flaw
lasts for 1 minute or until you dismiss it using another action.
You emt bright light in a 60-foot raidus and dim light for
1 If there’s food left unattended, I’ll eat it. another 30 feet. Your enemies in the bright light have
2 I growl at strangers, and all people except my ranger disadvantage on saving throws against any spell that deals
are strangers to me. fire or radiant damage.
3 Any time is a good time for a belly rub.
Countercharm
4 I’m deathly afraid of water.
Prerequisite: Ability to cast spells as an Arcane,
5 My idea of hello is a flurry of licks to the face. Spontaneous, Charisma-based caster
6 I jump on creatures to tell them how much I love XP Cost: 600 xp
them.
You gain the ability to use musical notes or words of power
to disrupt mind-influencing effects. As an action, you can start
a performance that lasts until the end of your next turn.
Keeping Track of Proficiency during that time, you and any friendly creatures wthin 30 feet
When you gain your animal companion, its of you have advantage on saving throws against being
proficiency bonus matches yours. As you increase frightened or charmed. A creature must be able to hear you to
your proficiency bonus, remember that your gain this benefit. The performance ends early if you are
companion’s proficiency bonus improves as well, incapacitated or silenced, or if you voluntarily end it (no
and is applied to the following areas: Armor Class,
skills, saving throws, attack bonus, and damage
action recquired).
rolls.

Chapter 2 | Simple Special Abilities


10
Create Thrall Dark Delirium
Prerequisite: Otherworldly Patron (Old One) Prerequisite: Ability to cast Arcane spells
XP Cost: 1,400 xp XP Cost: 1,400 xp
You gain the ability to infect a humanoid’s mind with the You can plunge a creature into an illusory realm. As an
alien magic of your patron. You can use your action to touch action, choose a creature that you can see within 60 feet of
an incapacitated humanoid. That creature is then charmed by you. It must make a Wisdom saving throw against your spell
you until a remove curse spell is cast on it, the charmed save DC. On a failed save, it is charmed or frightened (your
condition is removed from it, or you use this feature again. choice) by you for 1 minute or until your concentration is
You can communicate telepathically with the charmed broken (as if concentrating on a spell). Tis effect ends early if
creature as long as the two of you are on the same plane of the creature takes any damage.
existence. Until this illusion ends, the creature thinks it is lost in a
misty realm, the appearance of which you choose. The
Cunning Action creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this
Prerequisite: None feature again.
XP Cost: 200 xp
Your quick thinking and agility allow you to move and act Dark One's Blessing
quickly. You can take a bonus action on each of your turns in Prerequisite: None
combat. This action can be used only to take the Dash, XP Cost: 100 xp
Disengage, or Hide actions.
When you reduce a hostile creature to 0 hit points, you
Cutting Words gain temporary hit points equal to your Charisma modifier +
your ECL (minimum of 1).
Prerequisite: Bardic Inspiration
XP Cost: 300 xp Dark One's Own Luck
You learn how to use your wit to distract, confuse, and Prerequisite: Otherworldly Patron (Fiend)
otherwise sap the confidence from others. When a creature XP Cost: 600 xp
that you can see within 60 feet from you makes an attack roll,
ability check, or a damage roll, you can use your reaction to You can call on your patron to alter fate in your favor. When
expend a use of Bardic Inspiration, rolling the Bardic you make an ability check or a saving throw, you can use this
Inspiration die and subtracting the number rolled from the feature to add 1d10 to your roll. You can do so after seeing
creature's roll. You can choose to use this feature after the the result but before any of the roll's efects occur.
creature makes it's roll, but before the DM determines the Once you use this feature, you can not use it again until you
outcome. The creatur is immune if it can not hear you or if it finish a short or long rest.
is immune to being charmed.
Death Strike
Dampen Elements Prerequisite: Assassinate
Prerequisite: Ability to cast spells XP Cost: 1,700 xp
XP Cost: 600 xp You become a master of instant death. When you attack
When you or a creature within 30 feet of you takes Acid, and hit a creature that is surprised, it must make a
Cold, Fire, Lightning, or Thunder damage, you can use your Constitution saving throw (DC 8 + your Dexterity modifier
reaction to grant resistance to the creature against that + your proficiency bonus). On a failed save, double the
instance of the damage. damage of your attack against the creature.
Danger Sense Defensive Tactics
Prerequisite: None Prerequisite: None
XP Cost: 200 xp XP Cost: 700 xp
You gain an uncanny sense of when things nearby are not You gain one of the following features of your choice.
as them should be, giving you an edge when you dodge away Escape the Horde. Opportunity attacks against you are
from danger. made with disadvantage.
You have advantage on Dexterity saving throws against Multiattack Defense. When a creature hits you with an
effects that you can see, such as traps and spells. To gain this attack, you gain a +4 bonus to AC against all subsequent
benefit, you can not be blinded, deafened, or incapacitated. attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against
being frightened.

Chapter 2 | Simple Special Abilities


11
Deflect Missles Divine Intervention
Prerequisite: Ki, Martial Arts Prerequisite: Divine Domain
XP Cost: 300 xp XP Cost: 1,000 xp
You can use your reaction to deflect or catch the missle You can call on your deity to intervene on your behalf when
when you are hit by a ranged weapon attack. When you do so, your need is great.
the damage you take from the attack is reduced by 1d10 + Imploring your deity's aid requires you to use your action.
your Dexterity modifier + your ECL. Describe the assistance you seek, and roll a percentile dice. If
If you reduce the damage to 0, you can catch the missle if it you roll a number lower than your ECL, your deity
is small enough to hold in one hand and you have at least one intervenes. The DM chooses the nature of the interventon:
hand free. If you catch a missle in this way, you can spend 1 the effect of any Divine spell or spell on your Domain Spell
Ki point to make a ranged weapon attack with the missile you List would be appropriate.
just caught, as part of the same reaction. You make this If your deity intervenes, you can not use this feature again
attack with proficiency, regardless of your weapon for 7 days. Otherwise, you can use it again after you finish a
proficiencies, and the missle counts as a "Monk" weapon for short or long rest.
the attack.
Divine Sense
Diamond Soul Prerequisite: None
Prerequisite: Ki XP Cost: 100 xp
XP Cost: 1,400 xp The presence of strong evil registers on your sense like a
Your mastery of Ki grants you proficiency in all saving noxious odor, and powerful good rings like heavenly music in
throws. your ears. As an action, you can open your awareness to
Additionally, whenever you make a saving throw and fail, detect such forces. Until the end of your next turn, you know
you can spend 1 Ki point to reroll it and take the second the location of any Celestial, Fiend, or Undead within 60 feet
result. of you that is not behind total cover. You know the type
(Celestial, Fiend or Undead) of any being whose presence you
Disciple of Life sense, but not it's identity (The vampire Count Strahd von
Zarovich, for instance). Within the same radius, you also
Prerequisite: Divine Domain: Life detect the presence of any place or object that has been
XP Cost: 100 xp consecrated of desecrated, as with the Hallow spell.
Your healing spells are more effective. Whenever you use a You can use this feature a number of times equal to 1 +
spell of 1st level or higher to restore hit points to a creature, your Charisma modifier. When you finish a long rest, you
the creature regains additional hit points eqal to 2 + the regain all expended uses.
spell's level.
Divine Smite
Divination Savant Prerequisite: Ability to cast cast Divine spells.
Prerequisite: Spellbook XP Cost: 200 xp
XP Cost: 200 xp When you hit a creature with a melee weapon attack, you
The gold and time you must spend to copy a divination can expend a spell slot to deal radiant damage to the target,
spell into your spellbook is halved. in addition to the weapon's damage. The extra damage is 2d8
Once you purchase this ability, you cannot purchase for a 1st-level slot, plus 1d8 for each spell slot higher than
another from a different school of magic. 1st, to a maximum of 5d8. The damage increases by 1d8 if
the target is Undead or a fiend.
Divine Health
Prerequisite: Ability to cast Divine spells
XP Cost: 300 xp
The divine magic flowing through you makes you immune
to disease.

Chapter 2 | Simple Special Abilities


12
Draconic Ancestor Dragon Wings
Prerequisite: Font of Magic Prerequisite: Dragon Ancestor
XP Cost: 100 xp XP Cost: 1,400 xp
You choose one type of Dragon as your ancestor. The You gain the ability to sprout a pair of dragon wings from
damge associated with each dragon is used by features your back, gaining a flying speed equal to your current speed.
purchased later. You can create these wings as a bonus action on your turn.
They last until you dismiss them as a bonus action on your
Draconic Ancestry turn.
Dragon Breed Damage Type You can not manifest your wings while wearing armor
Black Acid unless the armor is made to accommadate them, and
clothing not made to accommodate your wings might be
Blue Lightning destroyed when you manifest them.
Brass Fire
Bronze Lightning Durable Summons
Copper Acid Prerequisite: Conjuration Savant
Gold Fire
XP Cost: 1,400 xp
Green Poison
Any creature that you summon or create with a conjuration
spell has 30 temporary hit points.
Red Fire
Silver Cold Elder Champion
White Cold Prerequisite: Ability to cast Divine spells, Channel Divinity.
XP Cost: 2,000 xp
You can speak, read, and write Draconid.Additionally, You can assume the form of an ancient force of nature,
whenever you make a Charisma check when interacting with taking on the appearance you choose. For example, your skin
dragons, your proficiency bonus is doubled if it applies to the might turn green or take on a bark-like texture, your hair
check. might become leafy or moss-like, or you might sprout antlers
or a line-like mane.
Draconic Presence Using your action, you undergo a transformation. For 1
Prerequisite: Dragon Ancestor minute, you gain the following benefits:
XP Cost: 1,800 xp At the start of each of your turns, you regain 10 hit points.
You can channel the dread presence of your draconic Whenever you cast a Divine spell that has a casting time
ancestor, causing those around you to become awestruck or of 1 action, you can cast it using a bonus action instead.
frightened. As an action, you can spend 5 Sorcery Points to
draw on this power and exude an aura of awe or fear (your Enemy creatures within 10 feet of you have disadvantage
choice) to a distance of 60 feet. For 1 minute or until you lose on saving throws against your Divine spells and Channel
your concentration (as if you were casting a concentration Divinity features.
spell), each hostile creature that starts it's turn in this aura
must succeed on a Wisdom saving throw or be charmed (if Once you use this feature, you can not use it again until you
you chose Awe) or frightened (if you chose fear) until the aura finish a long rest.
ends. A creature that succeeds on this saving throw is
immune to your aura for 24 hours. Eldritch Master
Draconic Resilience Prerequisite: Pact Boon, Pact Magic
Prerequisite: Draconic Ancestor XP Cost: 2,000 xp
XP Cost: 100 xp You can draw on your inner reserver of mystical power
As magic flows through your body, it causes physical traits while entreating your patron to regain expended spell slots.
of your dragon ancestors to emerge. Your hit point maximum You can spend 1 minute entreating your patron for aid to
increases by 1 and further increases by 1 whenever you regain all your expended spell slots from your Pact Magic
purchase a hit die. feature. Once you regain spell slots with this feature, you
Also, parts of your skin are covered by a thin sheen of must finish a long rest before you can do so again.
dragon-like scales. When you are not wearing armor, your AC
equals 13 + your Dexterity modifier.

Chapter 2 | Simple Special Abilities


13
Eldritch Strike Entropic Ward
Prerequisite: Weapon Bond Prerequisite: Ability to cast Arcane Spells
XP Cost: 1,000 xp XP Cost: 600 xp
You learn how to make your weapon strikes undercut a You learn to magically ward yourself against attack and to
creature's resistance to your spells. When you hit a creature turn an enemy’s failed strike into good luck for yourself.
with a weapon attack, that creature has disadvantage on the When a creature makes an attack roll against you, you can
next saving throw it makes against a spell you cast before the use your reaction to impose disadvantage on that roll. If the
start of your next turn. attack misses you, your next attack roll against the creature
has advantage if you make it before the end of your next turn.
Elemental Affinity Once you use this feature, you can’t use it again until you
finish a short or long rest.
Prerequisite: Draconic Ancestor
XP Cost: 600 xp Evasion
When you cast a spell that deals damage of the type Prerequisite: Uncanny Dodge
associated with your draconic ancesorm add your Charisma XP Cost: 700 xp
modifier to that damage. At the same time, you can spend 1
sorcery point to gain resistance to that damage type for 1 You can nimbly dodge out of the way of certain area effects,
hour. such as a red dragon's fiery breath or an Ice Storm spell.
When you are subjected to an effect that allows you to make a
Elemental Wild Shape Dexterity saving throw to take half damage, you instead take
no damage if you succeed on the saving throw and only half if
Prerequisite: Wild Shape you fail.
XP Cost: 1,000 xp
You can expende two uses of Wild Shape at the same time Evocation Savant
to transform into an Air, Earth Fire, or Water elemental. Prerequisite: Spellbook
Elusive XP Cost: 200 xp
The gold and time you must spend to copy an evocation
Prerequisite: None spell into your spellbook is halved.
XP Cost: 1,800 xp Once you purchase this ability, you cannot purchase
You are so evasive that attackers rarely gain the upper hand another from a different school of magic.
against you. No attack roll has advantage against you while
you are not incapacitated. Expert Divination
Empowered Evocation Prerequisite: Divination Savant
XP Cost: 600 xp
Prerequisite: Evocation Savant Casting divination spells comes so easily to you that it
XP Cost: 1,000 xp expends only a fraction of your spellcasting efforts. When you
You can add your Intelligence modifier to the damage roll cast a divination spell of 2nd level or higher using a spell slot,
of any evocation spell you cast. you regain one expended spell slot. The slot you regain must
be of a level lower than the spell you cast and can’t be higher
Empty Body than 5th level.
Prerequisite: Ki Expertise
XP Cost: 1,800 xp
You can use your action to spend 4 Ki points to become Prerequisite: None
invisible for 1 minute. During that time, you also have XP Cost: 100 xp
resistance to all damage except Force damage. Choose two of your skill proficiencies, or one of your skill
Additionally, you can spend 8 Ki points to cast the Astral proficiencies and your proficiency with theive's tools if you
Projection spell without needing material components. If you have it. Your proficiency bonus is doubled for any ability
do so, you can not take any other creature with you. check you make that uses either of the chosen proficiencies.
Enchantment Savant Fast Hands
Prerequisite: Spellbook Prerequisite: Cunning Action
XP Cost: 200 xp XP Cost: 300 xp
The gold and time you must spend to copy an enchantment You can use the bonus action granted by Cunning Action to
spell into your spellbook is halved. make a Dexterity (Sleight of Hand) check, use your Thieve's
Once you purchase this ability, you cannot purchase Tools to siarm a trap or open a lock, or take the Use an
another from a different school of magic. Object actions.

Chapter 2 | Simple Special Abilities


14
Fast Movement Once you use this feature, you can not use it again until you
finish a short or long rest.
Prerequisite: None
XP Cost: 500 xp Fiendish Resilience
Your speed increases by 10 feet while you are not wearing Prerequisite: Otherworldly Patron (Fiend)
heavy armor. XP Cost: 1,000 xp
Favored Enemy You can choose one damage type when you finish a short
or long rest. You gain resistance to that damage type until you
Prerequisite: None choose a different one with this feature. Damage from
XP Cost: 100 xp magical weapons or silvered weapons ignored this
You have significant experience studying, tracking, hunting, resistance.
and even talking to a certain type of enemy commonly
encountered in the wilds. Focused Conjuration
Choose a type of favored enemy: beasts, fey, humanoids, Prerequisite: Conjuration Savant
monstrosities, or undead. You gain a +2 bonus to damage XP Cost: 1,000 xp
rolls with weapon attacks against creatures of the chosen
type. Additionally, you have advantage on Wisdom (Survival) While you are concentrating on a conjuration spell, your
checks to track your favored enemies, as well as on concentration can’t be broken as a result of taking damage.
Intelligence checks to recall information about them. If you
choose Humanoids, you must further specify, for example you Foe Slayer
can choose humanoid twice with each enemy being a Prerequisite: None
Goblinoid (goblin and hobgoblin) and Orc. Or they can be XP Cost: 2,000 xp
Kobolds and Humans, or Orcs and Elves, etc.
When you gain this feature, you also learn one language of You become an unparalleled hunter. Once on each of your
your choice, typically one spoken by your favored enemy or turns, you can add your Wisdom modifier to the attack roll or
creatures associated with it. the damage roll of an attack you make. You can choose to use
this feature before or after the roll, but before any effects of
Feral Instinct the roll are applied.
Prerequisite: Rage Font of Inspiration
XP Cost: 700 xp
Prerequisite: Bardic Inspiration
Your instincts are so honeed that you have advantage on XP Cost: 500 xp
initiative rolls.
Additionally, if you are surprised at the beginning of You regain all expended uses of Bardic Inspiration when
combat and are not incapacitated, you can act normally on you finish a short or long rest.
your first turn, but only if you enter a rage before doing
anything else that turn. Frenzy
Prerequisite: Rage
Feral Senses XP Cost: 300 xp
Prerequisite: Primeval Awareness You can go into a frenzy when you rage. If you do so, for the
XP Cost: 1,800 xp duration of your rage you can make a single weapon melee
You gain preternatural senses that help you fight creatures weapon attack as a bonus action on each of your turns after
you can’t see. When you attack a creature you can’t see, your this one. When your rage ends, you suffer one level of
inability to see it doesn’t impose disadvantage on your attack exhaustion.
rolls against it.
You are also aware of the location of any invisible creature Greater Favored Enemy
within 30 feet of you, provided that the creature isn’t hidden Prerequisite: Favored Enemy
from you and you aren’t blinded or deafened. XP Cost: 600 xp
Fey Presence You are ready to hunt even deadlier game. Choose a type of
greater favored enemy: aberrations, celestials, constructs,
Prerequisite: Otherworldly Patron (Fey) dragons, elementals, fiends, or giants. You gain all the
XP Cost: 100 xp benefits against this chosen enemy that you normally gain
Your patron bestows upon you the ability to project the against your favored enemy, including an additional language.
beguiling and fearsome presence of the fey. As an action, you Your bonus to damage rolls against all your favored enemies
can cause each creature in a 10 fot cube originating from you increases to +4.
make a Wisdom saving throw against your spell save DC. The Additionally, you have advantage on saving throws against
creatures that fail the saving throw are all charmed or the spells and abilities used by a greater favored enemy.
frightened (your Choice) until the end of your next turn.

Chapter 2 | Simple Special Abilities


15
Greater Portent Giant Killer. When a Large or larger creature within 5 feet
of you hits or misses you with an attack, you can use your
Prerequisite: Portent reaction to attack that creature immediately after its attack,
XP Cost: 1,400 xp provided that you can see the creature.
The visions in your dreams intensify and paint a more Horde Breaker. Once on each of your turns when you
accurate picture in your mind of what is to come. You roll make a weapon attack, you can make another attack with the
three d20s for your Portent feature, rather than two. same weapon against a different creature that is within 5 feet
of the original target and within range of your weapon.
Grim Harvest Hurl Through Hell
Prerequisite: Necromancy Savant Prerequisite: Otherworldly Patron (Fiend)
XP Cost: 200 xp XP Cost: 1,400 xp
You gain the ability to reap life energy from creatures you When you hit a creature with an attack, you can use this
kill with your spells. Once per turn when you kill one or more feature to instantly transport the target through the lower
creatures with a spell of 1st level or higher, you regain hit planes. The creature disappears and hurtles through a
points equal to twice the spell’s level, or three times its level if nightmare landscape
the spell belongs to the School of Necromancy. You don’t gain At the end of your next turn, the target returns to the space
this benefit for killing constructs or undead. it previously occupied, or the nearest unoccupied space. If the
target is not a fiend, it takes 10d10 psychic damage as it reels
Hide in Plain Sight from it's horrific experience.
Prerequisite: None Once you use this feature, you can't use it again until you
XP Cost: 1,000 xp finish a long rest.
You can remain perfectly still for long periods of time to set Hypnotic Gaze
up ambushes.
When you attempt to hide on your turn, you can opt to not Prerequisite: Enchantment Savant
move on that turn. If you avoid moving, creatures that attempt XP Cost: 200 xp
to detect you take a −10 penalty to their Wisdom (Perception) Your soft words and enchanting gaze can magically
checks until the start of your next turn. You lose this benefit if enthrall another creature. As an action, choose one creature
you move or fall prone, either voluntarily or because of some that you can see within 5 feet of you. If the target can see or
external effect. You are still automatically detected if any hear you, it must succeed on a Wisdom saving throw against
effect or action causes you to no longer be hidden. your wizard spell save DC or be charmed by you until the end
If you are still hidden on your next turn, you can continue of your next turn. The charmed creature’s speed drops to 0,
to remain motionless and gain this benefit until you are and the creature is incapacitated and visibly dazed.
detected. On subsequent turns, you can use your action to maintain
Holy Nimbus this effect, extending its duration until the end of your next
turn. However, the effect ends if you move more than 5 feet
Prerequisite: Ability to cast Divine spells. away from the creature, if the creature can neither see nor
XP Cost: 2,000 xp hear you, or if the creature takes damage.
As an action, you can emanate an aura of sunlight. for 1 Once the effect ends, or if the creature succeeds on its
minute, bright light shines from you in a 30-foot radius, and initial saving throw against this effect, you can’t use this
dim light shines 30 feet beyond that. feature on that creature again until you finish a long rest.
Whenever an emeny creature starts it's turn in this bright Illusion Savant
light, the creature takes 10 radiant damage.
In addition, for the duration you have advantage on saving Prerequisite: Spellbook
throws against spells cast by fiends or undead. XP Cost: 200 xp
Once you use this feature, you can not use it again until you The gold and time you must spend to copy an illusion spell
finish a short or long rest. into your spellbook is halved.
Once you purchase this ability, you cannot purchase
Hunter's Prey another from a different school of magic.
Prerequisite: None
XP Cost: 300 xp Illusory Self
You gain one of the following features of your choice. Prerequisite: Illusion Savant
Colossus Slayer. Your tenacity can wear down the most XP Cost: 1,000 xp
potent foes. When you hit a creature with a weapon attack, You can create an illusory duplicate of yourself as an
the creature takes an extra 1d8 damage if it’s below its hit instant, almost instinctual reaction to danger. When a
point maximum. You can deal this extra damage only once creature makes an attack roll against you, you can use your
per turn. reaction to interpose the illusory duplicate between the
attacker and yourself. The attack automatically misses you,
then the illusion dissipates.
Chapter 2 | Simple Special Abilities
16
Once you use this feature, you can’t use it again until you Improved Divine Smite
finish a short or long rest.
Prerequisite: Divine Smite
Impostor XP Cost: 1,100 xp
Prerequisite: Proficiency with Disguise Kit You are so suffused with righteous might that all your
XP Cost: 1,300 xp melee weapon strikes carry divine power with them.
You gain the ability to unerringly mimic another person's Whenever you hit a creature with a melee weapon, the
speech, writing, and behavior. You must spend at least 3 creature takes an extra 1d8 radiant damage. If you also use
hours studying these three components of the person's your Divine Smite with an attack, you add this damage to the
behavior; listening to their speech, examining handwriting extra damage of your Divine Smite.
and observing mannerisms. Improved Duplicity
Your ruse is indiscernible to the casual observer. If a wary
creature suspects something is amiss, you have advantage on Prerequisite: Channel Divinity (Cleric): Invoke Duplicity
any Charisma (Deception) check you make to avoid detection. XP Cost: 1,700 xp
You can create up to four duplicates of yourself, instead of
Improved Abjuration one, when you use Invoke Duplicity. As a bonus action on
Prerequisite: Abjuration Savant your turn, you can move any number of them up to 30 feet, to
XP Cost: 1,000 xp a maximum range of 120 feet.
When you cast an abjuration spell that requires you to Improved Expertise
make an ability check as a part of casting that spell (as in
Counterspell and Dispel Magic), you add your proficiency Prerequisite: Expertise
bonus to that ability check. XP Cost: 600 xp
Choose two of your proficiencies (skills or thieve's tools if
Improved Aura of Courage you have it) that you did not pick with Expertise. Your
Prerequisite: Aura of Courage proficiency bonus is doubled for any ability check made using
XP Cost: 1,800 xp either of the chosen proficiencies.
The range of Aura of Courage increases to 30 feet. Improved Flare
Improved Aura of Devotion Prerequisite: Warding Flare
XP Cost: 600 xp
Prerequisite: Aura of Devotion
XP Cost: 1,800 xp You can now use your Warding Flare feature when a
creature that you can see within 30 feet of you attacks a
The range of Aura of Devotion is increased to 30 feet. creature other than you.
Improved Aura of Protection Improved Minor Illusion
Prerequisite: Aura of Protection Prerequisite: Ability to cast Arcane spells
XP Cost: 1,800 xp XP Cost: 200 xp
The range of Aura of Protection becomes 30 feet. You learn the Minor Illusion cantrip. If you already know
this cantrip, you learn a different arcane cantrip of your
Improved Aura of Warding choice. The cantrip does not count against your number of
Prerequisite: Aura of Warding cantrips known if applicable.
XP Cost: 1,800 xp When you cast Minor Illusion, you can create both a sound
and an image with a single casting of the spell.
The range of Aura of Warding is increased to 30 feet.
Improved War Magic
Improved Critical
Prerequisite: War Magic
Prerequisite: None XP Cost: 1,800 xp
XP Cost: 300 xp When you use your action to cast a spell, you can make one
Your weapon attacks now score a critical hit on a roll of 19 weapon attack as a bonus action.
or 20.
Indomitable Might
Prerequisite: None
XP Cost: 1,800 xp
If your total for a Strength check is less than your Strength
score, you can use that score in place of the total.

Chapter 2 | Simple Special Abilities


17
Infiltration Expertise Jack of All Trades
Prerequisite: Proficiency with Disquise Kit. Prerequisite: None
XP Cost: 900 xp XP Cost: 200 xp
You can unfailingly create false identities for yourself. You You can add half of your proficiency bonus, rounded down,
must spend 7 days and 25gp to establish the history, to any ability check you make that does not already include
profession, and affiliations for an identity. You can not your proficiency bonus.
establish an identity that belongs to someone else. For
example, you might acquire appropriate clothing, letters of Ki-Empowered Strikes
introduction, and officialy-looking certificates to establish
yourself as a member of a trading house from a remote city Prerequisite: Martial Arts
so you can insinuate yourself into the company of the other XP Cost: 600 xp
wealthy merchants. Your unarmed strikes count as magical for the purpose of
Thereafter, if you adopt the new identity as a disguise, overcoming resistance and immunity to nonmagical attacks
other creatures believe you to be that person until given an and damage.
obvious reason not to.
Land's Stride
Instinctive Charm
Prerequisite: None
Prerequisite: Ability to cast Arcane Spells XP Cost: 600 xp
XP Cost: 600 xp Moving through non-magical difficult terrain costs you no
When a creature you can see within 30 feet of you makes extra movment. You can also pass through nonmagical plants
an attack roll against you, you can use your reaction to divert without being slowed by them and without taking damage
the attack, provided that another creature is within the from them if they have thorns, spines or similar natural
attack’s range. The attacker must make a Wisdom saving hazard.
throw against your spell save DC. On a failed save, the In addition, you have advantage on saving throws against
attacker must target the creature that is closest to it, not plants that are amgically created or manipulated to impede
including you or itself. If multiple creatures are closest, the movement, such as those create by the Entangle spell.
attacker chooses which one to target. On a successful save,
you can’t use this feature on the attacker again until you Lay on Hands
finish a long rest.
You must choose to use this feature before knowing Prerequisite: Ability to cast Divine spells.
whether the attack hits or misses. Creatures that can’t be XP Cost: 100 xp
charmed are immune to this effect. Your blessed touch can heal wounds. You have a pool of
healing power that replenishes when you take a long rest.
Intimidating Presence With that pool you can restore a total number of hit points
Prerequisite: None equal to 5 x your ECL.
XP Cost: 1,000 xp As an action, you can touch a creature and draw power
from this divine pool to restore a number of hit points to that
You can use your action to frighten someon with your creature, up to the maximum amount of remaining points in
menacing presence. When you do so, choose one creature your pool.
within 30 feet of you that can see or hear you. It must Alternatively, you can spend 5 points from this pool to cure
succeed on a Wisdom saving throw (DC equal to 8 + your the target of one diseas or neutralize one poison affecting it.
proficiency bonus + your Charisma modifier) or be you can cure multiple disease and neutralize poisons with a
frightened of you until the end of your next turn. On single use of this feature, expending points separately for
subsequent turns, you can use your action to extend the each one.
duration of this effect on the frightened creature until the end This feature has no effect on Undead and Constructs.
of your next turn. This effect ends if the creature ends it's
turn out of line of sight or more than 60 feet away. Mage Hand Legerdemain
If the creature succeeds on it's saving throw, you can not
use this feature on that again for 24 hours. Prerequisite: Ability to cast Mage Hand, Dexterity 16 or
higher, Cunning Action
Inured to Undeath XP Cost: 300 xp
Prerequisite: Necromancy Savant When you cast Mage Hand, you can make the spectral
XP Cost: 1,000 xp hand invisible, and you can perform the following additional
tasks with it:
You have resistance to necrotic damage, and your hit point
maximum can't be reduced. You have spent so much time You can stow on object the hand is holding in a container
dealing with undead and the forces that animate them that worn or carried by another creature.
you have become inured to some of their worst effects. You can retrieve an object in a container worn or carried
by another creature.

Chapter 2 | Simple Special Abilities


18
You can use Thieve's Tools to pick locks and disarm traps Restore Youth. You touch the transmuter’s stone to a
at range. willing creature, and that creature’s apparent age is
You can perform one of these tasks without being noticed reduced by 3d10 years, to a minimum of 13 years. This
by a creature if you succeed on a Dexterity (Sleight of Hand) effect doesn’t extend the creature’s lifespan.
check contested by the creature's Wisdom (Perception)
check. Mindless Rage
In addition, you can use the Bonus action granted by Prerequisite: Rage
Cunning Action to control the hand. XP Cost: 600 xp
Magical Ambush You can not be charmed of frightened while raging. If you
are charmed of frightened when you enter your rage, the
Prerequisite: Ability to cast spells effect is suspended for the duration of the rage.
XP Cost: 900 xp
If you are hidden from a creature when you cast a spell on Minor Alchemy
it, the creature has disadvantage on any saving throw it Prerequisite: Transmutation Savant
makes against the spell this turn. XP Cost: 200 xp
Malleable Illusions You can temporarily alter the physical properties of one
nonmagical object, changing it from one substance into
Prerequisite: Illusion Savant another. You perform a special alchemical procedure on one
XP Cost: 600 xp object composed entirely of wood, stone (but not a gemstone),
When you cast an illusion spell that has a duration of 1 iron, copper, or silver, transforming it into a different one of
minute or longer, you can use your action to change the those materials. For every 10 minutes you spend performing
nature of that illusion (using the spell’s normal parameters the procedure, you can transform up to 1 cubic foot of
for the illusion), provided that you can see the illusion. material.
After 1 hour, or until you lose your concentration (as if you
Master of Nature were concentrating on a spell), the material reverts to its
original substance.
Prerequisite: Channel Divinity (Cleric): Charm Animals and
Plants Minor Conjuration
XP Cost: 1,700 xp
Prerequisite: Conjuration Savant
You gain the ability to command animals and plant XP Cost: 200 xp
creatures. While creatures are charmed by your Channel
Divinity (Cleric): Charm animals and Plants feature, you can You can use your action to conjure up an inanimate object
take a bonus action on your turn to verbally command what in your hand or on the ground in an unoccupied space that
each of those creatures will do on it's next turn. you can see within 10 feet of you. This object can be no larger
than 3 feet on a side and weigh no more than 10 pounds, and
Master Transmuter its form must be that of a nonmagical object that you have
seen. The object is visibly magical, radiating dim light out to 5
Prerequisite: Transmuter's Stone feet.
XP Cost: 1,400 xp The object disappears after 1 hour, when you use this
You can use your action to consume the reserve of feature again, or if it takes any damage.
transmutation magic stored within your transmuter’s stone in
a single burst. When you do so, choose one of the following Misty Escape
effects. Your transmuter’s stone is destroyed and can’t be Prerequisite: Ability to cast Arcane spells
remade until you finish a long rest. XP Cost: 600 xp
Major Transformation. You can transmute one You can vanish in a puff of mist in response to harm. When
nonmagical object—no larger than a 5-foot cube—into you take damage, you can use your reaction to turn invisible
another nonmagical object of similar size and mass and of and teleport 60 feet to an unoccupied space that you can see.
equal or lesser value. You must spend 10 minutes You remain invisible until the start of your next turn or until
handling the object to transform it. you attack or cast a spell.
Panacea. You remove all curses, diseases, and poisons Once you use this feature, you can not use it again until you
affecting a creature that you touch with the transmuter’s finish a short or long rest
stone. The creature also regains all its hit points.
Restore Life. You cast the Raise Dead spell on a creature
you touch with the transmuter’s stone, without expending
a spell slot or needing to have the spell in your spellbook.

Chapter 2 | Simple Special Abilities


19
Multiattack Nature's Sanctuary
Prerequisite: None Prerequisite: Ability to cast spells as a Divine, Prepared,
XP Cost: 1,100 xp Wisdom-based caster
XP Cost: 1,400 xp
You gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack Creatures of the natural world sense your connection to
against any number of creatures within 10 feet of a point you nature and become hesitant to attack you. When a beast or
can see within your weapon’s range. You must have plant creature attacks you, that creature must make a
ammunition for each target, as normal, and you make a Wisdom saving throw against your Spell Save DC. On a
separate attack roll for each target. failed save, the creature must choose a different target, or the
Whirlwind Attack. You can use your action to make melee attack automatically misses. On a successful save, the
attacks against any number of creatures within 5 feet of you, creature is immune to this effect for 24 hours.
with a separate attack roll for each target. The creature is aware of this effect before it makes it's
attack against you.
Natural Explorer
Nature's Ward
Prerequisite: None
XP Cost: 100 xp Prerequisite: None
XP Cost: 1,000 xp
You are a master of navigating the natural world, and you
react with swift and decisive action when attacked. This You can no longer be charmed, or frightened by elementals
grants you the following benefits: or fey, and you are immune to poison and disease.
You ignore Difficult Terrain. Necromancy Savant
You have advantage on initiative rolls. Prerequisite: Spellbook
On your first turn during combat, you have advantage on XP Cost: 200 xp
attack rolls against creatures that have not yet acted. The gold and time you must spend to copy an necromancy
spell into your spellbook is halved.
In addition, you are skilled at navigating the wilderness. Once you purchase this ability, you cannot purchase
You gain the following benefits when traveling for an hour or another from a different school of magic.
more:
Open Hand Technique
Difficult terrain doesn’t slow your group’s travel.
Prerequisite: Ki
Your group can’t become lost except by magical means. XP Cost: 300 xp
Even when you are engaged in another activity while You can manipulate your enemy's Ki when you harness
traveling (such as foraging, navigating, or tracking), you your own. Whenever you hit a creature with one of the
remain alert to danger. attacks granted by Flurry of Blows, you can impose one of
the following effects on that target:
If you are traveling alone, you can move stealthily at a
normal pace. It must succeed on a Dexterity Saving throw or be
knocked prone.
When you forage, you find twice as much food as you
normally would. It must make a Strength saving throw. If it fails, you can
push it up to 15 feet away from you.
While tracking other creatures, you also learn their exact
number, their sizes, and how long ago they passed It can not take reactions until the end of your next turn.
through the area.
Opportunist
Natural Recovery Prerequisite: None
Prerequisite: Ability to cast spells as a Divine, Prepared, XP Cost: 1,700 xp
Wisdom-based caster You can exploit a creature's momentary distraction when it
XP Cost: 200 xp is hit by an attack. Whenever a creature within 5 feet of you is
You regain some of your magical energy by sitting in hit by an attack made by a creature other than you, you can
meditation and communing with nature. Durring a short rest, use your reaction to make a melee attack against that
you choose expended spell slots to recover. The spell slots creature.
can have a combined level equal to or less than half your
ECL, and no slots can be 6th level or higher. You can not use
this feature again until you finish a long rest.
For example, as a caster with an ECL of 4, you can recover
up to two levels worth of spell slots. You can recover a single
2nd-level slot or two 1st-level slots.
Chapter 2 | Simple Special Abilities
20
Overchannel Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows.
Prerequisite: Ability to cast Arcane Spells When you gain this feature, choose three cantrips from any
XP Cost: 1,400 xp spell list. While this book is on your person, you can cast
You can increase the power of your simpler spells. When those cantrips at will. They do not count against your number
you cast a spell of 5th level or lower that deals damage, you of cantrips know.
can deal maximum damage with that spell. If you lose your Book of Shadows, you can perform a 1
The first time you do so, you suffer no adverse effect. If you hour ceremony to recieve a replacement from your patron.
use this feature again before you finish a long rest, you take This ceremony can be performed during a short or long rest,
2d12 necrotic damage for each level of the spell, immediately and it destroys the previous book. The book turns to ash
after you cast it. Each time you use this feature again before when you die.
finishing a long rest, the necrotic damage per spell level
increases by 1d12. This damage ignores resistance and Pact Magic
immunity. Prerequisite: Otherworldly Patron
Pact Boon XP Cost: 150 xp
You have lost the ability to choose which spell slots to
Prerequisite: Otherworldly Patron purchase. This feature makes the maximum spell slot
XP Cost: 300 xp available to you 5th level. Once you purchase this feature, you
Your Otherworldly Patron has bestowed a gift upon you for can not purchase any spell slots above 5th level. If you have
your loyal service. You gain one of the following features of already purchased spell slots above 5th level before
your choice. purchasing this feature, you get all expended XP refunded
from those purchases. You can not purchase the Ritual
Pact of the Chain Casting feature after purchasing Pact Magic, and if you have
You learn the Find Familiar spell and can cast it only as a already purchased it before purchasing this feature, you get
ritual. The spell does not count against your number of spells that expended XP refunded and lose Ritual Casting.
known.
When you cast the spell, you may choose one of the normal Peerless Skill
forms for your familiar, or one of the following ones: Imp, Prerequisite: Bardic Inspiration
Psuedodragon, Quasit, or Sprite. XP Cost: 1,400 xp
Additionally, when you take the attack action, you can forgo
one of your own attacks to allow your familiar to make one When you mke an avility check, you can spend one sue of
attack of it's own. Bardic Inspiration. Roll a Bardic Isnpiration die and add the
number rolled to your ability check. You can choose to use
Pact of the Blade this feature after you roll the die for the ability check, but
You can use your action to create a pact weapon in your before the DM determines the outcome.
empty hand. You can choose the form that this melee weapon
takes each time you create it (see Chapter 5 of the PHB for Perfect self
weapon options). You are considered proficient with it while
you wield it. This weapon counts as magical for the purpose Prerequisite: Ki
of overcoming resistance and immunity to nonmagical XP Cost: 2,000 xp
attacks and damage. When you roll for initiative and have no Ki points
Your pact weapon disappears if it is more than 5 feet away remaining, you regain 4 Ki points.
from you for 1 minute or more. It also disappears if you use
this feature again, if you dismiss the weapon (no action Persistent Rage
required), or if you die.
You can transform one magical weapon into your pact Prerequisite: Rage
weapon by performing a special ritual while holding it. You XP Cost: 1,500 xp
perform this ritual over the course of 1 hour, which can be Your rage is so fierce that it ends early only if you fall
done during a short rest. You can then dismiss the weapon, unconscious of when you choose to end it.
shunting it into an extradimensional space, and it appears
whenever you create your pact weapon thereafter. You can
not affect an artifact or sentient weapon in this way. The
weapon ceases being your pact weapon f you die, if you
perform the 1 hour ritual on a different weapon, or if you use
a 1 hour ritual to break your bond to it. The weapon appears
at your feet if it is in the extradimensional space when the
bond breaks.

Chapter 2 | Simple Special Abilities


21
Portent You cannot use this ability against a creature that you have
attacked within the past 10 minutes.
Prerequisite: Divination Savant Additionally, you can attune your senses to determine if any
XP Cost: 200 xp of your favored enemies lurk nearby. By spending 1
Glimpses of the future begin to press in on your awareness. uninterrupted minute in concentration (as if you were
When you finish a long rest, roll two d20s and record the concentrating on a spell), you can sense whether any of your
numbers rolled. You can replace any attack roll, saving throw, favored enemies are present within 5 miles of you. This
or ability check made by you or a creature that you can see feature reveals which of your favored enemies are present,
with one of these foretelling rolls. You must choose to do so their numbers, and the creatures’ general direction and
before the roll, and you can replace a roll in this way only distance (in miles) from you.
once per turn. If there are multiple groups of your favored enemies within
Each foretelling roll can be used only once. When you range, you learn this information for each group.
finish a long rest, you lose any unused foretelling rolls.
Projected Ward
Potent Cantrip Prerequisite: Arcane Ward
Prerequisite: Ability to cast Cantrips XP Cost: 600 xp
XP Cost: 600 xp When a creature that you can see within 30 feet of you
Your damaging cantrips affect even creatures that avoid the takes damage, you can use your reaction to cause your
brunt of the effect. When a creature succeeds on a saving Arcane Ward to absorb that damage. If this damae reduces
throw against your cantrip, the creature takes half the the ward to 0 hit points, the warded creature takes any
cantrip’s damage (if any) but suffers no additional effect from remaining damage.
the cantrip.
Purity of Body
Potent Spellcasting Prerequisite: Ki
Prerequisite: Ability to cast spells as a Divine, Prepared, XP Cost: 1,000 xp
Wisdom-based caster Your mastery of the Ki flowing through you makes you
XP Cost: 800 xp immune to diseas and poison.
You now add your Wisdom modifier to the damage you
deal with any cantrip you cast of the Cleric Spell list. Purity of spirit
Prerequisite: Ability to cast Divine spells.
Primal Champion XP Cost: 1,500 xp
Prerequisite: Rage You are always under the effects of a Protection from Evil
XP Cost: 2,000 xp and Good spell.
You embody the power of the wilds. Your Strength and
Constitution scores both increase by 4. Your maximum for Quivering Palm
those scores is now 24. Prerequisite: Ki, Martial Arts
XP Cost: 1,700 xp
Primal Strike You gain the ability to set up lethal vibrations in someone's
Prerequisite: Wild Shape body. When you hit a creature with an unarmed strike, you
XP Cost: 600 xp can spend 3 Ki points to start these imperceptible vibrations,
Your attacks in Beast form count as magical for the which last for a number of days equal to your ECL. The
purpose of overcoming resistance and immunity to non- vibrations are harmless unless you use your action to end
magical attacks and damage. them. To do so, you and the target must be on the same plane
of existence. When you use this action, the creature must
Primeval Awareness make a Constitution saving throw. If it fails, it is reduced to 0
hit points. If it succeeds, it takes 10d10 necrotic damage.
Prerequisite: Favored Enemy You can only have one creature under the effect of this
XP Cost: 300 xp feature at a time. You can choose to end the vibrations
Your mastery of ranger lore allows you to establish a harmlessly without using an action if you choose.
powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and
they recognize you as a kindred spirit. Through sounds and
gestures, you can communicate simple ideas to a beast as an
action, and can read its basic mood and intent. You learn its
emotional state, whether it is affected by magic of any sort, its
short-term needs (such as food or safety), and actions you can
take (if any) to persuade it to not attack.

Chapter 2 | Simple Special Abilities


22
Reckless Attack Ritual Spellcasting
Prerequisite: None Prerequisite: Ability to cast spells
XP Cost: 200 xp XP Cost: 100 xp
You can throw aside all concern for defense to attack with You can cast any spell you know as a ritual if that spell has
fierce desperation. When you make your first attack on your the Ritual tag.
turn, you can decide to attack recklessly. Doing so gives you
advantage on melee weapon attack rolls that use Strength Sculpt Spells
during this turn, but all attack rolls against you have
advantage until your next turn. Prerequisite: Evocation Savant
XP Cost: 200 xp
Relentless Avenger You can create pockets of relative safety within the effects
Prerequisite: None of your evocation spells. When you cast an evocation spell
XP Cost: 700 xp that affects other creatures that you can see, you can choose
a number of them equal to 1 + the spell’s level. The chosen
Your supernatural focus helps you close off a foe's retreat. creatures automatically succeed on their saving throws
When you hit a creature with an opportunity attack, you can against the spell, and they take no damage if they would
move up to half of your movement speed immediately after normally take half damage on a successful save.
the attack and as part of the same reaction. This movement
does not provoke opportunity attacks. Second Wind
Relentless Rage Prerequisite: None
XP Cost: 100 xp
Prerequisite: Rage You have a limited well of stamina that you can draw on to
XP Cost: 1,100 xp protect yourself from harm. On your turn, you can use a
Your rage can keep you fighting despite grievous wounds. If bonus action to regain hitpoints equal to 1d10 + your ECL.
you drop to 0 hit points while you are raging and you do not Once you use this feature, you must finish a short or long
die outright, you can make a DC 10 Constitution saving rest before you can use it again.
throw. If you succeed, you instead drop to 1 hit point.
Each time you use this feature after the first, the DC Second-Story Work
increases by 5. When you finish a short or long rest, the DC
resets to 10. Prerequisite: None
XP Cost: 300 xp
Reliable Talent You gain the ability to climb faster than normal. Climbing
Prerequisite: None no longer costs you extra movement.
XP Cost: 1,100 xp In addition, when you make a running jump, the distance
you cover increases by a number of feet equal to your
You have refined your your chosen skills until they Dexterity modifier.
approach perfection. Whener you make an ability check that
let's you add your proficiency bonus, you can treat a d20 roll Shadow Arts
of 9 or lower as a 10.
Prerequisite: Ki
Remarkable Athlete XP Cost: 300 xp
Prerequisite: None You can use your Ki to duplicate the effects of certain
XP Cost: 700 xp spells. As an action you can spend 2 Ki points to cast
Darkness, Darkvision, Pass Without Trace, or Silence
You can add half your proficiency bonus (rounded down) to without providing material components. Additionally, you
any Strength, Dexterity, or Constitution check that you make gain the Minor Illusion cantrip if you do not already know it.
that does not already use your proficiency bonus.
In addition, when you make a running long jump, the Shadow Step
distance you cover increases by a number of feet equal to
your Strength modifier. Prerequisite: None
XP Cost: 600 xp
Retaliation You gain the ability to step from one shadow into another.
Prerequisite: None When you are in dim light or darkness, as a bonus action you
XP Cost: 1,400 xp can teleport up to 60 feet to an unoccupied space that you
can see that is also in dim light or darkness. you then have
When you take damage from a creature that is within 5 feet advantage on the first melee attack you make before the end
of you, you can use your reaction to make a melee weapon of your turn.
attack against that creature.

Chapter 2 | Simple Special Abilities


23
Shapechanger Spell Resistance
Prerequisite: Transmutation Savant Prerequisite: None
XP Cost: 1,000 xp XP Cost: 1,400 xp
You add the Polymorph spell to your spellbook, if it is not You have advantage on saving throws against spells.
there already. You can cast Polymorph without expending a Furthermore, you have resistance against the damage of
spell slot. When you do so, you can target only yourself and spells.
transform into a beast w hose challenge rating is 1 or lower.
Once you cast polymorph in this way, you can’t do so again Spell Thief
until you finish a short or long rest, though you can still cast it
normally using an available spell slot. Prerequisite: Ability to cast spells as an Arcane,
Spontaneous, Intelligence-based caster
Slow Fall XP Cost: 1,700 xp
Prerequisite: None You gain the ability to magically steal the knowledge of how
XP Cost: 400 xp to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you
You can use your reaction when you fall to reduce any or include you it's area of effect, you can use your reaction to
falling damage you take by an amount equal to five times your force the creature to make a saving throw using it's
ECL. spellcasting ability modifier. The DC equals your spell save
DC. On a failed save, you negate the spell's effect against you,
Sorcerous Restoration and you steal the knowledge of the spell if it is at least 1st
level and of a level that you can cast (It does not need to be
Prerequisite: Font of Magic included in your spell list). For the next 8 hours, you know the
XP Cost: 2,000 xp spell and can cast it using your spell slots. The creature can
You regain 4 expended sorcery points whenever you finish not cast that spell until the 8 hours has passed.
a short or long rest. Once you use this feature, you can not use it again until you
finish a long rest.
Soul of Vengeance
Prerequisite: Channel Divinity (Paladin) Spellbook
XP Cost: 1,500 xp Prerequisite: Ability to cast Arcane spells
The authority with which you speak your Vow of Emnity P Cost: 150 xp
gives you greater power over your foe. When a creature his follows the same spellbook rules for Wizards found
under the effect of your Vow of Emnity makes an attack, you in the PHB. *
can use your reaction to make a melee weapon attack afainst
that creature if it is within range. The spells that you add to your spellbook reflect the arcane
research you conduct on your own, as well as the intellectual
Spell Bombardment breakthroughs you have had about the nature of the
Prerequisite: Ability to cast arcane spells multiverse. You might find other spells during your
XP Cost: 1,800 xp adventures. You could discover a spell recorded on a scroll in
an evil wizard's room, for example, or a dusty tome in an
The harmful energy of your spells intensifies. When you ancient library.
roll damage for a spell and roll the highest number possible
on any dice, choose one of those dice and roll it again. You Copying a spell into the spellbook. * When you find an
may add that roll to the damage dealt. You can use this arcane spell of 1st level or higher, you can add it to your
feature only once per turn. spellbook. You must have the spell slots required to cast it
and it must be of a spell list that you can cast. Plus you
Spell Mastery must have the spare time needed to decipher and copy it.
Prerequisite: Spellbook Copying a spell into your spellbook involves reproducing
XP Cost: 1,800 xp the basic form of the spell, then deciphering the unique
system of notation used by the caster who wrote it. You must
You have achieved such mastery over certain spells that practice the spell until you understand the sounds and
you can cast them at will. Choose a 1st-level spell and a 2nd- gestrues required, then transcribe it into your spellbook using
level spell that are in your spellbook. You can cast those your own notations.
spells at their lowest level without expending a spell slot For each level of the spell, the process takes 2 hours and
when you have them prepared. If you want to cast either spell costs 50gp. The cost represents the material componentsyou
at a higher level, you must expend a spell slot as normal. expend as you expirement with the spell to master it, as well
By spending 8 hours in study, you can exchange one or as the fine inks you need to record it. Once you have spent
both of the spells you chose for different spells of the same the required time and money, you can prepare the spell just
levels. like your other spells.

Chapter 2 | Simple Special Abilities


24
Replacing the spellbook. * You can copy a spell from Spirit Seeker
your own spellbook into another book, for example, if you
want to make a backup copy of your spellbook. This is just Prerequisite: None
like copying a new spell, but faster and easier, since you XP Cost: 300 xp
understand your own notations and already know how to Yours is a path that seeks attunement with the natural
cast the spell. You need only spend 1 hour and 10gp for world, giving you kinship with beasts. You gain the ability to
each level of the copied spell. cast the Beast Sense and Speak With Animals spells, but
If you lose your spellbook, you can use the same procedure only as rituals.
to transcribe the spells you have currently prepared into a
new spellbook. Filling out the remainder of your spellbook Spirit Walker
requires you to find new spells to do so. For this reason, Prerequisite: Totem Spirit
many arcane casters keep backup spellbooks in safe palces. XP Cost: 1,000 xp
The book's appearance. * Your spellbook is a unique You can cast the Commune with Nature spell, but only as a
compilation of spells with it's own decorative flourishes ritual. When you do so, a spiritual verson of the animal you
and margin notes. It might be a plain, functional leather chose for Totem Spirit appears to you to convey the
volume that you recieved as a gift from your master, a information.
finely bound gilt-edged tome you found in an ancient
library, or even a loose collection of notes scrounged Split Enchantment
together after you lost your previous book.
Prerequisite: Enchantment Savant
Spells in the spellbook. * Your spellbook starts with 100 XP Cost: 1,000 xp
pages. This spellbook contains 6 spells of 1st level from
the Wizard Spell List. all other pages are blank, to write When you cast an enchantment spell of 1st level or higher
more spells down as you discover them. you can also that targets only one creature, you can have it target a second
purchase spells to copy into your spellbook. Each spell creature.Ability Detail
purchased this way follows the Spells Known table to
determine XP cost, exlained later in this document. It Stalker's Dodge
takes 2 hours and 50gp to write a spell down, as explained Prerequisite: None
above. XP Cost: 1,500 xp
Whenever a creature attacks you and does not have
Spellcasting Focus advantage, you can use your reaction to impose disadvantage
Prerequisite: Ability to cast spells on the creature’s attack roll against you. You can use this
XP Cost: 100 xp feature before or after the attack roll is made, but it must be
used before the outcome of the roll is determined.
You can use one object to act as a spellcasting focus for
your spells. This object will vary depending on your Stalker's Flurry
spellcasting type and spell list, as shown on the spellcasting
Focus Chart below. Prerequisite: None
Spellccasting Focus Chart
XP Cost: 1,100 xp
Spell spellcasting Once on each of your turns when you miss with an attack,
List Spellcasting type Focus you can make another attack.
Bard Arcane, Spotaneous, Charisma- Musical
based Instrument Stillness of Mind
Cleric Divine, Prepared, Wisdom- Holy Symbol Prerequisite: None
based XP Cost: 700 xp
Druid Divine, Prepared, Wisdom- Druidic Focus You can use your action to end one effect on yourself that is
based causing you to be charmed of frightened.
Paladin Divine, Prepared, Charisma- Holy Symbol
based Storm of Claws and Fangs
Sorcerer Arcane, Spontaneous, Charisma- Arcane Focus Prerequisite: Animal Companion
based XP Cost: 1,100 xp
Wizard Arcane, Prepared, Intelligence-
based
Arcane Focus Your companion can use its action to make a melee attack
against each creature of its choice within 5 feet of it, with a
separate attack roll for each target.

Chapter 2 | Simple Special Abilities


25
Stormborn Stand Against the Tide. When a hostile creature misses
you with a melee attack, you can use your reaction to force
Prerequisite: Wrath of the Storm that creature to repeat the same attack against another
XP Cost: 1,700 xp creature (other than itself) of your choice.
You now have a flying speed equal to your current walking Uncanny Dodge. When an attacker that you can see hits
speed whenever you are not underground or indoors. you with an attack, you can use your reaction to halve the
attack’s damage against you.
Stroke of Luck Superior Inspiration
Prerequisite: None Prerequisite: Bardic Inspiration
XP Cost: 2,000 xp XP Cost: 2,000
You have an uncanny knack for succeeding when you need When you roll initiative and have no uses of Bardic
to. If your attack misses a target within range, you can turn Inspiration left, you regain one use.
the miss into a hit. Alternatively, if you fail an ability check,
you can treat the d20 roll as a 20.
Once you use this feature, you can not use it again until you Supreme Healing
finish a short or long rest. Prerequisite: Divine Domain: Life
XP Cost: 1,700 xp
Student of War When you would normall roll one or more dice to restore
Prerequisite: None hit points with a spell, you instead use the highest number
XP Cost: 300 xp possible for each die. For example, instead of restoring 2d6
You gain proficiency with one type of artisan's tools of your hit points to a creature, you restore 12.
choice.
Supreme Sneak
Stunning Strike Prerequisite: Proficiency in Stealth
Prerequisite: Ki XP Cost: 900 xp
XP Cost: 500 xp You have advantage on a Dexterity (Stealth) check if you
You can interfere with the flow of Ki in an opponent's Body. move nomore than half your speed on the same turn.
When you hit another creature with a melee weapon attack,
you can spend 1 Ki point to attempt a Stunning Strike. The Survivor
target must succeed on a Constitution saving throw or be Prerequisite: None
stunned until the end of your next turn. XP Cost: 1,800 xp
Superior Beast's Defense You have attained the pinnacle of resilience in battle, At the
start of each of your turns, you regain hit points equal to 5 +
Prerequisite: Beast's Defense you Constitution modifier if you have no more than half of
XP Cost: 1,800 xp your hit points left. You do not gain this benefit if you have 0
Whenever an attacker that your companion can see hits it hit points.
with an attack, it can use its reaction to halve the attack’s
damage against it. The Third Eye
Prerequisite: Ability to cast Arcane Spells
Superior Critical XP Cost: 1,000 xp
Prerequisite: Improved Critical You can use your action to increase your powers of
XP Cost: 1,500 xp perception. When you do so, choose one o f the following
Your weapon attacks now score a critical hit on a roll of 18- benefits, which lasts until you are incapacitated or you take a
20. short or long rest. You can’t use the feature again until you
finish a rest.
Superior Hunter's Defense Darkvison. You gain Darkvision with a range of 60 feet.
Prerequisite: None Ethereal Sight. You can see into the Etheral Plane within
XP Cost: 1,500 xp a range of 60 feet from you.
You gain one of the following features of your choice. Greater Comprehension. You can read any language
Evasion. When you are subjected to an effect, such as a except druidic and thieve's cant.
red dragon’s fiery breath or a lightning bolt spell, that allows
you to make a Dexterity saving throw to take only half See Invisibility. You can see invisible creates and objects
damage, you instead take no damage if you succeed on a within 10 feet of you that are in line of sight.
saving throw, and only half damage if you fail.

Chapter 2 | Simple Special Abilities


26
Thief's Reflexes Tongue of the Sun and Moon
Prerequisite: None Prerequisite: Ki
XP Cost: 1,700 xp XP Cost: 1,300 xp
You have become adept at laying ambushes and quickly You learn to touch the ki of other minds so that you
escaping danger. You can take two turns furing the first round understand all spoken languages. Moreover, any creature that
of any combat. You take your first turn at your normal can understand a language can understand what you say.###
initiative and your second turn at your initiative minus 10. You Totem Spirit
can not use this feature when you are surprised. Prerequisite: Rage
XP Cost: 300 xp
Thought Shield
Choose a totem spirit. You must make or acquire a physical
Prerequisite: None totem object, an amulet or adornment, that incorporates fur
XP Cost: 1,000 xp or feathers, claws, teeth, or bones of the chosen animal. At
Your thoughts can’t be read by telepathy or other means your option, you also gain minor physical atributes that are
unless you allow it. You also have resistance to psychic reminiscent of your totem spirit. You might be unusually
damage, and whenever a creature deals psychic damage to hairy and thick skinned like a bear or have bright yellow eyes
you, that creature takes the same amount of damage that you identical to an eagle's.
do. Your totem animal might be related to those listed here, but
more appropriate to your homeland. For example you may
Thousand Forms choose a hawk or vulture in place of an eagle.
Prerequisite: Wild shape Bear. While you are raging, you have resistance to all
XP Cost: 1,400 xp damage types except psychic damage. The spirit of the
bear makes you tough enough to stand up to any
You have learned to use magic to alter your physical body punishment.
in more subtle ways. you can cast the Alter Self spell at will.
Eagle. While you are raging and are not wearing heavy
Thunderbolt Strike armor, other creatures have disadvantage on opportunity
attack rolls against you, and you can use the Dash action
Prerequisite: None as a bonus action on your turn. The spirit of the eagle
XP Cost: 600 xp makes you into a predator who can weave through the fray
When you deal lightning damage to a Large or smaller with ease.
creature, you can also push it up to 10 feet away from you. Wolf. While you are raging, your friends have advantage
on melee attack rolls against any creature within 5 feet of
Tides of Chaos you that is hostile. The spirit of the wolf makes you a
Prerequisite: Wild Magic Surge leader of hunters.
XP Cost: 100 xp
You can manipulate the forces of chance and chaos to gain Totemic Attunement
advantage on one attack roll, ability check, or saving throw. Prerequisite: Totem Spirit
Once you do so, you must finish a long rest before you can XP Cost: 1,400 xp
use this feature again.
Any time before you regain the use of this feature, the DM You gain a magical benefit based on the totem animal of
may roll on the Wild Magic Surge table immediately after you your choice. You can choose the same animal you selected
cast a spell of 1st level or higher in order to regain the use of with Totem Spirit or you may choose a different one.
this feature. Bear. While you are raging, any creature within 5 feet of
Timeless Body you that is hostile to you has disadvantage on all attack
rolls against targets other than you or another character
Prerequisite: Ki with this feature. An enemy is immune to this effect if it
XP Cost: 1,500 xp can not hear or see you, or if it can not be frightened.
Your Ki sustains you so that you suffer none of the frailty of Eagle. While you are raging, you have a flying speed equal
old age, and you can not be aged magically. You can still die of to your current walking speed. This benefit only works in
old age, however. In addition, you no longer need food or short bursts, you fall if you end your turn in the air and
water. nothing is holding you up.
Timeless Body Wolf. While you are raging, you can use your bonus action
on your turn to knowck a Large or smaller creature prone
Prerequisite: Ability to access Druid Spell List when you hit it with a melee weapon attack.
XP Cost: 1,800 xp
The primal magic you wield causes you to age more slowly.
For every 10 years that pass, your body ages only 1 year.
Chapter 2 | Simple Special Abilities
27
Tranquility Uncanny Dodge
Prerequisite: None Prerequisite: None
XP Cost: 800 xp XP Cost: 500 xp
You can enter a special meditation that surrounds you with When an attacker that you can see hits you with an attack,
an aura of peace. At the end of a long rest, you gain the effect you can use your reaction to halve the attack's damage
of a Sanctuary spell that lasts until the start of your next long against you.
rest (the spell can end early as normal). The saving throw DC
for the spell equals 8 + your Wisdom modifier + your Undead Thralls
proficiency bonus. Prerequisite: Necromancy Savant
XP Cost: 600 xp
Transmutation Savant
You add the Animate Dead spell to your spellbook if it is
Prerequisite: Spellbook not there already. When you cast animate dead, you can
XP Cost: 200 xp target one additional corpse or pile o f bones, creating
The gold and time you must spend to copy an another zombie or skeleton, as appropriate.
transmutation spell into your spellbook is halved. Whenever you create an undead using a necromancy spell,
Once you purchase this ability, you cannot purchase it has additional benefits:
another from a different school of magic. The creature’s hit point maximum is increased by an
amount equal to your Caster Level.
Transmuter's Stone
The creature adds your proficiency bonus to its weapon
Prerequisite: Minor Alchemy, Transmutation savant damage rolls.
XP Cost: 600 xp
You can spend 8 hours creating a transmuter’s stone that Underdark Scout
stores transmutation magic. You can benefit from the stone Prerequisite: None
yourself or give it to another creature. A creature gains a XP Cost: 300 xp
benefit of your choice as long as the stone is in the creature’s
possession. When you create the stone, choose the benefit You master the art of the ambush. On your first turn during
from the following options: combat, you gain a +10 bonus to your speed, and if you use
the Attack action, you can make one additional attack.
Darkvision out to a range of 60 feet, as described in You are also adept at evading creatures that rely on
chapter 8 darkvision. Such creatures gain no benefit when attempting
An increase to speed of 10 feet while the creature is to detect you in dark and dim conditions. Additionally, when
Unencumbered the DM determines if you can hide from a creature, that
creature gains no benefit from its darkvision.
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage Undying Sentinel
(your choice whenever you choose this benefit) Prerequisite: None
XP Cost: 1,500 xp
Each time you cast a transmutation spell of 1st level or
higher, you can change the effect of your stone if the stone is When you are reduced to 0 hit points and are not killed
on your person. outright, you can choose to drop to 1 hit point instead. Once
If you create a new transmuter’s stone, the previous one you use this feature, you can not use it again until you finish a
ceases to function. long rest.
Additionally, you suffer none of the drawbacks of old age,
Unarmored Defense (Barbarian) and you can not be aged magically.
Prerequisite: None Use Magic Device
XP Cost: 100 xp
Prerequisite: None
While you are not weaing armor, your Armor Class equals XP Cost: 1,300 xp
10 + you Dexterity modifier + your Constitution modifier.
You can use a shield and still gain this benefit. You have learned enough about the workings of magic that
you can improvise the use of items even when they are not
Unarmored Defense (Monk) intended for you. You ignore all "Class", race, and "Level"
requirements on the use of magic items.
Prerequisite: None
XP Cost: 100 xp
While you are wearing no armor and not wielding a shield,
your AC equals 10 + your Dexerity modifier + your
Wisdom modifier.

Chapter 2 | Simple Special Abilities


28
Vanish War Priest
Prerequisite: Cunning Action, Hide in Plain sight Prerequisite: Ability to cast spells as a Divine, Prepared,
XP Cost: 1,400 xp Wisdom-based caster
You can’t be tracked by nonmagical means, unless you XP Cost: 100 xp
choose to leave a trail. Your god delivers bolts of inspirations to you while you are
engaged in battle. When you use the Attack action, you can
Versatile Trickster make one weapon attack as a bonus action
You can use this feature a number of times per day equal to
Prerequisite: Ability to cast Mage Hand. your Wisdom modifier (minimum of once). You regain all
XP Cost: 1,300 xp expended uses when you finish a long rest.
You gain the ability to distract targets with your Mage
Hand. As a Bonus action on your turn, you can designate a Warding Flare
creature within 5 feet of the spectral hand created by the Prerequisite: Ability to cast spells as a Divine, Prepared,
spell. Doing so gives you advantage on attack rolls against the Wisdom-based caster
creature until the end of the turn. XP Cost: 100 xp
Visons of the Past You can interpose divine light between yourself and an
attacking enemy. When you are attacked by a creature within
Prerequisite: Divine Domain: Knowledge 30 feet of you that you can see, you can use your reaction to
XP Cost: 1,700 xp impose disadvantage on the attack roll, causing light to flare
You can call up visions of the past that relate to an object before the attacker before it hits or misses. An attacker that
you hold or your immediate surroundings. You spend at least can not be blinded is immune to this feature.
1 minute in meditation and prayer, then receive dreamlike, You can use this feature a number of times equal to your
shadowy glimpses of recent events. You can meditate in this Wisdom modifier, with a minimum of once. You regain all
way for a number of minutes equal to your Wisdom score and expended uses when you finish a long rest.
must maintain concentration during that time, as if casting a
spell. Weapon Bond
Object Reading. Holding an object as you meditate, you Prerequisite: Ability to cast spells as an Arcane,
can see visions of the object's previous owner. After Spontaneous, Intelligence-based caster
meditating for 1 minute, you learn how the owner XP Cost: 300 xp
acquired and lost the object, as well as the most recent You learn a ritual that creates a magical bond between
significant event involving the object and the owner. If the yourself and one weapon. You perform the ritual over the
object was owned by another creature in the recent past course of 1 hour, which can be done during a short rest. The
(within a number of days equal to your Wisdom score), weapon must be within your reach throught the ritual, at the
you can spend 1 additional minute for each owner to learn conclusion of which you touch the weapon and forge the
the same information about that creature. bond.
Area Reading. As you meditate, you see visions of recent Once you have bonded a weapon to yourself, you can not be
events in your immediate vicinity (a room, street, tunnel, disarmed of that weapon unless you are incapacitated. If it is
clearing, or the like, up to a 50-foot cub), going back a on the same plane of existence, you can summon that
number of days equal to your Wisdom score. For each weapon as a bonus action on your turn, causing it to teleport
minute you meditate, you learn about one significant even, instantly to an open hand.
beginning with the most recent. Significant events You can have up to two bonded weapons, but can summon
typically involve powerful emotions, such as battles and only one at a time with your bonus action. If you attempt to
betrayels, marriages and murders, births and funerals. bond a thrid weapon, you must first break the bond with on of
However, they might also include more mundane events the other two.
that are nevertheless important in your current situation.
Wholeness of Body
Once you use this feature, you can not use it again until you
finish a short or long rest. Prerequisite: None
XP Cost: 600 xp
War Magic You gain the ability to heal yourself quickly. As an action,
Prerequisite: Ability to cast Arcane spells you can regain hit points equal to three times your ECL. You
XP Cost: 700 xp must finish a long rest before you can use this feature again.
When you use your action to cast a cantrip. you can make
one weapon attack as a bonus action.

Chapter 2 | Simple Special Abilities


29
Wild Magic Surge When you transform, you assumethe beast's hit points and
Hit Dice. When you revert back to you rnormal form, you
Prerequisite: Ability to cast spells as a Spontaneous, Arcane, return to the number of hit points you had before you
Charisma-based caster transformed into the creature. However, if you revert back
XP Cost: 100 xp as a result of dropping to 0 hit points, any excess damage
Your spellcasting can unleashe surges of untamed magic. carries over to your normal form. For example, if you take
Immediately after you cast a sorcerer spell of 1st or higher, 10 damage in beast form and have only 1 hit point left, you
the DM can have you roll a d20. If you roll a 1, the DM rolls revert back to your normal form and take 9 damage. As
on the Wild Magic Surge table to create a random magical long as the excess damage doesn't reduce your normal
effect. form to 0 hit points, you are not knocked unconscious,
You can not cast spells, and your ability to speak or take
Wild Shape action that requires hands are limited to the capabilities of
Prerequisite: Ability to access the Druid Spell-list your beast form. Transforming does not break
XP Cost: 200 xp concentration on a spell you have already cast, however, or
prevent you from taking actions of part of a spell you are
You can use your action to magically assume the shape of a concentrating on.
beast that you have seen before. You can use this feature
twice. You regain expended uses when you finish a short or You retain the benefit of any feature from "Class," race, or
long rest. other sourceand can use them if the new form is
Your ECL determines the beasts you can transform into, as physically capable of doing so. For example, if you have
shown in the Wild Shape Table below. At ECL 2, for example, the Rage ability and then transform into a Beast, you can
you can transform into any beast that has a CR of 1/4 or still rage. However, you can not use any special senses,
lower that does not have a flying or swimming speed. such as darkvision, unless your Beast form also has that
sense.
Wild Shape Table
Effective Max You choose whether your equipment falls to the ground in
Character Challenge your space, merges into it, or is worn by it. Worn
Level Rating Limitations Example equipment functions as normal, but the DM decides
2 1/4 No flying or Wolf
whether it is practical for the new form to wear a piece of
swimming speed equipment, based on that creatures shape and size. Your
equipment does not change size or shap to match the new
4 1/2 No Flying Speed Crocodile form, and any equipment that the new form can not wear
8 1 ----- Giant must either fall to the ground or merge with it. Equipment
Eagle that merges with the form has no effect until you revert
back.
Wild Shape Challenge Rating Wrath of the Storm
As seen above, the Max Challenge Rating of a Beast
you can turn into is equal to your ECL divided by 8, Prerequisite: Ability to cast spells as a Divine, Prepared,
rounded down. For example, a character with an Wisdom-based caster
ECL of 20 can use their Wild Shape feature to XP Cost: 100 xp
transform into a beast with a CR of 2 You can thunderously rebuke attackers. When a creature
within 5 feet of you that you can see hits you with an attack,
you can use your reaction to cause the creature to make a
You can stay in the Beast's shape for a number of hours equal Dexterity saving throw. The creature taks 2d8 lightning or
to half your ECL, rounded down. You then revert to your thunder damage (your choice) on a failed save, and half as
normal form unless you espend another use of this feature. much on a successful one.
You can revert to your normal form earlier by using a bonus You can use this feature a number of times equal to your
action on your turn. You will automatically revert if you fall Wisdom modifier, with a minimum of once. You regain all
unconscious, drop to 0 hit points, or die. uses when you finish a long rest.
While you are transformed, the following rules apply:
Your game statistics are replaced by the stats of the beast
you transformed into, instead you retain your alignment,
personality, and Mental (Intelligence, Wisdom, Charisma)
scores. You also retain all of your skill and saving throw
proficiencies, in addition to gaining those of the creature.
If the creature has a higher proficiency score than you and
the bonus in it's stat block is higher than yours, use the
creature's bonus instead of yours. If the creature has any
legendary or lair actions, you can not use them

Chapter 2 | Simple Special Abilities


30
Chatper 3: Complex Special Abilities

C
omplex abilities take their name seriously. These You may use this feature a number of times equal to your
abilities are those that require additional XP to Charisma modifier (a minimum of once). You regain all
"upgrade", being those that stacked according to expended uses when you finish a long rest.
level gain, etc. Abilities like this include a
"Rogue's" Sneak Attack, or the Ki feature of Bardic Inspiration Table
"Monk". Bardic Isnpiration Die XP Cost Total XP
d6 100 100
Example Skill d8 500 600
Prerequisite: If an Ability requires another ability purchased d10 1,000 1,600
before purchasing this one, it will be listed here, If not then d12 1,500 3,100
it will say "None"
XP Cost: This is where the required amount of XP needed to
purchase the Ability will be listed. Simple Abilities will just Brutal Critical
say a flat amount like "600 cp." Complex Abilities will say, Prerequisite: None
for example "600 xp, see below." XP Cost: 675 xp, see below
This is where the skill details will be that explains the text You can roll one additional weapon damage die when
from the PHB to avoid confusion. determining the extra damae for a critical hit with a melee
weapon attack.
-A- Brutal Critical Table
Action Surge Number of Extra Dice XP Cost Total XP

Prerequisite: None 1 900 900


XP Cost: 150 xp 2 1,300 2,200
You can push yourself beyond your normal limits for a 3 1,700 3,900
moment. On your turn, you can take on additional action on
top of your regular action and a possible bonus action. The Channel Divinity (Cleric)
number of additional actions is shown in the Action Surge
Table below. Prerequisite: Ability to cast spells as a Divine, Prepared,
All expended uses of this feature are regained after Wisdom-based caster, A holy token of a religion significant
finishing a short or long rest. to the character.
XP Cost: 75 xp
Action Surge Table
Uses Per Day XP Cost Total XP
You gain the ability to channel divine energy directly frm
your deity, using that energy to fuel magical effects. When
1 200 200 you use your Channel Divinity, you choose which effect to
2 1,700 2,100 create based on your purchased features. You may use
Channel Divinity a number of times per day as shown in the
Channel Divinity Table below. Your regain all uses of Channel
Bardic Inspiration Divinity after completing a short or long rest. For effects that
Prerequisite: Ability to cast spells as an Arcane, require saving throws, they use your Divine, Prepared,
Spontaneous, Charisma-based caster. Wisdom-based caster spell save DC.
XP Cost: 75 xp The following, and any ability with the Channel Divinity
You can inspire others through stirring words or music. To (Cleric) tag, can be used as an action unless otherwise noted.
do so, you use a bonus action on your turn to choose one Channel Divinity (Cleric) tags will be in the ability names for
creature rather than yourself within 60 feet of you who can ease of recognition.
hear you. That creature gains one Bardic Inspiration die, as Turn Undead
shown below on the Bardic Inspiration Table. As an action, you present your holy symbol and speak a
Once, within the next 10 minutes, the creature may roll the prayer censuring the undead. Each undead that can see or
die and add the number rolled to one ability check, attack roll, hear you within 30 feet of you must make a Wisdom saving
or saving throw it makes. The creature can wait until after it throw. If the undead fails it's saving throw it is turned for 1
rolls the d20 before deciding to use the Bardic Inspiration minute or until it takes any damage.
dife, but must decide before the DM determines the outcome
of the roll. Once the Bardic Inspiration dice is rolled, it is lost.
A creature may only have one Bardic Inspiration die at any
given time.

Chapter 3 | Complex Special Abilities


31
A turned creature must spend it's turn trying to move as far XP Total
away from you as it can, and can not willingly move to a Spell Cost XP
space within 30 feet of you. It also can't take reactions. For Blur, Silence 300 300
it's action, it can only use the Dash action or try to escape
from an effect that prevents it from moving. If there is Create Food and Water, Protection from
Energy
500 800
nowhere to move, the undead can use the Dodge action
instead. Blight, Hallucinatory terrain 700 1,500

Channel Divinity Table Insect Plague, Wall of Stone 900 2,400


Uses Per Day XP Cost Total XP
Forest Spell Table
1 100 100 Spell XP Cost Total XP
2 600 700 Barkskin, Spider Climb 300 300
3 1,800 2,500 Call Lightning, Plant Growth 500 800
Divination, Freedom of Movement 700 1,500
Circle Spells
Commune with Nature, Tree Stride 900 2,400
Prerequisite: Ability to cast spells as a Divine, Prepared,
Wisdom-based caster Grassland Spell Table
XP Cost: 225 xp Spell XP Cost Total XP
Your mystical connection to the land infuses you with the Invisibility, Pass Without a Trace 300 300
ability to cast certain spells. The following tables will let you
purchase access to Circle Spells connected to the land where Daylight, Haste 500 800
you trained. Consult your DM about that land -- Arctic, Divinination, Freedom of Movement 700 1,500
Coast, Desert, Forest, Grassland, Mountain, Swamp, or
Underdark -- and consult the associated table for the list of Dream, Insect Plague 900 2,400
spells you can purchase. Once a region is decided, you can
not choose another. Mountain Spell Table
Also, when you purchase this ability, you learn one Spell XP Cost Total XP
additional cantrip from the Druid spell list of your choice. Spider Climb, Spike Growth 300 300
Once you gain access to a Circle Spell, you always have it
prepared, and it does not count against the number of spells Lightning Bolt, Meld into Stone 500 800
you can prepare each day. If you gain access to a spell that Stone Shape, Stoneskin 700 1,500
does not appear on your spell list, the spell is considered a Passwall, Wall of Stone 900 2,400
Druid Spell for you and uses your Wisdom modifier.
Due to the nature of your connection to the lnd, your amgic
might have indicators of your upbringing. For example, a Swamp Spell Table
character was trained in the Arctic wastes and casts Spike Spell XP Cost Total XP
Growth. Instead of rock spires, giant ice daggers would erupt Darkness, Melf's Acid Arrow 300 300
from the ground enveloping the ground, and surrounding Water Walk, Stinking Cloud 500 800
them in a thin fog.
Freedom of Movement, Locate Creature 700 1,500
Arctic Spell Table
Insect Plague, Scrying 900 2,400
Spell XP Cost Total XP
Hold Person, Spike Growth 300 300 Underdark Spell Table
Sleet Storm, Slow 500 800 Spell XP Cost Total XP
Freedom of Movement, Ice Storm 700 1,500 Spider Climb, Web 300 300
Commune with Nature, Cone of Cold 900 2,400 Gaseous Form, Stinking Cloud 500 800
Greater Invisibility, Stone Shape 700 1,500
Coast Spell Table
Cloudkill, Insect Plague 900 2,400
Spell XP Cost Total XP
Mirror Image, Misty Step 300 300
Water Breathing, Water Walk 500 800
Control Water, freedom of Movement 700 1,500
Conjure Elemental, Scrying 900 2,400

Desert Spell Table

Chapter 3 | Complex Special Abilities


32
Combat Superiority Maneuver List
Commander's Strike. When you take the Attack action
Prerequisite: None on your turn, you can forgo one of your attacks and use a
XP Cost: 225 xp, see below bonus action to direct one of your companions to strike.
You learn maneuvers that are fueld by special dice called When you do so, choose a friendly creature who can see
Superiority Dice. or hear you and expend on superiority die. That creature
can immediately use it's reaction to make one weapon
Maneuvers attack, adding the superiority dice to it's damage roll.
You learn maneuvers of your choice based on the Maneuver Disarming Strike. When you hit a creature with a
Table below, which are detailed at the end of this feature. You weapon attack, you can expend one superiority die to
can only use a single maneuver per attack. you can learn attempt to disarm the target, forcing it to drop one item of
additional maneuvers as detailed below. your choice that it's holding. You add the superiority die to
Maneuver Table your weapon's damage roll, and the target must make a
Number of Maneuvers Known XP Cost Total XP
Strength saving throw. On a failed save, it drops the
chosen object. The object land's at it's feet.
1 125 125
Distracting Strike. When you hit a creature with a
2 150 275 weapon attack, you can expend on superiority die to
3 175 450 distract the creature, giving your allies an opening. You
4 200 650
add the superiority die roll to your attack's damage roll.
The next attack roll against the target by an attacker other
5 225 875 than you has advantage if the attack is amde before the
6 250 1,125 start of your next turn.
7 275 1,400 Evasive Footwork. When you move, you can expend one
8 300 1,700 superiority die, rolling the die and adding the number
rolled to your AC until you stop moving.
9 325 2,025
Feinting Attack. You can expend one superiority die and
Superiority Dice use a bonus action on your turn to feint, choosing one
You have a number of superiority dice, all of which are d8s. A creature within 5 feet of you as your target. You have
superioirity die is expended when you use an ability that calls advantage on your next attack roll against that creature. If
for it, like a maneuver. You regain all of your expended that attack hits, add the superiority die to the attack's
superiority dice when you finish a short or long rest. damage roll.
Superiority Amount Table Goading Attack. When you hit a creature with a weapon
Number of Superiority Dice XP Cost Total XP
attack, you can expend one superiority die to attempt to
goad the target into attacking you. You add the superiority
1 300 300 die to attack's damage roll, and the target must make a
2 550 850 Wisdom saving throw. On a failed save, the target has
disadvantage on all attack rolls against targets other than
3 800 1,650 you until the end of your next turn.
4 1,050 2,700
Lunging Attack. When you make a melee weapon attack
5 1,300 4,000 on your turn, you can expend one superiority die to
6 1,550 5,550 increase your reach for that attack by 5 feet. If you hit, you
add the superiority die to the attack's damage roll.
Saving Throws Maneuvering Attack. When you hit a creature with a
Some of your maneuvers might require your target to make a weapon attack, you can expend one superiority die to
saving throw to resist the maneuver's effects. The saving maneuver one of your comrades into a more
throw DC is calculated as follows: advantageous position. You add the superiority die to the
Maneuver Saving Throw DC = 8 + your Proficiency attack's damage roll, and you choose a friendly creature
Bonus + your Strength or Dexterity modifier (your choice). who can see or hear you. That creature can use its
reaction to move up to half its speed without provoking
Superiority Dice opportunity attacks from the target of your attack.
After a while, you might wish to increase the size of your
superiority dice themselves. Menacing Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to
Superiority Dice Table frighten the target. You add the superiority die to the
Superiority Dice XP Cost Total XP attack’s damage roll, and the target must make a Wisdom
d10 1,000 1,000
saving throw. On a failed save, it is frightened of you until
the end of your next turn.
d12 1,800 2,800

Chapter 3 | Complex Special Abilities


33
Parry. When another creature damages you with a melee Deep Stalker Spells
attack, you can use your reaction and expend one XP Cost Total XP
superiority die to reduce the damage by the number you Disguise Self 300 300
roll on your superiority die + your Dexterity modifier.
Rope Trick 500 800
Precision Attack. When you make a weapon attack roll
against a creature, you can expend one superiority die to Glyph of Warding 900 1,700
add it to the roll. You can use this maneuver before or after Greater Invisiblity 1,300 3,000
making the attack roll, but before any effects of the attack Seeming 1,700 4,700
are applied.
Pushing Attack. When you hit a creature with a weapon Destroy Undead
attack, you can expend one superiority die to attempt to
drive the target back. You add the superiority die to the Prerequisite: Channel Divinity (Cleric)
attack's damage roll, and if the target is Large or smaller, it XP Cost: 375 xp
must make a Strength saving throw. On a failed save, you When an undead fails it's saving throw against your Turn
push the target up to 15 feet away from you. Undead feature, the creature is instantly destroyed if it's
Rally. On your turn, you can use a bonus action and challenge rating is at or below a certain threshold, as shown
expend one superiority die to bolster the resolve of one of in the Destroy Undead table below.
your companions. When you do so, choose a friendly Destroy Undead Table
creature who can see or hear you. That creature gains Destroys Undead of CR... XP Cost Total XP
temporary hit points equal to the superiority die roll +
your Charisma modifier. 1/2 or lower 500 500
1 or lower 800 1,300
Riposte. When a creature misses you with a melee attack,
you can use your reaction and expend one superiority die 2 or lower 1,100 2,400
to make a melee weapon attack against the creature. If 3 or lower 1,400 3,800
you hit, you add the superiority die to the attack's damage
roll. 4 or lower 1,700 5,500

Sweeping Attack. When you hit a creature with a melee Disciple of the Elements
weapon attack, you can expend one superiority die to
attempt to damage another creature with the same attack. Prerequisite: Ki, Martial Arts
Choose another creature within 5 feet of the original XP Cost: 225 xp access, see below
target and within your reach. If the original attack roll You learn magical disciplines that harness the power of the
would hit the second creature, it takes damage equal to four elements. A discipline requires you to spend Ki points
the number you roll on your superiority die. The damage each time you use it.
is of the same type dealt by the original attack. You know the Elemental Attunement discipline and one
Trip Attack. When you hit a creature with a weapon other elemental discipline of your choice, which are detailed
attack, you can expend one superiority die to attempt to in the "Elemental Disciplines" section at the end of this
knock the target down. You add the superiority die to the feature.
attack’s damage roll, and if the target is Large or smaller, it Whenever you learna new elemental discipline, you can
must make a Strength saving throw. On a failed save, you also replace one discipline you already know with a different
knock the target prone. one.
Casting Elemental Spells. Some elemental disciplines
allow you to cast spells. See chapter 10 in the PHB for the
Deep Stalker Magic general rules of spellcasting. To cast one of these spells, you
Prerequisite: Ability to cast spells as a Divine, Spontaneous, use its casting time and other rules, but you don’t need to
Wisdom-based caster provide material components for it.
XP Cost: 225 xp access, see below Once you reach 5th ECL, you can spend additional ki
points to increase the level of an elemental discipline spell
You gain darkvision out to a range of 90 feet. If you already that you cast, provided that the spell has an enhanced effect
have darkvision, you increase its range by 30 feet. at a higher level, as burning hands does. The spell's level
You also gain access to additional spells at according to the increases by 1 for each additional ki point you spend. For
table below. Once you gain a deep stalker spell, it doesn’t example, if you are a 5th-ECL character and use Sweeping
count against the number of spells you know. Cinder Strike to cast burning hands, you can spend 3 ki
points to cast it as a 2nd-level spell (the discipline’s base cost
of 2 ki points plus 1).
The maximum number of ki points you can spend to cast a
spell in this way (including its base ki point cost and any
additional ki points you spend to increase its level) is
determined by your ECL, as shown in the Spells and Ki
Points table.

Chapter 3 | Complex Special Abilities


34
Spells and Ki Points Table Fist of the Unbroken Air. You can create a blast of
ECL Maximum Ki Points for a Single Spell compressed air that strikes like a mighty fist. As an action,
5-8 3
you can spend 2 ki points and choose a creature within 30
feet of you. That creature must make a Strength saving
9-12 4 throw. On a failed save, the creature takes 3d10 bludgeoning
13-16 5 damage, plus an extra 1d10 bludgeoning damage for each
additional ki point you spend, and you can push the creature
17-20 6 up to 20 feet away from you and knock it prone. On a
successful save, the creature takes half as much damage, and
Disciplines Table you don’t push it or knock it prone.
Number of Known Disciplines XP Cost Total XP Flames of the Phoenix (ECL 11). You can use 4 Ki points
2 300 300 to cast Fireball.
Gong of the Summit (ECL 6). You can spend 3 Ki points
3 600 900 to cast Shatter.
4 1,100 2,000 Mist Stance (ECL 11). You can spend 4 Ki points to cast
5 1,700 3,700
Gaseous Form on yourself only.
Ride the Wind (ECL 11). You can spend 4 Ki points to
cast Fly on yourself only.
Elemental Disciplines River of Hungry Flames (ECL 17). You can spend 5 Ki
The elemental disciplines are presented in alphabetical order. points to cast Wall of Fire.
If a discipline requires a level, your ECL must equal the Rush of the Gale Spirits. You can spend 2 Ki points to
required level to learn the discipline. cast Gust of Wind.
Breath of Winter (ECL 17). You can spend 6 Ki points to Shape the Flowing River. As an action, you can spend 1 ki
cast Cone of Cold. point to choose an area of ice or water no larger than 30 feet
Clench of the North Wind (ECL 6). You can spend 3 Ki on a side within 120 feet of you. You can change water to ice
points to cast Hold Person within the area and vice versa, and you can reshape ice in the
Elemenal Attunement. You can use your action to briefly area in any manner you choose. You can raise or lower the
control elemental forces nearby, causing one of the following ice’s elevation, create or fill in a trench, erect or flatten a wall,
effects of your choice: or form a pillar. The extent of any such changes can’t exceed
Create a harmless, instantaneous sensory effect related to half the area’s largest dimension. For example, if you affect a
air, earth, fire, or water; such as a shower of sparks, puff of 30-foot square, you can create a pillar up to 15 feet high,
wind, spray o flight mist, or a gentle rumbling of stone. raise or lower the square’s elevation by up to 15 feet, dig a
trench up to 15 feet deep, and so on. You can’t shape the ice
Instantaneously light or snuff out a candle, torch, or small to trap or injure a creature in the area.
campfire. Sweeping Cinder Strike. You can spend 2 Ki points to
cast Burning Hands.
Chill or warm up to 1 pound of nonliving material for up Water Whip. You can spend 2 ki points as a bonus action
to 1 hour. to create a whip of water that shoves and pulls a creature to
Cause earth, fire, water, or air that can fit within a 1-foot unbalance it. A creature that you can see that is within 30
cube to shape into a crude form you design. This item feet of you must make a Dexterity saving throw. On a failed
lasts for 1 minute. save, the creature takes 3d10 bludgeoning damage, plus an
extra 1d10 bludgeoning damage for each additional ki point
Eternal Mountain Defense (ECL 11). You can spend 5 Ki you spend, and you can either knock it prone or pull it up to
points to cast StoneSkin.* 25 feet closer to you. On a successful save, the creature takes
Fangs of the Fire Snake. When you use the Attack action half as much damage, and you don’t pull it or knock it prone.
on your turn, you can spend 1 ki point to cause tendrils o f Wave of Rolling Earth (ECL 17). You can spend 6 Ki
flame to stretch out from your fists and feet. Your reach with points to cast Wall of Stone.
your unarmed strikes increases by 10 feet for that action, as
well as the rest of the turn. A hit with such an attack deals fire
damage instead of bludgeoning damage, and if you spend 1 ki
point when the attack hits, it also deals an extra 1d10 fire
damage.
Fist of the Four Thunders. You can spend 2 Ki points to
cast Thunderwave.

Chapter 3 | Complex Special Abilities


35
Spells XP Cost Total XP
Divine Domain
Bless, Cure Wounds 100 100
Prerequisite: Ability to cast spells as a Divine, Prepared,
Wisdom-based caster Lesser Restoration, Spiritual Weapon 300 400
XP Cost: 75 xp, see below Beacon of Hope, Revivify 500 900
Choose a Domain that best suits your character: Death Ward, Guardian of Faith 700 1,600
Knowledge Life, Light, Nature, Tempest, Trickery, or War. Mass Cure Wounds, Raise Dead 900 2,500
Each domain is given a list of Domain spells as well as other
features when you choose to purchase it. You may only have a
Domain chosen. Once you choose and purchase a Domain, Light
you lose the ability to choose another Domain and are locked Gods of Light promote the ideals of rebirth and renewal,
to your chosen Domain. If you have a Domain Spell that does truth, vigilance, and beauty, often using the symbol of the sun.
not appear on your current spell list, then it uses your Some of these gods are portrayed as the sun itself or as a
Wisdom modifier. Spells on the Domain Spell lists do not charioteer who guides the sun across the sky. Others are
count against the number of spells you can prepare each day. tireless sentinels whose eyes pierce every shadow and see
They are a gift of your faith and are always prepared. To through every deception. Some are gods of beauty and
purchase spells from your Domain Spell List, they must be of artistry, who teach that art is a vehicle for the soul's
a spell level that you can currently cast. If not, they can not be improvement. Followers of a god of light are enlightenev
purchased. souls infused with radiance and the power of their god's
The Domains are as follows: discerning vision, charged with chasing away lies and
burning away the darkness.
Knowledge When you choose the Light Domain, you can the Light
The gods of knowledge value learning and understanding cantrip if you don't already know it.
above all. Some teach that knowledge is to be gathered and Light Domain Spells
shared in libraries and universities, or promote the practical Spells XP Cost Total XP
knowledge or craft and invention. Some hoard knowledge
and keep it's secrets to themselves and their followers. And Burning Hands, Faerie Fire 100 100
some promise their followers that they will unlock the secrets Flaming Sphere, Scorching Ray 300 400
of the multiverse and gain tremendous power. Followers of
these god study esoteric lore, collect old tomes, delve into the Daylight, Fireball 500 900
secret places of the world, and learn all they can. Guardian of Faith, Wall of Fire 700 1,600
When you choose the Knowledge Domain, you learn two Flame Strike, Scrying 900 2,500
languages of your choice. You also become proficient in your
choice of the two following skills: Arcana, History, Nature, or
Religion. Your proficiency bonus is doubled for any ability Nature
check you make with either of those two skills. Gods of nature are as varied as the natural world itself, from
inscrutable gods of the deep forests to friendly gods
Knowledge Domain Spells associated with particular springs and groves. Druids revere
Spells XP Cost Total XP nature as a whole and might server one of these gods,
Command, Identify 100 100
practicing mysterious rites and reciting all-but-forgotten
prayers in their own secret tongue. But many of these gods
Augury, Suggestion 300 400 have priests as well, champions who take a more active role
Nondetection, Speak with Dead 500 900 in advancing the interests of a particular nature god. These
followers might hunt the evil monstrosities that despoil the
Arcane Eye, Confusion 700 1,600 woodlands, bless the harvest of the faithful, or wither the
Legend Lore, Scrying 900 2,500 crops of those who anger their gods.
When you choose the Nature Domain, you learn one
Life cantrip from the Druid Spell List of your choice. You also
The Life domain focuses on the vibrant positive energy - one gain proficiency with Heavy Armor and one of the following
of the fundamental forces of the universe - that sustains all skills of your choice: Animal Handling, Nature, or Survival.
life. The gods of life promote vitality and health through Nature Domain Spells
healing the sick and wounded, caring for those in need, and Spells XP Cost Total XP
driving away the forces of death and undeath. Almost any
non-evil god can claim influence over this domain. Animal Friendship, Speak with Animals 100 100
When you choose the Life Domain, you gain proficiency Barkskin, Spike Growth 300 400
with Heavy Armor.
Plant Growth, Wind Wall 500 900
Life Domain Spells Dominate Beast, Grasping Vine 700 1,600
Insect Plague, Tree Stride 900 2,500

Chapter 3 | Complex Special Abilities


36
Tempest When you choose the War Domain, you gain proficiency
Gods who fall under the Tempest Domain govern storms, with Martial Weapons and Heavy Armor.
sea, and sky. They include gods of lightning and thunder, gods War Domain Spells
of earthquakes, some fire gods, and certain gods of violence, Spells XP Cost Total XP
physical strength, and courage. In some pantheons, a god of
this domain rules over other deities and is known for swift Divine Favor, Shield of Faith 100 100
justice delivered by thunderbolts. In the pantheons of Magic Weapon, Spiritual Weapon 300 400
seafaring people, gods of this domain are ocean deities and
the patrons of sailors. Tempest gods send their clerics to Crusader's Mantle, Spirit Guardians 500 900
inspire fear in the common folk, either to keep those folk on Freedom of Movement, Stoneskin 700 1,600
the path of righteousness or to encourage them to offer Flame Strike, Hold Monster 900 2,500
sacrifices of propitiation to ward off divine wrath.
When you choose the Tempest Domain, you gain
proficiency with Martial Weapons and Heavy Armor. Divine Strike
Tempest Domain Spells Prerequisite: Ability to cast spells as a Divine, Prepared,
Spells XP Cost Total XP
Wisdom-based caster
XP Cost: 600 xp
Fog Cloud, Thunderwave 100 100
You gain the ability to infuse your weapon attacks with
Gust of Wind, Shatter 300 400 divine energy. Once on each of your turns when you hit a
Call Lightning, Sleet Storm 500 900 creature with a weapon attack, you can case the attack to
deal an extra magical damage.
Control Weather, Ice Storm 700 1,600
Destructive Wave, Insect Plague 900 2,500 Divine Strike Table
Damage amount XP Cost Total XP
Trickery 1d8 800 800
Gods of Trickery are mischief-makers and instigators who 2d8 1,400 2,200
stand as a constant challenge to the accepted order among
both gods and mortals. They’re patrons of thieves, When you use this feature, you may choose what type of
scoundrels, gamblers, rebels, and liberators. Their clerics are energy damage it deals on each use. Choose from Radiant,
a disruptive force in the world, puncturing pride, mocking Cold, Fire, Lightning, Thunder, Poison, or the damage type of
tyrants, stealing from the rich, freeing captives, and flouting the weapon. You can choose a different type each time this
hollow traditions. They prefer subterfuge, pranks, deception, feature is used.
and theft rather than direct confrontation.
When you choose the Trickery Domain, you can use your Eldritch Invocations
action to touch a willing creature other than yourself to give it
advantage on Dexterity (Stealth) checks. This blessing lasts Prerequisite: Otherworldly Patron
for 1 hour until you use this feature again. XP Cost: 150 xp access, see below
Trickery Domain Spells In your study of occult lore, you have unearthed Eldritch
Spells XP Cost Total XP Invocations, fragments of forbidden knowledge that imbue
you with an abiding magical ability.
Charm Person, Disquise Self 100 100
Mirror Image, Pass Without Trace 300 400 Eldritch Invocation Table
Number of Invocations XP Cost Total XP
Blink, Dispel Magic 500 900
1 100 100
Dimension Door, Polymorph 700 1,600
2 200 300
Dominate Person, Modify Memory 900 2,500
3 500 800
War 4 700 1,500
War has many manifestations. It can make heroes of ordinary 5 900 2,400
people. It can be desperate and horrific, with acts of cruelty
and cowardice eclipsing instances of excellence and courage. 6 1,200 3,600
In either case, the gods of war watch over warriors and 7 1,500 5,100
reward them for their great deeds. The priests of such gods 8 1,800 6,900
excel in battle, inspiring others to fight the good fight or
offering acts of violence as prayers. Gods of war include When you purchase Invocations, you choose which one you
champions of honor and chivalry as well as gods of gain. Also when you purchase additional Invocations, you
destruction and pillage and gods of conquest and domination. may choose one of the invocations you already know and
Other war gods take a more neutral stance, promoting war in replace it with another invocation you could don't already
all its manifestations and supporting warriors in any know.
circumstance. The Invocations are listed below.
Chapter 3 | Complex Special Abilities
37
Agonizing Blast Fiendish Vigor
Prerequisite - Ability to cast Eldritch Blast. Prerequisite - None
When you cast Eldritch Blast, add your Charisma modifier You can cast False Life on yourself at will as a 1st-level
to the damage it deals on a hit. spell, without expending a spell slot or material components.
Armor of Shadows Gaze of Two Minds
Prerequisite - None Prerequisite - None
You can cast Mage Armor on yourself at will, without You may use your action to touch a willing humanoid and
expended a spell slot or material components. perceive through their senses until the end of your next turn.
As long as the creature is on the same plane of existence as
Acendant Step you, you may use your action on subsequent turns to
Prerequisite - ECL 9 maintaint this connection, extending the duration until the
You can cast Compulsion once using a spell slot. You can end of your next turn. While perceiving through the other
not do so again until you finish a long rest. creature's senses, you benefit from and special senses
possessed by that creature. You are blinded and Deafened to
Book of Ancient Secrets your own surroundings while using this feature.
Prerequisite - Pact of the Tome feature
You can now inscribe magicial rituals in your Book of Life Drinker
Shadows. Choose two 1st level spells that have the Ritual tag Prerequisite - ECL 12, Pact of the Blade feature
from any spell list, they do not need to be from the same spell When you hit a creature with your pact weapon, the
list. The spells appear in the book and do not count against creature takes extra necrotic damage equal to your Charisma
the number of spells you know. With your Book of Shadows modifier (minimum of 1).
in hand, you can any spell you know as a ritual if it has the
ritual tag. You may only cast the chosen spells as rituals Mask of Many Faces
unless you learned them some other way. Prerequisite - None
On your adventures, you can add other Ritual tagged spells You can cast Disguise Self at will, without expending a
to your Book of Shadows. When you find such a spell, you spell slot.
can add it to the Book if the spell's level is equal to or less
than half your ECL (rounded up) and if you can spare the Master of Myriad Forms
time to transcribe the spell. For each level of the spell, the Prerequisite - ECL 15
transcription proccess takes 2 hours and costs 50 gp for the You can cast Alter Self at will, without expending a spell
rare inks to copy it. slot.
Chains of Carceri Minions of Chaos
Prerequisite - ECL 15, Pact of the Chain feature Prerequisite - ECL 9
You can cast Hold Monster at will - targeting a celestial, You can cast Cojure Elemental once, without using a spell
fiend, or elemental - without expending a spell slot or material slot. You can not do so again until you finish a long rest.
components. You must finish a long rest before you can use
this invocation on the same creature again. Mire the Mind
Prerequisite - ECL 5
Devil's Sight You can cast Slow once without using a spell slot. You can
Prerequisite - None not do so afain until you finish a long rest.
You can see normally in darkness, both magical and
mundane, to a dinstance of 120 feet. Misty Visions
Prerequisite - None
Dreadful Word You can cast Silent Image at will, without expending a spell
Prerequisite - ECL 7 slot or material components.
You can cast Confusion once using a spell slot. You can not
do so again until you finish a long rest. One With the Shadows
Prerequisite - ECL 5
Eldritch Sight When you are in an area of dim light or darkness, you can
Prerequisite - None use your action to become invisible until you move or take an
You can cast Detect Magic at will, without expending a action or a reaction.
spell slot.
Otherworldly Leap
Eldritch Spear Prerequisite - ECL 9
Prerequisite - Ability to cast Eldritch Blast You can cast Jump on yourself at will, without expending a
When you cast Eldritch Blast, the range is increase to 300 spell slot or material components.
feet.
Repelling Blast
Eyes of the Runekeeper Prerequisite - Ability to cast Eldritch Blast
Prerequisite - None When you hit a creature with Eldritch Blast, you can push
You can now read writing of any language. the creature up to 10 feet away from you in a straight line.
Chapter 3 | Complex Special Abilities
38
Sculptor of Flesh Fighting Style
Prerequisite - ECL 7
You can cast Polymorph once using a spell slot. You can Prerequisite: None
not do so afain until you finish a long rest. XP Cost: 150 xp, see below
You adopt a particular style of fighting as your specialty.
Sing of Ill Omen Choose one of the following options, though you ca not take
Prerequisite - ECL 5 an option more than once.
You can cast Bestow Curse once using a spell slot. You can
not do so again until you finish a long rest. Archery.
You gain a +2 bonus to all attack rolls you make with ranged
Thief of Five Fates weapons
Prerequisite - None
You can cast Bane once using a spell slot. You can not do Defense.
so again until you finish a long rest. While you are wearing armor, you gain a +1 bonus to your
AC.
Thirsting Blade
Prerequisite - ECL 5, Pact of the Blade feature Great Weapon Fighting.
If you do not already have the Extra Attack feature, you can When you roll a 1 or 2 on a damage die for an attack you
attack with your pact weapon twice, instead of once, make with a melee weapon wielded with two hands, you can
whenever you take the attack action on your turn. reroll the die and mst use the new roll, even if it is a 1 or 2.
The weapon must have the two-handed or versatile property
Visions of Distant Realms for you to gain this benefit.
Prerequisite - ECL 15
You can cast Arcane Eye at will without expending a spell Protection.
slot. When a creature you can see attacks a target other than you
this turn that is within 5 feet of you, you can use your reaction
Voice of the Chain Master to impose disadvantage on the attack roll. You must be
Prerequisite - Pact of the Chain feature wielding a shield.
You can communicate telepathically with your familiar and
perceive through your familiar's senses as long as you are on Two-Weapon Fighting.
the same plane of existence. When you engage in two-weapon fighting, you can add your
Additionally, while percieving through your familiar's ability modifier to the damage of the second attack.
senses, you can speak through your familiar in your own
voice, even if you familiar is normally incapable of speech. Fighting Style Table
Number of Fighting Styles XP Cost Total XP
Whispers of the Grave 1 500 500
Prerequisite - ECL 9
You can cast Speak with Dead at will, without expending a 2 1,000 1,500
spell slot. 3 1,500 3,000
4 2,000 5,000
Witch Sight
Prerequisite - ECL 15
You can see the true form of any shapechanger or creature Font of Magic
concealed by Illusion or Transmutation magice while the Prerequisite: Ability to cast Arcane spells
creature is within 30 feet of you and within line of sight. XP Cost: 150 xp access, see below
Extra Attack You tape into a deep wellspring of magic within yourself.
This wellspring is represented by sorcery points, which allow
Prerequisite: None you to create a variety of magical effects.
XP Cost: 375 xp, see below
You can now attack mulitple times, instead of once, Sorcery Points
whenever you take the Attack action on your turn. The You can now purchase sorcery points, and you gain more as
number of attacks taken in this action is shown on the Extra you purchase them, as shown in the Sorcery Points table.
Attack Table below. You regain all spent sorcery points when you finish a long
rest.
Extra Attack Table
Total Number of Attacks XP Cost Total XP Flexible Casting
2 500 500
You can use your sorcery points to gain additional spell slots,
or sacrifice spell slots to gain additional sorcery points. You
3 1,100 1,600 learn other ways to use your sorcery points from different
4 2,000 3,600 features.

Chapter 3 | Complex Special Abilities


39
Creating Spell Slots. Indomitable Table
You can transform unexpended sorcery points into one spell Uses Per day XP Cost Total XP
slot as a bonus action on your turn. The Creating Spell Slots 1 900 900
table shows the cost of creating a spell slot of a given level.
You can create spell slots no higher than 5th level. 2 1,300 2,200
3 1,700 3,900
Creating Spell Slots Table
Spell Slot Level Sorcery Point Cost
Ki
1st 2
Prerequisite: None
2nd 3 XP Cost: 150 xp access, see below
3rd 5 Your training allows you to harness the mystic energy of Ki,
4th 6 your access to this energy is represented by a number of Ki
5th 7 points. You can spend these points to fuel various Ki features.
You start knowing three such features, Flurry of Blows,
Converting a Spell Slot into sorcery
Patient Defense, and Step of the Wind.
points.
You learn more Ki features as you purchase them with XP.
When you spend a Ki point, it is unavaliable until you finish a
As a bonus action on your turn, you can expend one spell slot short or long rest, at the end of which you draw all your
and gain a number of sorcery points equal to the slot's level. expended Ki points back into your body. You must spend at
Sorcery Points Table least 30 minutes of the rest meditating to regain Ki points.
Amount of Sorcery Points XP Cost Total XP
Some of your Ki features require your target to make a
saving throw to resists the feature's effects. The saving throw
2 200 200 DC is calculated as follows: Ki save DC = 8 + your
3 300 500 proficiency bonus + your Wisdom modifier.
4 400 900 Ki Points Table
5 500 1,400 Total Ki Points XP Cost Total XP
6 600 2,000 2 200 200
7 700 2,700 3 300 500
8 800 3,500 4 400 900
9 900 4,400 5 500 1,400
10 1,000 5,400 6 600 2,000
11 1,100 6,500 7 700 2,700
12 1,200 7,700 8 800 3,500
13 1,300 9,000 9 900 4,400
14 1,400 10,400 10 1,000 5,400
15 1,500 11,900 11 1,100 6,500
16 1,600 13,400 12 1,200 7,700
17 1,700 15,100 13 1,300 9,000
18 1,800 16,900 14 1,400 10,400
19 1,900 18,800 15 1,500 11,900
20 2,000 20,800 16 1,600 13,500
17 1,700 15,200
Indomitable 18 1,800 17,000
Prerequisite: None 19 1,900 18,900
XP Cost: 675 xp, see below 20 2,000 20,900
You can reroll a saving throw thT you failed. If you do so,
you must use the new roll, and you can not use this feature Flurry of Blows. Immediately after you take the Attack
until you finish a long rest. This feature can be used multiple action on your turn, you can spend 1 Ki point to make two
times a day, as show on the Indomitable Table below. unarmed strikes as a bonus action.
Patient Defense. You can spend 1 Ki point to take the
Dodge action as a bonus action on your turn.

Chapter 3 | Complex Special Abilities


40
Step of the Wind. You can spend 1 Ki point to take the Certain monasteries use specialized forms of the "monk"
Disengage or Dash action as a bonus action on your turn, weapons. For example, you might use a club that is two
and your jump distance is doubled for the turn. lengths of wood connected by a short chain (called a
nunchaku), or a sickle with a shorter, straighter blade (called
Magical Secrets a kama). whatever name you choose for your "monk" weapon,
Prerequisite: Ability to cast spells as an Arcane, you can use the game statistics provided for the weapon in
Spontaneous, Charisma-based caster. Chapter 5 of the PHB.
XP Cost: 750 xp, see below
Metamagic
You have plundered magical knowledge from a wide
spectrumof disciplines. You may choose spells from any spell Prerequisite: Font of Magic
list, including one you already have, as shown on the Magical XP Cost: 225 xp access, see below
Secrets Table. The spells you choose must be of a level that You gain the ability to twist your spells to suit your needs.
you can cast at the time of purchasing this ability. You gain a number of the following Metamagic options of
The chosen spells count as Arcane, Spontaneous, your choice as shown on the Metamagic Table. You can
Charisma-based spells for you and are included in the choose more options by purchasing them.
number of spells you know.
Careful Spell. When you cast a spell that forces other
Magical Secrets creatures to make a saving throw, you can protect some of
Total Bonus Spells XP Cost Total XP those creatures from the spell’s full force. To do so, you
2 1,000 1,000 spend 1 sorcery point and choose a number of those
creatures up to your Charisma modifier (minimum of one
4 1,400 2,400 creature). A chosen creature automatically succeeds on its
6 1,800 4,200 saving throw against the spell.
Distant Spell. When you Cast a Spell that has a range of
Martial Arts 5 feet or greater, you can spend 1 sorcery point to double
Prerequisite: Unarmored Defense (Monk) the range of the spell. When you Cast a Spell that has a
XP Cost: 75 xp access, see below range of touch, you can spend 1 sorcery point to make the
range of the spell 30 feet.
Your practice of martial arts gives you mastery of combat
styles that use unarmed strikes and "monk" weapons, which Empowered Spell. When you roll damage for a spell, you
are shortswords and any simple weapon that does not have can spend 1 sorcery point to reroll a number of the
the Two-Handed or Heavy property. You gain the following damage dice up to your Charisma modifier (minimum of
benefits while you are unarmed or wielding only "monk" one). You must use the new rolls. You can use Empowered
weapons and you are not wearing armor or a shield: Spell even if you have already used a different Metamagic
option during the casting of the spell.
You can use Dexterity instead of Strength for the attack
and damage rolls of your unarmed strikes and "monk" Extended Spell. When you Cast a Spell that has a
weapons. Duration of 1 minute or longer, you can spend 1 sorcery
point to double its Duration, to a maximum Duration of 24
You can replace the damage die of your unarmed strikes hours.
or "monk" weapons with a die as shown below. This die
can change as you purchase higher die sizes, as shown in Heightened Spell. When you Cast a Spell that forces a
the Martial Arts Table below. creature to make a saving throw to resist its effects, you
can spend 3 sorcery points to give one target of the spell
Martial Arts Table disadvantage on its first saving throw made against the
Die Size XP Cost Total XP
spell.
d4 100 100 Quickened Spell. When you Cast a Spell that has a
Casting Time of 1 action, you can spend 2 sorcery points
d6 500 600 to change the Casting Time to 1 Bonus Action for this
d8 1,100 1,700 casting.
d10 1,700 3,400 Subtle Spell. When you Cast a Spell, you can spend 1
sorcery point to cast it without any somatic or verbal
When you use the Attack action with an unarmed strik or a Components.
"monk" weapon, you can make one unarmed strike as a
bonus action. For example, if you take the Attack action and
attack with a quarterstaff, you can also make an unarmed
strike as a Bonus action, assuming you have not already
taken a Bonus action in this turn.

Chapter 3 | Complex Special Abilities


41
Twinned Spell. When you Cast a Spell that Targets only The Oath of the Ancients is as old as the race of elves and the Fi
one creature and doesn’t have a range of self, you can rituals of druids. sometimes called fey knights, green knights, sw
spend a number of sorcery points equal to the spell’s level or horned knights, paladins that swear this oath cast theit lot ev
to target a second creature in range with the same spell (1 with the side of the light in the cosmic struggle against No
sorcery point if the spell is a cantrip). To be eligible, a spell darkness because they love the beautiful and life-giving things m
must be incapable of targeting more than one creature at of the world, not necessarily because they believe in
the spell’s current level. For example, Magic Missile and principles of honor, courage, and justice. They adorn their By
Scorching Ray aren’t eligible, but Ray of Frost is. armor and clothing with images of growing things —leaves, of
antlers, or flowers—to reflect their commitment to
MetaMagic Options preserving life and light in the world.
Aount of MetaMagics XP Cost Total XP
Tenets of the Ancients
2 300 300
The tenets of the Oath of the Ancients have been preserved
3 1,000 1,300 for uncounted centuries. This oath emphasizes the principles
4 1,700 3,000 of good above any concerns of law or chaos. Its four central
principles are simple.
Mystic Arcanum Kindle the Light. Through your acts of mercy, kindness,
Prerequisite: Pact Boon, Pact Magic and forgiveness, kindle the light of hope in the world,
XP Cost: 825 xp access, see below beating back despair.
Your patron bestows upon you a magical secret called an Shelter the Light. Where there is good, beauty, love, and
arcanum. Choose a spell from the Warlock spell list as this laughter in the world, stand against the wickedness that
arcanum, as described below. would swallow it. Where life flourishes, stand against the
You can cast this arcanum spell once without expending a forces that would render it barren.
spell slot. After finishing a long rest, you regain all uses of Preserve Your Own Light. Delight in song and laughter,
your Mystic Arcanum. in beauty and art. If you allow the light to die in your own
Mystic Arcanum Table heart, you can’t preserve it in the world.
Arcanum Spell level XP Cost Total XP Be the Light. Be a glorious beacon for all who live in
6th 1,100 1,100 despair. Let the light of your joy and courage shine forth in
7th 1,300 2,400
all your deeds.
8th 1,500 3,900
Oath of the Ancients Spells
9th 1,700 5,600 Spells XP Cost Total XP
Ensnaring Strike, Speak with Animals 300 300
Oath Spells Moonbeam, Misty Step 500 800
Prerequisite: Ability to cast spells as a Divine, Spontaneous, Plant Growth, Protection from Energy 900 1,700
Charisma-based caster.
XP Cost: 225 xp, see below. Ice Storm, Stoneskin 1,300 3,000
Each of the below oaths has a list of associated spells. You Commune with Nature, Tree Stride 1,700 4,700
gain access to these spells as specified in their respective
tables. Once you gain access to an oath spell, you always have Oath of Vengeance
it prepared. Oath spells do not count against the number of The Oath of Vengeance is a solemn commitment to punish
spells you can prepare each day. If you gain access to an oath those who have committed a grievous sin. When evil forces
spell that does not appear on your current spell list, then it slaughter helpless villagers, when an entire people turns
uses your Charisma modifier through this feature. against the w ill of the gods, when a thieves’ guild grows too
You may only have 1 chosen oath spell list. Once you violent and powerful, when a dragon rampages through the
choose and purchased an oath spell list, you lose the ability to countryside—at times like these, paladins arise and swear an
choose another Oath spell list and are locked to the chosen Oath o f Vengeance to set right that which has gone wrong.
one. To these paladins— sometimes called avengers or dark
knights—their own purity is not as important as delivering
Oath of the Ancients justice.
Tenets of Vengeance
The tenets of the Oath of Vengeance vary by paladin, but all
the tenets revolve around punishing wrongdoers by any
means necessary. Paladins who uphold these tenets are
willing to sacrifice even their own righteousness to mete out
justice upon those w ho do evil, so the paladins are often
neutral or lawful neutral in alignment. The core principles of
the tenets are brutally simple.
Chapter 3 | Complex Special Abilities
42
Restitution. If my foes wreak ruin on the world, it is Otherworldly Patron
because I failed to stop them. I must help those harmed by
their misdeeds. Prerequisite: Ability to cast arcane spells
Oath of Vengeance Spell List
XP Cost: 75 xp access, see below
Spells XP Cost Total XP The beings that serve as patrons to Warlocks are mighty
inhabitants of other planes of existence - not gods, but almost
Bane, Hunter's Mark 300 300 godlike in power. Various patrons give their Warlocks access
Hold Person, Misty Step 500 800 to different powers and invocations, and expect significant
Haste, Protection from Energy 900 1,700
favors in return.
Some patrons collect Warlocks, doling out mystic
Banishment, Dimension Door 1,300 3,000 knowledge relatively freely or boastin of their ability to bind
Hold Monster, Scrying 1,700 4,700 mortals to their will. Other patrons bestow their power only
grudgingly, and might make a pact with only one Warlock.
####Oath of Devotion The Oath of Devotion binds a Warlocks who serve the same patron might view each other
paladin to the loftiest ideals of justice, virtue, and order. as allies, siblings, or as rivals.
Sometimes called cavaliers, white knights, or holy warriors, Once you choose a Patron using this feature, you cannot
these paladins meet the ideal of the knight in shining armor, change your decision or choose again. Spells learned this
acting with honor in pursuit of justice and the greater good. way are not counted against spells prepared or spells known.
They hold themselves to the highest standards of conduct, Spell slots are still required to cast spells learned this way.
and some, for better or worse, hold the rest of the world to
the same standards. Many who swear this oath are devoted to The Archfey
gods of law and good and use their gods’ tenets as the Your patron is a Lord or LAdy of the fey, a creature of legen
measure of their devotion. They hold angels—the perfect who holds secrets that were forgotten before the mortal races
servants of good—as their ideals, and incorporate images of were born. This being's motivations are often inscrutable, and
angelic wings into their helmets or coats of arms. sometimes whimsical, and might involve a striving for greater
magical power or the settling of age-old grudges.
Tenets of Devotion
Archfey Expanded Spells
Though the exact words and strictures of the Oath of Spells XP Cost Total XP
Devotion vary, paladins of this oath share these tenets.
Faerie Fire, Sleep 100 100
Honesty. Don’t lie or cheat. Let your word be your
promise. Calm Emotions, Phantasmal Force 300 400
Blink, Plant Growth 500 900
Courage. Never fear to act, though caution is wise.
Dominate Beast, Greater Invisibility 700 1,600
Compassion. Aid others, protect the weak, and punish
those who threaten them. Show mercy to your foes, but Dominate Person, Seeming 900 2,500
temper it with wisdom.
The Fiend
Honor. Treat others with fairness, and let your honorable You have made a pact with a fiend from the lower planes of
deeds be an example to them. Do as much good as existence, a being whose aims are evil, even if you strive
possible while causing the least amount of harm. against them. Suceh beings desire the corruption or
Duty. Be responsible for your actions and their destruction of all things, ultimately including you. The only
consequences, protect those entrusted to your care, and beings powerful enough of forming this kind of pact are
obey those who have just authority over you. Balors, Pit Fiends, Ultroloths and similarly powerful fiends.
This goes without saying tha demon lords and archdevils may
form pacts as well.
Oath of Devotion Spell List
Spells XP Cost Total XP Fiend Expanded Spells
Spells XP Cost Total XP
Protection from Evil and Good, Sanctuary 300 300
Burning Hands, Command 100 100
Lesser Restoration, Zone of Truth 500 800
Blindness/Deafness, Scorching Ray 300 400
Beacon of Hope, Dispel Magic 900 1,700
Fireball, Stinking Cloud 500 900
Freedom of Movement, Guardian of Faith 1,300 3,000
Fire Shield, Wall of Fire 700 1,600
Commune, Flame Strike 1,700 4,700
Flame Strike, Hallow 900 2,500

Chapter 3 | Complex Special Abilities


43
The Great Old One Rage Amount
Your patron is a mysterious entity whose nature is utterly Rage Amount XP Cost Total XP
foreign to the fabric of reality. It might come from the Far 2 100 100
Realm, the space beyond reality, or it could be one of the
elder gods known only in legends. It's motives are 3 300 400
incomprehensible to mortals, and it's knowledge so immense 4 600 1,000
and ancient that even the greates libraries pale in 5 1,200 2,200
comparison to the vast secrets it holds. The Great Old One
might be unaware of your existence or entirely indifferent to 6 1,700 3,900
you, but the secrets you have learned allow you to draw your Unlimited 2,000 5,900
magic from it.
Great Old One Expanded Spells Sneak Attack
XP Total Prerequisite: None
spells Cost XP XP Cost: 150 xp
Dissonant Whispers, Tasha's Hideous
Laughter
100 100 You know how to strike subtly and exploit a foe's
distraction. Once per turn, you can deal an extra damage to
Detect Thoughts, Phantasmal Force 300 400 one creature you hit with an attack if you have advantage on
Clairvoyance, Sending 500 900 the attack roll. This damage is shown in the table below. The
attack must use a Finesse or a ranged weapon.
Dominate Beast, Evard's Black Tentacles 700 1,600 You do not need advantage on the attack roll if another
Dominate Person, Telekinesis 900 2,500 enemy of the target is within 5 feet of it, that enemy is not
incapacitated, and you do not have disadvantage on the attack
Rage roll.
The amount of damage increases with each purchase of
Prerequisite: None this ability, as shown below.
XP Cost: 75xp, see below
Sneak Attack Table
In battle, you fight with primal ferocity. On your turn, you Sneak Attack Damage XP Cost Total XP
can enter a rage as a bonus action.
While raging, you gain the following benefits if you are not 1d6 100 100
wearing heavy armor: 2d6 300 400
You have advantage on Strength checks and Strength 3d6 500 900
saving throws. 4d6 700 1,600
When you make a melee weapon attack using Strength,
you gain a bonus to the damage as shown below in the 5d6 900 2,500
Rage Damage Table. 6d6 1,100 3,600
You have resistance to bludgeoning, piercing, and slashing
damage. 7d6 1,300 4,900
8d6 1,500 6,400
If you are able to cast spells, you can not cast them or
concentrate on them while raging. 9d6 1,700 8,100
Your rage lasts for 1 minute. It ends early if you are 10d6 1,900 10,000
knocked unconscious or if your turn ends and you have not
attacked a hostile creature since your last turn or taken Song of Rest
damage since then. You can also end your rage on your turn
as a bonus action. Prerequisite: Ability to cast spells as an Arcane,
Once you have raged a number of times shown on your Spontaneous, Charisma-based caster.
Rage Amount table below, you must finish a long rest before XP Cost: 150 xp
you can rage again You can use soothing music or oration to help revitalize
Rage Damage Table your wounded allies durinf a short rest. If you or any friendly
Rage Damage XP Cost Total XP creatures who can hear you regian hit points at the end of a
short rest, each of those creatures regains hit points equal to
+2 100 100 the dice shown on the Song of Rest Table.
+3 900 1,000
Song of Rest Table
+4 1,600 2,600 Die Healed XP Cost Total XP
1d6 200 200
1d8 900 1,100
1d10 1,300 2,400
1d12 1,700 4,100

Chapter 3 | Complex Special Abilities


44
Unarmored Movement
Prerequisite: None
XP Cost: 150 xp access, see below
Your speed increases by the amount shown on the
Unarmored Movement Table below while you are not
wearing armor or wielding a shield. This bonus increases as
you purchase more, as shown below.
At ECL 9, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling
durring this movement, as long as you end your movement on
stable ground.
Unarmored Movement Table
Increased Speed XP Cost Total XP
+10 200 200
+15 600 800
+20 1,000 1,800
+25 1,400 3,200
+30 1,800 5,000

Chapter 3 | Complex Special Abilities


45
Chapter 4: Spellcasting

P
erhaps the most daunting and difficult area of The fourth variable is considered "unofficial", but is still
this system - or at least the one with the most important determining costs later on, and also converting
book keeping - is the spellcasting. To minimize existing characters to this system. A caster is either a Minor
the confusion and the effort, keep in mind that caster, Intermediate caster, or a Major caster. The highest
there are four basic factors to track when available spell a Minor caster will have acecss to on their
determining how each spellcaster works. class tables are 4th level spells (Warlock, Eldritch Knight).
The highest available spell an Intermediate caster will have
access to on their class table are 5th level spells, but usually
Access to Spell Lists have abilities to augment these (Paladin, Ranger). The
A character purchases their access to a spell list one list and highest available spell a Major caster will have access to on
one level at a time. A character must meet the minimum their class table are 9th level spells (Wizards and Sorcerers).
caster level requirements (explained later) to gain access to a The "Core" classes are defined below using all four of
given level of a spell list. For example, a character must have these variables:
a minimum caster level of one for the appropriate spell list to "Core Classes"
even access the spell list at all. Class Variables
Bard Arcane, Spontaneous, Charisma-based, Major
Spell Slots caster
These are, of course, what powers the spells of Dungeons Cleric Divine, Prepared, Wisdom-based, Major
and Dragons. They are what a "Wizard" or "Cleric" would use caster
to prepare their daily spells, or what a "Sorcerer" or "Bard" Druid Divine, Prepared, Wisdom-based, Major
would use to spontaneously caster their magics. Each spell caster
slot has a particular spell level associated with it. Eldritch Arcane, Spontaneous, Intelligence-based,
Knight Minor caster
Spells Known Paladin Divine, Spontaneous, Charisma-based,
Intermediate caster
For spontaneous casters ONLY. Spells known are required
for spontaneous casters to use their spellcasting powers. Ranger Divine, Spontaneous, Wisdom-based,
They must have access to the appropriate level of a spell list Intermediate caster
to know a given spell. Trickster Arcane, Spontaneous, Intelligence-based,
Rogue Minor caster
Caster Types Sorcerer Arcane, Spontaneous, Charisma-based, Major
caster
Spellcaster in the "Core" rules can each be represented by
four basic variables. The one probably most recognizable is Wizard Arcane, Prepared, Intelligence-based, Major
caster
the Arcane / Divine variable. For classic example, a
"Wizard" is an arcane caster while a "Cleric" is a divine Warlock Arcane, Spontaneous, Charisma-based, Minor
caster. caster
The second is Prepared / Spontaneous casters. The
before mentioned "Wizards" and "Clerics" are both prepared Caster Levels
casters, which means they both must spend 1 minute per
spell level for each spell they choose to prepare each morning The most fundamental "unit of measure" as to the
before adventuring in order to cast them. "Bards" and competence of a spellcaster is their caster level. As a
"Sorcerers" are both spontaneous casters, they choose which character's caster level goes up, so does the ability to cast
spell to cast in an isntant's notice as they burn away the spell better spells. As a character gains levels increases in the
slot required to use that spell. "Core" rules, they can choose a class to put that level and that
The third variable is the mental attribute tied to each class gets more powerful spells unlocked. In this system,
caster as their spellcasting modifier. This is usd to determine characters may instead up their caster level in a way that
Spell attack bonuses and Spell save DCs. These mental stats increases their power in several areas at once. The formula
are Intelligence, Wisdom, or Charisma. In the "Core" rules, loks complex, but once you gain an understanding of the
the only casters to ever use Wisdom are divine casters (by "basic four variables", it becomes a lot easier to follow.
that same token, any caster that uses Wisdom is considered A character's caster level in this system is defined by three
to be a Divine caster). But that doesn't mean divine casters of the four parameters listed before: Arcane / Divine,
ONLY use Wisdom, "Paladins" have changed over the past Prepared / Spontaneous, and Int / Wis/ Cha base. A
editions and now use Charisma for their divine justice. character must choose at least one entry of each of the three
Arcane casters use either Intelligence or Charisma. parameters, and may choose more than one entry for any of
them. A character's caster level DOES NOT give spell slots,
those are explained later.

Chapter 4 | Spellcasting
46
The base cost to gian a caster level (including the character's Costs to Access Spell Lists
first caster level) is simply 10 x the new caster level x the
total number of chosen parameters applies to the chose The XP cost to access purchase access a spell of a given level
caster level. from a particular spell list varies o the type of spell list it is.
Here's an example: The character wants a caster level as a Purchasing access to a minor spell list has a cost of 25 x
1st level "Wizard". If they choose to do so, they would have to (the spell level to be access, squared).
have a caster level as an Arcane, Prepared, Int-based
spellcaster. That's a single parameter for each of the three Purchasing access to an intermediate spell list has a cost
required categories, so the XP cost is 10 x 1(the new wizard of 50 x (the spell level to be access, squared).
caster level) x 3(Arcane, Prepared, Int-bsed) or 30xp. To Purchasing access to a major spell list has a cost of 100 x
have the equivalent of a 2nd level "Wizard", it would require (the spell level to be access, squared).
an additional 10 x 2(the new qizard caster level) x
3(Arcane, Prepared, Int-bsed) or 60xp, being 90xp total to
go from no caster level to a 2nd level "Wizard". When purchasing access to cantrips, multiply the base cost
Similarly, gaining a caster level of a 1st level "Cleric" would by 1/4 (or 0.25) instead of mulptiplying 0 squared. For
require 10 x 1(new cleric caster level) x 3(Divine, example: access to "Wizard" cantrips (a major spell list) has
Prepared, Wis-based) or 30xp. an XP cost of 100 x 0.25 or 100 x 1/4 which equals 25xp.
However, gaining the ability to cast spells as both a 1st Access to the 1st level spells of a "Wizard" spell list, if the
level "Wizard" and a 1st level "Cleric" at the same time would requirements are met, cost 100 x 1^2 or 100xp. Access to
require 10 x 1(new total caster level) x 5(Arcane, Divine, 2nd level "Wizard" spells cost 100 x 2^2 or 400xp.
Prepared, Int-based, Wis-based) or 50xp. Gaining the 2nd
casting level as both a 2nd level "Wizard" and "Cleric" Purchasing Spell Slots
requires 10 x 2 x 5 or 100xp. It should be noted that
purchasing "multiple casting levels" is often a little less Once a character has a caster level to power their spells and
expensive than purchasing the same levels individually. has purchased access to a spell list, they can begin to
purchase spell slots, though this can be done without
purchasing access to a spell list). The cost of the spell slot
Access to Spell Lists depends on the level of the spell slot being purchased and the
Caster levels alone, of course, are not enogh to cast spells total amount of spell slots already purchased of that level. The
(though they might be sufficient enough to learn other tables below list the costs of spells from 1st level spells to 9th
abilities). The next thing a characte must purchase is "Access level for completeness. Previous editions had seperate slots
to a Spell List". Even if a character has purchased 5 caster for 0 level spells, but 5th edition "core" rules state that
levels in all 7 parameters, they have not yet purchased access cantrips can be cast at any put without using a slot, so they
to a spell list, so they can not cast spells yet. are not incluced in these tables. In "core" rulings, not all spell
Simply put, purchaseing access to a spell list means that a lists reach 9th level spells, however a GM might wishe to
character purchases the ability to cast spells of a particular create their own spell list and make it available under one of
level from that chosen spell list. Characters purchase access the categories, hence the need fr all spell slots to be shown in
to each level of a spell list individually. Spell lists have all tables.
prerequisites that must be satisified before access to a Spell slots are always purchased for a single specific spell
particular list can be purchased, and the cost for access to a list. A character who has slots for "Cleric spells" can not use
particular list depends on the spell list type (Minor, them to cast "Wizard spells", even if they have access to both
Intermediate, Major) and the spell level on that list that the spell lists.
character wishes to purchase. Major Spell List
Slot Level XP Cost
Prerequisites
1st 5 x (new total of 1st level spell slots +3)
In order to to purchase access to spells of level X on a
particular spell list, that character must already have 2nd 10 x (new total of 2nd level spell slots + 6)
access to spells of level X - 1 on that same that same spell 3rd 15 x (new total of 1st level spell slots +9)
list. This requirement is waived for any cantrips on a spell
list, or any 1st level spells if no cantrips are present. 4th 20 x (new total of 1st level spell slots +12)
5th 25 x (new total of 1st level spell slots +15)
In order to to purchase access to spells of level X on a
particular spell list, that character must have a caster level 6th 30 x (new total of 1st level spell slots +18)
of of at least 2X - 1 (minimum of one) and have the same 7th 35 x (new total of 1st level spell slots +21)
parameters of that spell list.
8th 40 x (new total of 1st level spell slots +24)
In order to to purchase access to spells of level X on a 9th 45 x (new total of 1st level spell slots +27)
particular spell list, that character must have a minimum
numver of spell slots for level X - 1; for minor spell lists,
the minimum is one, for intermediate the minimum is 2,
and for major the minimum is 3. This rule is subject to the
same waive as the first rule.

Chapter 4 | Spellcasting
47
Intermediate Spell List
Slot Level XP Cost
1st 5 x (new total of 1st level spell slots +2)
2nd 10 x (new total of 2nd level spell slots + 4)
3rd 15 x (new total of 1st level spell slots +6)
4th 20 x (new total of 1st level spell slots +8)
5th 25 x (new total of 1st level spell slots +10)

Minor Spell List


Slot Level XP Cost
1st 5 x (new total of 1st level spell slots + 1)
2nd 10 x (new total of 2nd level spell slots + 2)
3rd 15 x (new total of 1st level spell slots + 3)
4th 20 x (new total of 1st level spell slots + 4)

For example if you have bought access to the "Sorcerer"


spell list (Arcane, spontaneous, Cha-based, major caster) then
to determine the number of spells you would know total, just
take a look at the "spells known" section of the table in the
class description. Since you still must purchase access to a
particular spell list's different levels and purchase each spell
slot individually, do not worry about those sections of the
table. Your Arcane, spontaneous, Cha-based caster level will
replace the Sorcerer level to determine the amount of spells
you know. While since the Spell List you are bought access
for, Major Caster, you would need to follow the table for a
Major Spell List.

Chapter 4 | Spellcasting
48

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