Classes #
Cleric #
The cleric is a holy servant, on a mission. Clerics cast divine magic, largely dealing with healing, protection, and channeling holy light to cast out the legions of the dead. Whether acting as an agent of a religious order, or travelling in search of enlightenment or penance, or simply filling a percieved need, clerics strive to boost others and to drive off the effects of evil magics wherever they go.
Cleric Traits #
Table 13: Cleric Traits #
Trait | Effect |
---|---|
Hit dice | 1d8 |
Starting Hit Points | 4 + 1d8 + Con Bonus |
Armor & Weapons | Clubs, maces, and all armor and shields |
Saving Throw Proficiency | Wisdom, Charisma |
Turn Undead | Turn away undead within 30' |
Augury | Ask about the future, get the answer “weal” and/or “woe”. |
Divine Casting | Memorize 1 spell per slot |
Scroll Use | Can cast scrolls from their spell list |
Smite | +1d8 to damage on attack action |
Destroy Undead | Low-HD undead destroyed on turn |
Trait: Turn Undead #
As an action, a cleric may rebuke any undead creatures in a 30’ radius. Any affected undead creatures must make a wisdom save or the must flee and cannot move closer to the cleric. The DC for the save is 10 + the cleric’s charisma bonus. The DC increases by 1 upon gaining 3rd level, and again on levels 5, 7, 10, and 13.
Trait: Augury #
Once per day, a cleric may ask their patron deity a single question about what the future portends. For example, “Is it a good idea to open this door?”. The cleric will get one of three answers: “Weal” if the outcome would be generally good, “Woe” if the outcome would be generally bad, or both “Weal and Woe” if the outcome is both good and bad.
Trait: Divine Spellcasting #
Beginning at 2nd level, a cleric can cast divine spells. Each day the cleric can memorize a number of spells equal to the number of spell slots for that level, from the entire divine spell list.
Trait: Scroll Use #
A cleric can cast a divine spell from a scroll without memorizing the spell or expending a spell slot. Doing so destroys the scroll. The mage must make an wisdom check with proficiency against a DC 5 + spell level. Failing causes the casting to fail. If the spell is of the level the cleric can memorize and cast normally, the check automatically succeeds.
Trait: Smite #
Beginning at 4th level, a cleric can channel divine power into a single attack roll per turn, granting 1d8 additional damage on a hit. An extra 1d8 of damage is gained at 8th and 12th level.
Table 14: Cleric Abilities by Level #
Level | Hit Dice | Proficiency Bonus | Feature |
---|---|---|---|
1 | 1d8 | +2 | Turn Undead DC 10 + Cha, Augury |
2 | 2d8 | +2 | Divine Spellcasting |
3 | 3d8 | +2 | Turn Undead DC 11 + Cha |
4 | 4d8 | +2 | Smite 1d8 |
5 | 5d8 | +3 | Turn Undead DC 12 + Cha |
6 | 6d8 | +3 | Destroy Undead 1 HD |
7 | 7d8 | +3 | Turn Undead DC 13 + Cha |
8 | 8d8 | +3 | Smite 2d8 |
9 | 9d9 | +4 | Destroy Undead 2 HD |
10 | 10d8 | +4 | Turn Undead DC 14 + Cha |
11 | 10d8+2 | +4 | Destroy Undead 4HD |
12 | 10d8+4 | +4 | Smite 3d8 |
13 | 10d8+6 | +5 | Turn Undead DC 15 + Cha |
Cleric Spell Slots by Level #
Level | 2nd | 4th | 6th | 8th | 10th | 12th |
---|---|---|---|---|---|---|
1 | - | - | - | - | - | - |
2 | 1 | - | - | - | - | - |
3 | 2 | - | - | - | - | - |
4 | 2 | 1 | - | - | - | - |
5 | 2 | 2 | - | - | - | - |
6 | 2 | 2 | 1 | - | - | - |
7 | 2 | 2 | 2 | - | - | - |
8 | 3 | 2 | 2 | 1 | - | - |
9 | 3 | 2 | 2 | 2 | - | - |
10 | 3 | 3 | 2 | 2 | 1 | - |
11 | 3 | 3 | 2 | 2 | 2 | - |
12 | 4 | 3 | 3 | 2 | 2 | 1 |
13 | 4 | 3 | 3 | 2 | 2 | 2 |
Cleric Spell List #
2nd | 4th | 6th |
---|---|---|
Cure Light Wounds (Cause Lt. Wounds) | Bless (Blight) | Continual Light (Continual Darkness) |
Detect Evil | Find Traps | Cure Disease (Cause Disease) |
Detect Magic | Hold Person | Growth of Animal |
Light (Darkness) | Know Alignment | Locate Object |
Protection from Evil | Resist Fire | Remove Curse (Curse) |
Purify Food and Water | Silence 15’ Radius | Striking |
Remove Fear (Cause Fear) | Snake Charm | |
Resist Cold | Speak with Animals |
8th | 10th | 12th |
---|---|---|
Create Water | Commune | Animate Dead |
Cure Serious Wounds (Cause Sr. Wounds) | Create Food | Animate Objects |
Neutralize Poison | Dispel Evil | Antilife Shell |
Protection from Evil 10’ Radius | Insect Plague | Find the Path |
Speak with Plants | Quest (Remove Quest) | Word of Recall |
Sticks to Snakes | Raise Dead (Finger of Death) |
Dwarf #
Dwarven armies have gained their sterling reputation through constant warfare with the underground threats, along with their own spin on the cleric specialized for warfare: the warpriest. These are pracitioners of prayer and melee combat, and can provide vital support to the front lines in ways clerics cannot.
Dwarf Traits #
Table 15: Dwarf Traits #
Trait | Effect |
---|---|
Hit dice | 1d8 |
Starting Hit Points | 4 + 1d8 + Con Bonus |
Armor & Weapons | All melee weapons, all armor and shields |
Saving Throw Proficiency | Constitution, Wisdom |
Lay on Hands | 1d8/level healing per day |
Smite | +1d8 to damage on attack action |
Divine Spellcasting | Memorize 1 spell per slot |
Inspire Courage | Allies within radius have advantage on saving throws |
Combat Maneuver | Gain a warrior’s combat maneuver |
Trait: Lay on Hands #
Each day, a dwarf has a pool of healing dice equal to their level. As a reaction, they can spend these dice at any time to heal themselves or anyone they can touch within 5’. That character is healed of 1d8 damage per die spent. Any number of dice may be spent per reaction, provided they are still available.
Trait: Smite #
Beginning at 2nd level, a dwarf can channel divine power into a single attack roll per turn, granting 1d8 additional damage on a hit. An extra 1d8 of damage is gained at 5th, 8th and 11th level.
Trait: Divine Spellcasting #
Beginning at 2nd level, a dwarf can cast divine spells. Each day the dwarf can memorize a number of spells equal to the number of spell slots for that level, from the entire divine spell list.
Trait: Inspire Courage #
Beginning at 4th level, a dwarf can use their action to give allies within a 5’ radius advantage on one attack roll and one saving throw until the start of your next turn. This radius increases to 10’ at 7th level, and to 15’ at 13th level.
Trait: Combat Maneuver #
Beginning at 6th level, a dwarf can gain a warrior’s combat maneuver from Table 22. They may select another combat maneuver to learn at 9th and 11th levels.
Table 16: Dwarf Abilities by Level #
Level | Hit Dice | Proficiency Bonus | Feature |
---|---|---|---|
1 | 1d8 | +2 | Lay on Hands |
2 | 2d8 | +2 | Smite 1d8 |
3 | 3d8 | +2 | Divine Spellcasting |
4 | 4d8 | +2 | Inspire Courage 5' |
5 | 5d8 | +3 | Smite 2d8 |
6 | 6d8 | +3 | Combat Maneuver |
7 | 7d8 | +3 | Inspire Courage 10' |
8 | 8d8 | +3 | Smite 3d8 |
9 | 9d8 | +4 | Additional Combat Maneuver |
10 | 10d8 | +4 | |
11 | 10d8+3 | +4 | Smite 4d8 |
12 | 10d8+6 | +4 | Additional Combat Maneuver |
13 | 10d8+9 | +5 | Inspire Courage 15' |
Dwarf Spell Slots by Level #
Level | 3rd | 7th | 10th |
---|---|---|---|
1 | - | - | - |
2 | - | - | - |
3 | 1 | - | - |
4 | 1 | - | - |
5 | 2 | - | - |
6 | 2 | - | - |
7 | 2 | 1 | - |
8 | 2 | 1 | - |
8 | 2 | 2 | - |
9 | 2 | 2 | - |
10 | 2 | 2 | 1 |
11 | 2 | 2 | 1 |
12 | 2 | 2 | 2 |
13 | 2 | 2 | 2 |
Dwarf Spell List #
3rd | 7th | 10th |
---|---|---|
Cure Light Wounds (Cause Lt. Wounds) | Bless (Blight) | Continual Light (Continual Darkness) |
Detect Evil | Find Traps | Cure Disease (Cause Disease) |
Detect Magic | Hold Person | Growth of Animal |
Light (Darkness) | Know Alignment | Locate Object |
Protection from Evil | Resist Fire | Remove Curse (Curse) |
Purify Food and Water | Silence 15’ Radius | Striking |
Remove Fear (Cause Fear) | Snake Charm | |
Resist Cold | Speak with Animals |
Elf #
The elves have developed their own elegant style of combat, dancing gracefully among enemies, twin blades twirling, along with a canny arsenal of acrane magic to augment their combat. The elite among them are given the title of bladesinger.
Elf Traits #
Table 17: Elf Traits #
Trait | Effect |
---|---|
Hit dice | 1d6 |
Starting Hit Points | 4 + 1d6 + Con Bonus |
Armor & Weapons | Swords, bows, light weapons, light armor |
Saving Throw Proficiency | Constitution, Wisdom |
Spellbook | 2 spells known, + 1 per level gained |
Two Weapon Fighting | Gain the warrior combat maneuver |
Additional Combat Maneuver | Pick another warrior combat maneuver |
Weapon Mastery | Extra die of weapon damage |
Trait: Spellbook #
Elves start with a spellbook. That spellbook has 2 spells in it. An elf can learn an effectively infinite number of spells by adding them to the book. Spells can be added by finding other spellbooks and scrolls and adding the spells contained in them to their own spellbook. Doing so from a scroll destroys the scroll.
Spells can be memorized from the spellbook. An elf can memorize 1 spell per half their level + their intelligence bonus each day. These spells are cast using the spell slot.
Trait: Two Weapon Fighting #
Elves start having learned the warrior’s Two weapon fighting combat maneuver. Once per attack action, if holding a light weapon in your off-hand, you may make an additional attack roll with that weapon at disadvantage. You off-hand is the hand not holding the weapon used for the regular attack rolls.
Trait: Additional Combat Maneuver #
Upon reaching 5th level, an elf can gain a warrior’s combat maneuver from Table 22. They may select another combat maneuver to learn at 9th and 13th levels.
Trait: Weapon Mastery #
Upon reaching 6th and 10th level, an elf may select one of the following categories of weapon: Swords, spears, clubs, staves, daggers, or bows. Attacks with that weapon do an extra die of damage. For each additional mastery gained, you may select to either gain mastery in a new category of weapon, or to stack the effect on an already mastered category for yet another die of damage.
Table 18: Elf Abilities by Level #
Level | Hit Dice | Proficiency Bonus | Feature |
---|---|---|---|
1 | 1d6 | +2 | Spellbook, Two Weapon Fighting |
2 | 2d6 | +2 | |
3 | 3d6 | +2 | |
4 | 4d6 | +2 | |
5 | 5d6 | +3 | Additional Combat Maneuver |
6 | 6d6 | +3 | Weapon Mastery |
7 | 7d6 | +3 | |
8 | 8d6 | +3 | |
9 | 9d6 | +4 | Additional Combat Maneuver |
10 | 10d6 | +4 | Weapon Mastery |
11 | 10d6+2 | +4 | |
12 | 10d6+4 | +4 | |
13 | 10d6+6 | +5 | Additional Combat Maneuver |
Table 22: Elf Spell Slots by Level #
Level | 1st | 5th | 9th | 13th |
---|---|---|---|---|
1 | 1 | - | - | - |
2 | 1 | - | - | - |
3 | 2 | - | - | - |
4 | 2 | - | - | - |
5 | 2 | 1 | - | - |
6 | 2 | 1 | - | - |
7 | 2 | 2 | - | - |
8 | 2 | 2 | - | - |
9 | 2 | 2 | 1 | - |
10 | 2 | 2 | 1 | - |
11 | 2 | 2 | 2 | - |
12 | 2 | 2 | 2 | - |
13 | 3 | 2 | 2 | 1 |
Elf Spell List #
1st | 5th | 9th | 13th |
---|---|---|---|
Charm Person | Continual Light (Continual Darkness) | Clairvoyance | Charm Monster |
Detect Magic | Detect Evil | Dispel Magic | Confusion |
Floating Disc | Detect Invisible | Fire Ball | Dimension Door |
Hold Portal | ESP | Fly | Growth of Plants |
Light (Darkness) | Invisibility | Haste | Hallucinatory Terrain |
Magic Missile | Knock | Hold Person | Massmorph |
Protection from Evil | Levitate | Infravision | Polymorph Others |
Read Languages | Locate Object | Invisibility 10’ Radius | Polymorph Self |
Read Magic | Mirror Image | Lightning Bolt | Remove Curse (Curse) |
Shield | Phantasmal Force | Protection from Evil 10’ Radius | Wall of Fire |
Sleep | Web | Protection from Normal Missiles | Wall of Ice |
Ventriloquism | Wizard Lock | Water Breathing | Wizard Eye |
Jack #
We all know that person who can take apart machinery and put it back together, plays multiple musical instruments, binds their own books by hand, and practives multiple martial arts. That person would be a jack.
Jacks are, as their name suggest, jacks of all trades. They are competent fighters, being proficient in many weapons and can wear some armor, they have the skills of a thief, and the spells of a mage. They can do none of these these as well as the specialists can, but Jacks are versatile enough to blend into any party and fill the gaps of any role needed.
Jack Traits #
Table 19: Jack Traits #
Trait | Effect |
---|---|
Hit dice | 1d6 |
Starting Hit Points | 4 + 1d6 + Con Bonus |
Armor & Weapons | All one-handed weapons, crossbows, light weapons and armors |
Saving Throw Proficiency | Dexterity, Constitution |
Jack Skills | Stealth, lockpick tools, perception, climbing, disarming traps, and sleight of hand proficiency |
Lucky | Reroll 1’s on any ability check once |
Spellbook | 2 spells known, + 1 per level gained |
Scroll Use | Can cast scrolls or copy scrolls from their spell list |
Deciphering Languages | Gain proficiency in deciphering languages |
Aid | Grant advantage to an ally’s next roll |
Trait: Jack Skills #
Regardless of background, all jacks are proficient in activities involving stealth, lockpick tools, perception, climbing, disarming traps, and sleight of hand, and rolling for initiative.
Trait: Lucky #
When you roll a 1 on the d20 for an ability check, you can reroll the die and must use the new roll.
Trait: Spellbook #
Starting at 2nd level jacks gain a spellbook. That spellbook has 2 spells in it. A jack can learn an effectively infinite number of spells by adding them to the book. Spells can be added by finding other spellbooks and scrolls and adding the spells contained in them to their own spellbook. Doing so from a scroll destroys the scroll.
Spells can be memorized from the spellbook. A jack can memorize 1 spell per level + their intelligence bonus each day. These spells are cast using the spell slot.
Trait: Scroll Use #
A Jack can cast a spell from a scroll without memorizing the spell or expending a spell slot. Doing so destroys the scroll. The jack must make a charisma check with proficiency against a DC 5 + spell level. Failing causes the casting to fail. If the spell is of the level the jack can memorize and cast normally, the check automatically succeeds. Use the Mage or Cleric spell list to determine spell level.
Trait: Deciphering Languages #
At 6th level a jack gains proficiency in deciphering languages.
Trait: Aid #
At 3rd level, a jack grant advantage to an ally within 30’ once per day as a reaction. They can grant aid an additional time per day at 7th level, and again at 11th level.
Table 20: Jack Abilities by Level #
Level | Hit Dice | Proficiency Bonus | Feature |
---|---|---|---|
1 | 1d6 | +2 | Jack Skills, Lucky |
2 | 2d6 | +2 | Spellbook, Scroll Use |
3 | 3d6 | +2 | Aid 1x/day |
4 | 4d6 | +2 | |
5 | 5d6 | +3 | |
6 | 6d6 | +3 | Deciphering Languages |
7 | 7d6 | +3 | Aid 2x/day |
8 | 8d6 | +3 | |
9 | 9d6 | +4 | |
10 | 10d6 | +4 | |
11 | 10d6+2 | +4 | Aid 3x/day |
12 | 10d6+4 | +4 | |
13 | 10d6+6 | +5 |
Table 22: Jack Spell Slots by Level #
Level | 1st | 5th | 9th | 13th |
---|---|---|---|---|
1 | 1 | - | - | - |
2 | 1 | - | - | - |
3 | 2 | - | - | - |
4 | 2 | - | - | - |
5 | 2 | 1 | - | - |
6 | 2 | 1 | - | - |
7 | 2 | 2 | - | - |
8 | 2 | 2 | - | - |
9 | 2 | 2 | 1 | - |
10 | 2 | 2 | 1 | - |
11 | 2 | 2 | 2 | - |
12 | 2 | 2 | 2 | - |
13 | 3 | 2 | 2 | 1 |
Jack Spell List #
1st | 5th | 9th | 13th |
---|---|---|---|
Charm Person | Continual Light (Continual Darkness) | Clairvoyance | Charm Monster |
Detect Magic | Detect Evil | Dispel Magic | Confusion |
Floating Disc | Detect Invisible | Fire Ball | Dimension Door |
Hold Portal | ESP | Fly | Growth of Plants |
Light (Darkness) | Invisibility | Haste | Hallucinatory Terrain |
Magic Missile | Knock | Hold Person | Massmorph |
Protection from Evil | Levitate | Infravision | Polymorph Others |
Read Languages | Locate Object | Invisibility 10’ Radius | Polymorph Self |
Read Magic | Mirror Image | Lightning Bolt | Remove Curse (Curse) |
Shield | Phantasmal Force | Protection from Evil 10’ Radius | Wall of Fire |
Sleep | Web | Protection from Normal Missiles | Wall of Ice |
Ventriloquism | Wizard Lock | Water Breathing | Wizard Eye |
Mage #
Whether learned through dedicated study, or granted by a supernatural entity, or just naturally gifted, a mage is a person who can wield arcane energy. They gather spells in a book, and can use them to cast rituals, or can memorize the spells to cast them in the heat of battle. The variety of spells they can cast is only limited by the extent of arcane knowledge and the size of the book they are willing to lug around.
Mage Traits #
Table 21: Mage Traits #
Trait | Effect |
---|---|
Hit dice | 1d4 |
Starting Hit Points | 4 + 1d4 + Con Bonus |
Armor & Weapons | Daggers and staves |
Saving Throw Proficiency | Intelligence, Wisdom |
Spellbook | 2 spells known, + 1 per level gained |
Ritual Casting | Cast spells from spellbook for free, but it takes 10 minutes |
Scroll Use | Can cast or copy scrolls from their spell list |
Cantrip | Create minor magical effects at will |
Trait: Spellbook #
Mages start with a spellbook. That spellbook has 2 spells in it. A mage can learn an effectively infinite number of spells by adding them to the book. Spells can be added by finding other spellbooks and scrolls and adding the spells contained in them to their own spellbook. Doing so from a scroll destroys the scroll.
Spells can be memorized from the spellbook. A mage can memorize 1 spell per level + their intelligence bonus each day. These spells are cast using the spell slot.
Trait: Ritual Casting #
A mage can cast any spell from their spellbook without memorizing it or expending a spell slot by casting it as a ritual. Doing so makes the spell take a minimum of 10 minutes to cast.
Trait: Scroll Use #
A mage can cast an arcane spell from a scroll without memorizing the spell or expending a spell slot. Doing so destroys the scroll. The mage must make an intelligence check with proficiency against a DC 5 + spell level. Failing causes the casting to fail. If the spell is of the level the mage can memorize and cast normally, the check automatically succeeds.
Trait: Cantrip #
As an action, the mage may make a single minor magical effect. Example ideas include producing bright sparks, lighting a torch, amplifying your voice similar to a megaphone, or making something give a minor (non-damaging) shock when it is touched.
Table 22: Mage Abilities by Level #
Level | Hit Dice | Proficiency Bonus | Feature |
---|---|---|---|
1 | 1d4 | +2 | Spellbook, Ritual Casting, Scroll Use, Cantrip |
2 | 2d4 | +2 | |
3 | 3d4 | +2 | |
4 | 4d4 | +2 | |
5 | 5d4 | +3 | |
6 | 6d4 | +3 | |
7 | 7d4 | +3 | |
8 | 8d4 | +3 | |
9 | 9d4 | +4 | |
10 | 10d4 | +4 | |
11 | 10d4+1 | +4 | |
12 | 10d4+2 | +4 | |
13 | 10d4+3 | +5 |
Table 22: Mage Spell Slots by Level #
Level | 1st | 3rd | 5th | 7th | 9th | 11th | 13th |
---|---|---|---|---|---|---|---|
1 | 1 | - | - | - | - | - | - |
2 | 2 | - | - | - | - | - | - |
3 | 2 | 1 | - | - | - | - | - |
4 | 2 | 2 | - | - | - | - | - |
5 | 2 | 2 | 1 | - | - | - | - |
6 | 2 | 2 | 2 | - | - | - | - |
7 | 3 | 2 | 2 | 1 | - | - | - |
8 | 3 | 2 | 2 | 2 | - | - | - |
9 | 3 | 3 | 2 | 2 | 1 | - | - |
10 | 3 | 3 | 2 | 2 | 2 | - | - |
11 | 4 | 3 | 3 | 2 | 2 | 1 | - |
12 | 4 | 3 | 3 | 2 | 2 | 2 | - |
13 | 4 | 4 | 3 | 3 | 2 | 2 | 1 |
Mage Spell List #
1st | 3rd | 5th | 7th |
---|---|---|---|
Charm Person | Continual Light (Continual Darkness) | Clairvoyance | Charm Monster |
Detect Magic | Detect Evil | Dispel Magic | Confusion |
Floating Disc | Detect Invisible | Fire Ball | Dimension Door |
Hold Portal | ESP | Fly | Growth of Plants |
Light (Darkness) | Invisibility | Haste | Hallucinatory Terrain |
Magic Missile | Knock | Hold Person | Massmorph |
Protection from Evil | Levitate | Infravision | Polymorph Others |
Read Languages | Locate Object | Invisibility 10’ Radius | Polymorph Self |
Read Magic | Mirror Image | Lightning Bolt | Remove Curse (Curse) |
Shield | Phantasmal Force | Protection from Evil 10’ Radius | Wall of Fire |
Sleep | Web | Protection from Normal Missiles | Wall of Ice |
Ventriloquism | Wizard Lock | Water Breathing | Wizard Eye |
9th | 11th | 13th |
---|---|---|
Animate Dead | Anti-Magic Shell | Delayed Blast Fireball |
Cloudkill | Control Weather | Legend Lore |
Conjure Elemental | Death Spell | Power Word Stun |
Contact Higher Plane | Disintegrate | Reverse Gravity |
Feeblemind | Geas (Remove Geas) | Instant Summons |
Hold Monster | Invisible Stalker | Arcane Sword |
Magic Jar | Lower Water | Greater Teleport |
Pass-Wall | Move Earth | |
Telekinesis | Part Water | |
Teleport | Projected Image | |
Transmute Rock to Mud (Mud to Rock) | Reincarnation | |
Wall of Stone | Stone to Flesh (Flesh to Stone) |
Thief #
A thief is an expert treasure hunter, well versed in the trade of dungeoneering. Thieves specialize in evading detection, getting into protected areas, and taking advantage of surprise. This includes escavators, cutthroats, monster hunters, and cat burglars. Basically anyone with devious insight and deft skill can fill the role of the thief.
Thief Traits #
Table 23: Thief Traits #
Trait | Effect |
---|---|
Hit dice | 1d6 |
Starting Hit Points | 4 + 1d6 + Con Bonus |
Armor & Weapons | Crossbows, light weapons and armors |
Saving Throw Proficiency | Dexterity, Charisma |
Backstab | 2d6 + 1d6 every third level bonus damage when you have advantage |
Thief Skills | Stealth, lockpick tools, perception, climbing, disarming traps, and sleight of hand proficiency |
Skill Mastery | Double proficiency bonus in a selected thief skill |
Deciphering Languages | Gain proficiency in deciphering languages |
Scroll Use | Cast scroll with a Cha check DC 5 + spell level |
Trait: Backstab #
When a thief either attacks on an initiative round, or attacks with advantage, they add 2d6 to their damage roll. The damage increases by an additional 1d6 for every third level gained.
Trait: Thief Skills #
Regardless of background, all thieves are proficient in activities involving stealth, lockpick tools, perception, climbing, disarming traps, and sleight of hand, and rolling for initiative.
Trait: Skill Mastery #
For each four levels gained, you may select one thief skill to gain expertise in. The proficiency bonus is applied twice to ability rolls for that activity. You may only select a particular skill for expertise once: expertise cannot apply to the same skill multiple times.
Trait: Deciphering Languages #
At 6th level a thief gains proficiency in deciphering languages and may gain skill mastery in it at later levels.
Trait: Scroll Use #
At 8th Level a Thief can attempt to cast scrolls of spells as an action. To do so requires a Charisma check DC 5 + spell of the spell. At 10th level they are proficient in scroll use and so may apply their proficiency bonus to the check. Use the Mage or Cleric spell list to determine spell level.
Table 24: Thief Abilities by Level #
Level | Hit Dice | Proficiency Bonus | Feature |
---|---|---|---|
1 | 1d6 | +2 | Backstab 2d6, Thief Skills |
2 | 2d6 | +2 | |
3 | 3d6 | +2 | |
4 | 4d6 | +2 | Backstab 3d6 |
5 | 5d6 | +3 | Skill mastery |
6 | 6d6 | +3 | Deciphering Languages |
7 | 7d6 | +3 | Backstab 4d6 |
8 | 8d6 | +3 | Scroll Use |
9 | 9d6 | +4 | Skill mastery |
10 | 10d6 | +4 | Backstab 5d6 |
11 | 10d6+2 | +4 | Scroll Use Proficiency |
12 | 10d6+4 | +4 | |
13 | 10d6+6 | +5 | Backstab 6d6, Skill Mastery |
Warrior #
A warrior is a person who fights professionally, usually as part of a career track that involves gaining knighthood and feudal lordship through service in combat. This includes sellswords, squires, soldiers, barbarians, and tournament fighters.
Warrior Traits #
Table 25: Warrior Traits #
Trait | Effect |
---|---|
Hit dice | 1d10 |
Starting Hit Points | 4 + 1d10 + Con Bonus |
Armor & Weapons | All armor, weapons, and shields |
Saving Throw Proficiency | Strength, Deterity |
Combat Maneuver | 2 at 1st level, +1 every 3rd level gained |
Weapon Mastery | Extra die of weapon damage |
Trait: Combat Maneuvers #
A warrior starts having learned two different combat manuevers. For every three levels gained, you may select one more combat maneuver to learn. Each maneuver may only be learned once, except for Extra Attack, which may be learned multiple times. Each maneuver may only be activated once per turn. For example, you may not use Charge on multiple attacks in a round.
Trait: Weapon Mastery #
For every four levels gained, you may select one of the following categories of weapon: Swords, spears, clubs, staves, daggers, or bows. Attacks with that weapon do an extra die of damage. For each additional mastery gained, you may select to either gain mastery in a new category of weapon, or to stack the effect on an already mastered category for yet another die of damage.
Table 26: Combat Maneuvers #
Maneuver | Description |
---|---|
Charge | Once per Attack action, if you used your full movement to approach an enemy, your next attack roll has advantage. |
Set | When an enemy uses full movement to attack, you may use a rection to strike first with advantage before the enemy attack. |
Extra Attack | Using your action to attack involves an extra attack roll. This may be taken more than once, with each time giving an additional attack roll. |
Smash | Once per attack action, you may elect for your next attack roll to have disadvantage, and you may apply your strength score (note: not strength bonus, the strength score) to the damage roll in addition to any normal strength and magic bonuses. |
Parry | You may forgo one attack roll on your turn to automatically cause the next enemy attack roll targeting you to miss. The effect lasts until the start of your next turn. If you have extra attacks, you may forgo additional attack rolls to cause more enemy attack rolls to miss. |
Disarm | Once per attack action, you may elect for your next attack roll against a weapon-weilding opponent to have disadvantage, and on a successful hit, the opponent takes no damage from the attack, but instead drops their weapon. |
Two weapon fighting | Once per attack action, if holding a light weapon in your off-hand, you may make an additional attack roll with that weapon at disadvantage. You off-hand is the hand not holding the weapon used for the regular attack rolls. |
Table 27: Warrior Abilities by Level #
Level | Hit Dice | Proficiency Bonus | Feature |
---|---|---|---|
1 | 1d10 | +2 | 2 Combat Maneuvers |
2 | 2d10 | +2 | |
3 | 3d10 | +2 | |
4 | 4d10 | +2 | Additional combat maneuver |
5 | 5d10 | +3 | Weapon Mastery |
6 | 6d10 | +3 | |
7 | 7d10 | +3 | Additional combat maneuver |
8 | 8d10 | +3 | |
9 | 9d10 | +4 | Weapon Mastery |
10 | 10d10 | +4 | Additional combat maneuver |
11 | 10d10+3 | +4 | |
12 | 10d10+6 | +4 | |
13 | 10d10+9 | +5 | Additional combat maneuver, Weapon Mastery |