Fighter

Class Features

As a fighter, you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

You start with the following equipment, in addition to the equipment granted by your background: (a) chain mail or (b) leather armor, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer’s pack or (b) an explorer’s pack

Fighter Table

Level Proficiency Bonus Features 1st +2 Fighting Style, Second Wind 2nd +2 Action Surge (one use) 3rd +2 Martial Archetype 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Ability Score Improvement 7th +3 Martial Archetype Feature 8th +3 Ability Score Improvement 9th +4 Indomitable (one use) 10th +4 Martial Archetype Feature 11th +4 Extra Attack (2) 12th +4 Ability Score Improvement 13th +5 Indomitable (two uses) 14th +5 Ability Score Improvement 15th +5 Martial Archetype Feature 16th +5 Ability Score Improvement 17th +6 Action Surge (two uses), Indomitable (three uses) 18th +6 Martial Archetype Feature 19th +6 Ability Score Improvement 20th +6 Extra Attack (3)

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for...


Druid

Class Features

As a druid, you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

You start with the following equipment, in addition to the equipment granted by your background: (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon Leather armor, an explorer’s pack, and a druidic focus

Druid Table

Level Proficiency Bonus Features Cantrips Known 1st +2 Druidic, Spellcasting 2 2nd +2 Wild Shape, Druid Circle 2 3rd +2 - 2 4th +2 Wild Shape Improvement, Ability Score Improvement 3 5th +3 - 3 6th +3 Druid Circle feature 3 7th +3 - 3 8th +3 Wild Shape Improvement, Ability Score Improvement 3 9th +4 - 3 10th +4 Druid Circle feature 4 11th +4 - 4 12th +4 Ability Score Improvement 4 13th +5 - 4 14th +5 Druid Circle feature 4 15th +5 - 4 16th +5 Ability Score Improvement 4 17th +6 - 4 18th +6 Timeless Body, Beast Spells 4 19th +6 Ability Score Improvement 4 20th +6 Archdruid 4

Spell Table

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2 - - - - - - - - 2nd 3 - - - - - - - - 3rd 4 2 - - - - - - - 4th 4 3 - - - - - - - 5th 4 3 2 - - - - - - 6th 4 3 3 - - - - - - 7th 4 3 3 1 - - - - - 8th 4 3 3 2 - - - - - 9th 4 3 3 3 1 - - - - 10th 4 3 3 3 2 - - - - 11th 4 3 3 3 2 1 - - - 12th 4 3 3 3 2 1 - - - 13th 4 3 3 3 2 1 1 - - 14th 4 3 3 3 2 1 1 - - 15th 4 3 3 3 2 1 1 1 - 16th 4 3 3 3 2 1 1 1 - 17th 4 3 3 3 2 1 1 1 1 18th 4 3 3 3 3 1 1 1 1 19th 4 3 3 3 3 2 1 1 1 20th 4 3 3 3 3 2 2 1 1

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and...


Cleric

Class Features

As a cleric, you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

You start with the following equipment, in addition to the equipment granted by your background: (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a priest’s pack or (b) an explorer’s pack A shield and a holy symbol

Cleric Table

Level Proficiency Bonus Features Cantrips Known 1st +2 Spellcasting, Divine Domain 3 2nd +2 Channel Divinity (1/rest), Divine Domain Feature 3 3rd +2 - 3 4th +2 Ability Score Improvement 4 5th +3 Destroy Undead (CR 1/2) 4 6th +3 Channel Divinity (2/rest), Divine Domain Feature 4 7th +3 - 4 8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature 4 9th +4 - 4 10th +4 Divine Intervention 5 11th +4 Destroy Undead (CR 2) 5 12th +4 Ability Score Improvement 5 13th +5 - 5 14th +5 Destroy Undead (CR 3) 5 15th +5 - 5 16th +5 Ability Score Improvement 5 17th +6 Destroy Undead (CR 4), Divine Domain Feature 5 18th +6 Channel Divinity (3/rest) 5 19th +6 Ability Score Improvement 5 20th +6 Divine Intervention improvement 5

Spell Table

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2 - - - - - - - - 2nd 3 - - - - - - - - 3rd 4 2 - - - - - - - 4th 4 3 - - - - - - - 5th 4 3 2 - - - - - - 6th 4 3 3 - - - - - - 7th 4 3 3 1 - - - - - 8th 4 3 3 2 - - - - - 9th 4 3 3 3 1 - - - - 10th 4 3 3 3 2 - - - - 11th 4 3 3 3 2 1 - - - 12th 4 3 3 3 2 1 - - - 13th 4 3 3 3 2 1 1 - - 14th 4 3 3 3 2 1 1 - - 15th 4 3 3 3 2 1 1 1 - 16th 4 3 3 3 2 1 1 1 - 17th 4 3 3 3 2 1 1 1 1 18th 4 3 3 3 3 1 1 1 1 19th 4 3 3 3 3 2 1 1 1 20th 4 3 3 3 3 2 2 1 1

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots...


Bard

Class Features

As a bard, you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier, (b) a longsword, or (c) any simple weapon (a) a diplomat’s pack or (b) an entertainer’s pack (a) a lute or (b) any other musical instrument Leather armor and a dagger

Bard Table

Level Proficiency Bonus Features Spells Known Cantrips Known 1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3rd +2 Bard College, Expertise 2 6 4th +2 Ability Score Improvement 3 7 5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 6th +3 Countercharm, Bard College Feature 3 9 7th +3 - 3 10 8th +3 Ability Score Improvement 3 11 9th +4 Song of Rest (d8) 3 12 10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 11th +4 - 4 15 12th +4 Ability Score Improvement 4 15 13th +5 Song of Rest (d10) 4 16 14th +5 Magical Secrets, Bard College Feature 4 18 15th +5 Bardic Inspiration (d12) 4 19 16th +5 Ability Score Improvement 4 19 17th +6 Song of Rest (d12) 4 20 18th +6 Magical Secrets 4 22 19th +6 Ability Score Improvement 4 22 20th +6 Superior Inspiration 4 22

Spell Table

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2 - - - - - - - - 2nd 3 - - - - - - - - 3rd 4 2 - - - - - - - 4th 4 3 - - - - - - - 5th 4 3 2 - - - - - - 6th 4 3 3 - - - - - - 7th 4 3 3 1 - - - - - 8th 4 3 3 2 - - - - - 9th 4 3 3 3 1 - - - - 10th 4 3 3 3 2 - - - - 11th 4 3 3 3 2 1 - - - 12th 4 3 3 3 2 1 - - - 13th 4 3 3 3 2 1 1 - - 14th 4 3 3 3 2 1 1 - - 15th 4 3 3 3 2 1 1 1 - 16th 4 3 3 3 2 1 1 1 - 17th 4 3 3 3 2 1 1 1 1 18th 4 3 3 3 3 1 1 1 1 19th 4 3 3 3 3 2 1 1 1 20th 4 3 3 3 3 2 2 1 1

Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots

The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s...


Barbarian

Class Features

As a barbarian, you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

You start with the following equipment, in addition to the equipment granted by your background: (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) any simple weapon An explorer’s pack and four javelins

Barbarian Table

Level Proficiency Bonus Features Rages Rage Damage 1st +2 Rage, Unarmored Defense 2 +2 2nd +2 Reckless Attack, Danger Sense 2 +2 3rd +2 Primal Path 3 +2 4th +2 Ability Score Improvement 3 +2 5th +3 Extra Attack, Fast Movement 3 +2 6th +3 Path feature 4 +2 7th +3 Feral Instinct 4 +2 8th +3 Ability Score Improvement 4 +2 9th +4 Brutal Critical (1 die) 4 +3 10th +4 Path feature 4 +3 11th +4 Relentless 4 +3 12th +4 Ability Score Improvement 5 +3 13th +5 Brutal Critical (2 dice) 5 +3 14th +5 Path feature 5 +3 15th +5 Persistent Rage 5 +3 16th +5 Ability Score Improvement 5 +4 17th +6 Brutal Critical (3 dice) 6 +4 18th +6 Indomitable Might 6 +4 19th +6 Ability Score Improvement 6 +4 20th +6 Primal Champion Unlimited +4

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn...