Classes
Classes
Classes
A
qui, só o mínimo será mudado, tentarei Battlerager
balancear as classes Martial trazendo as
piores subclasses pro nível das melhores e Nível 3: Battlerager Armor
com as classes casters, no geral, farei o When you choose this path at 3rd level, you gain the
oposto, levando as melhores subclasses pro ability to use spiked armor as a weapon.
nível das piores. Se eu achar alguma While you are wearing spiked armor and are raging, you
especialmente sem sal, tentarei dar uma can use a bonus action to make one melee weapon attack
arrumada de leve nela pra ficar mais atrativa. Não mexerei with your armor spikes at a target within 5 feet of you. If
no Artificer por enquanto pois não tenho conhecimento the attack hits, the spikes deal 1d4 piercing damage. You
suficiente sobre a classe. use your Strength modifier for the attack and damage rolls.
Additionally, whenever you grapple a creature, the target
takes two times your proficiency bonus as piercing damage
Bárbaro if your grapple check succeeds.
Nível 6: Reckless Abandon
Ancestral Guardian Beginning at 6th level, when you use Reckless Attack to
attack an enemy, you also gain temporary hit points equal
Nível 3: Ancestral Protectors to your proficiency bonus + your Constitution modifier.
Starting when you choose this path at 3rd level, spectral Nível 10: Battlerager Charge
warriors appear when you enter your rage. While you're
raging, any creature you hit with an attack on your turn Beginning at 10th level, you can take the Dash action as
becomes the target of the warriors, which hinder its a bonus action, provided you are moving toward an enemy.
attacks. Until the start of your next turn, the targets have Also, when you activate your Rage, your speed doubles
disadvantage on any attack roll that isn't against you, and until the end of your turn.
when they target a creature other than you with an attack, Nível 14: Spiked Retribution
effect or spell, that creature has resistance to the damage
dealt by the attack, effect or spell. The effect on the targets Starting at 14th level, when a creature within 5 feet of
ends early if your rage ends. you hits you with a melee attack, the attacker takes two
Nível 6: Spirit Shield times your proficiency bonus as piercing damage if you are
raging, aren't incapacitated, and are wearing spiked armor.
Beginning at 6th level, the guardian spirits that aid you
can provide supernatural protection to those you defend. If Beast
you are raging and another creature you can see within 30 Nível 3: Form of the Beast
feet of you takes damage, you can cause your spirits to
reduce that damage by 2d6. Once you do this, you can only When you enter your rage, you can transform, revealing
do it again after the start of your next turn. the bestial power within you. Until the rage ends, you
When you reach certain levels in this class, you can manifest a natural weapon. It counts as a simple melee
reduce the damage by more: by 3d6 at 10th level and by weapon for you, and you add your Strength modifier to the
4d6 at 14th level. attack and damage rolls when you attack with it, as normal.
Nível 10: Consult the Spirits You choose the weapon's form each time you rage:
Bite. Your mouth transforms into a bestial muzzle or
At 10th level, you gain the ability to consult with your great mandibles (your choice). It deals 1d10 piercing
ancestral spirits. When you do so, you cast the augury or damage on a hit. Once on each of your turns when you
clairvoyance spell, without using a spell slot or material damage a creature with this bite, you regain a number of
components. Rather than creating a spherical sensor, this hit points equal to your proficiency bonus.
use of clairvoyance invisibly summons one of your Claws. Each of your hands transforms into a claw if you
ancestral spirits to the chosen location. Wisdom is your didn't have claws already , which you can use as a weapon if
spellcasting ability for these spells. it's empty. It deals 1d6 slashing damage on a hit. Once on
After you cast either spell in this way, you can't use this each of your turns when you attack with a claw using the
feature again until you finish a short or long rest. Attack action, you can make one additional claw attack as
part of the same action.
Nível 14: Vengeful Ancestors Tail. You grow a lashing, spiny tail, which deals 1d8
At 14th level, your ancestral spirits grow powerful piercing damage on a hit and has the reach property. If a
enough to retaliate. When you use your Spirit Shield to creature you can see within 10 feet of you hits you with an
reduce the damage of an attack, the attacker takes an attack roll, you can use your reaction to swipe your tail and
amount of force damage equal to the damage that your roll a d8, applying a bonus to your AC equal to the number
Spirit Shield prevents. rolled, potentially causing the attack to miss you.
Nível 6: Bestial Soul Berserker
The feral power within you increases, causing the Nível 3: Frenzy
natural weapons of your Form of the Beast to count as
magical for the purpose of overcoming resistance and Starting when you choose this path at 3rd level, you can
immunity to nonmagical attacks and damage. go into a frenzy when you rage. If you do so, you can
You can also alter your form to help you adapt to your immediately make a single melee weapon attack and for
surroundings. When you finish a short or long rest, choose the duration of your rage you can make a single melee
one of the following benefits, which lasts until you finish weapon attack as a bonus action on each of your turns after
your next short or long rest: this one. Whenever you frenzy more than two times on the
same day, when your rage ends, you suffer one level of
You gain a swimming speed equal to your walking exhaustion.
speed, and you can breathe underwater.
You gain a climbing speed equal to your walking speed, Nível 6: Mindless Rage
and you can climb difficult surfaces, including upside Beginning at 6th level, you can't be charmed, frightened
down on ceilings, without needing to make an ability or dominated while raging. If you are charmed or
check. frightened, on your turn, you can still choose to rage, and if
When you jump, you can make a Strength (Athletics) you do, you are no longer charmed or frigthened.
check and extend your jump by a number of feet equal
to the check's total. You can make this special check Nível 10: Intimidating Presence
only once per turn. Beginning at 10th level, whenever you activate your rage
Nível 10: Infectious Fury you can choose to frighten all enemies that you can see
within 30 feet of you. They must succeed on a Wisdom
When you hit a creature with your natural weapons while saving throw (DC equal to 8 + your proficiency bonus +
you are raging, the beast within you can curse your target your Charisma modifier) or be frightened of you until the
with rabid fury. The target must succeed on a Wisdom end of your next turn. On subsequent turns, you can use
saving throw (DC equal to 8 + your Constitution modifier + your bonus action to extend the duration of this effect on
your proficiency bonus) or suffer one of the following the frightened creature until the end of your next turn. This
effects (your choice): effect ends if the creature ends its turn out of line of sight
The target must use its reaction to make a melee attack or more than 60 feet away from you.
against another creature of your choice that you can Nível 14: Retaliation
see.
The target takes 2d12 psychic damage. Starting at 14th level, when you take damage from a
creature that is within 5 feet of you. you can use your
You can use this feature a number of times equal to your reaction to make a melee weapon attack with advantage
proficiency bonus, and you regain all expended uses when against that creature and if you hit, the creature must make
you finish a long rest. a strength saving throw (DC equal to 8 + your proficiency
Nível 14: Call the Hunt bonus + your Strength modifier) or be knocked prone.
The beast within you grows so powerful that you can
spread its ferocity to others and gain resilience from them
joining your hunt. When you enter your rage, you can
choose a number of other willing creatures you can see
within 30 feet of you equal to your Constitution modifier
(minimum of one creature).
You gain 5 temporary hit points for each creature that
accepts this feature. Until the rage ends, the chosen
creatures can each use the following benefit once on each
of their turns: when the creature hits a target with an attack
roll and deals damage to it, the creature can roll a d8 and
gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Storm Herald Tundra.
Nível 3: Storm Aura You gain resistance to cold damage, you treat ice and
snow as normal terrain and you don't suffer the effects of
You gain proficiency in the nature skill. If you already extreme cold, as described in the Dungeon Master's Guide.
have this proficiency, you gain expertise on it instead. Moreover, as an action, you can touch water and turn a 5-
foot cube of it into ice, which melts after 1 minute. This
Starting at 3rd level, you emanate a stormy, magical aura action fails if a creature is in the cube.
while you rage. The aura extends up to 10 feet from you in
every direction, but not through total cover. You decide the Nível 10: Shielding Storm
range everytime you activate it. At 10th level, you learn to use your mastery of the storm
Your aura has an effect that activates when you enter to protect others. Each creature of your choice has the
your rage, and you can activate the effect again on each of damage resistance you gained from the Storm Soul feature
your turns as a bonus action. Choose desert, sea, or tundra. while the creature is in your Storm Aura.
Your aura's effect depends on that chosen environment, as
detailed below. You can change your environment choice Nível 10: Manifested Storm
whenever you rage.
If your aura's effects require a saving throw, the DC At 10th level, you learn to use your mastery of the storm
equals 8 + your proficiency bonus + your Constitution to manifest the elements. While raging, the first time you
modifier. make an attack on your turn, you can decide if you are
dealing your normal type of damage or elemental damage
Desert Storm of the storm you are manifesting, until the start of your next
When this effect is activated, all other creatures in your turn. The elemental damage of your storms are: Fire for
aura take 4 fire damage each. The damage increases when Desert, Lighting for Sea and Cold for Tundra.
you reach certain levels in this class, increasing to 5 at 5th Nível 14: Raging Storm
level, 6 at 9th level, 7 at 13th level and 8 at 16th level
At 14th level, the power of the storm you channel grows
Sea Storm mightier, lashing out at your foes. Your Storm's aura can
When this effect is activated, you can choose one now extend up to 20 feet from you in every direction, you
creature you can see in your aura. The target takes 1d6+2 decide the range everytime you activate it. The effect is
lightning damage. The damage increases when you reach based on the environment you chose for your Storm Aura.
certain levels in this class, increasing to 2d6+2 at 6th level, Desert.
3d6+2 at 10th level, and 4d6+2 at 15th level.
Immediately after a creature in your aura hits you with
Tundra Storm an attack, you can use your reaction to force that creature
When this effect is activated, each creature of your choice to make a Dexterity saving throw. On a failed save, the
in your aura gains 3 temporary hit points, as icy spirits creature takes fire damage equal to your barbarian level
inure it to suffering. The temporary hit points increase and gains vulnerability to fire damage. This vulnerability
when you reach certain levels in this class, increasing to 4 ends the next time the creature takes fire damage.
at 5th level, 5 at 10th level, 6 at 15th level, and 7 at 20th Sea.
level.
When you hit a creature in your aura with an attack, you
Nível 6: Storm Soul can use your reaction to force that creature and every
At 6th level, the storm grants you benefits even when enemy creature adjacent to it to make a Strength saving
your aura isn't active. The benefits are based on the throw. On a failed save, the creature is knocked prone, as if
environment you chose for your Storm Aura the last time struck by a wave.
you raged. Tundra.
Desert. Whenever the effect of your Storm Aura is activated, you
You gain resistance to fire damage, and you don't suffer can choose up to two creatures you can see in the aura.
the effects of extreme heat, as described in the Dungeon That creatures must succeed on a Strength saving throw,
Master's Guide. Moreover, as an action, you can touch a or its speed is reduced to 0 until the start of your next turn,
flammable object that isn't being worn or carried by anyone as magical frost covers it.
else and set it on fire.
Sea.
You gain resistance to lightning damage, you ignore any
penalty for fighting under rain and you can breathe
underwater. You also gain a swimming speed of 30 feet.
Totem Warrior Elk. Whether mounted or on foot, your travel pace is
doubled, as is the travel pace of up to ten companions
Nível 3: Spirit Seeker while they're within 60 feet of you and you're not
incapacitated. The elk spirit helps you roam far and fast.
Yours is a path that seeks attunement with the natural
world, giving you a kinship with beasts. At 3rd level when Tiger. You gain proficiency or expertise if you already
you adopt this path, you gain the ability to cast the beast have proficiency, in three skills from the following list:
sense and speak with animals spells, but only as rituals, as Athletics, Acrobatics, Nature, Stealth, and Survival. The
described in chapter 10. cat spirit hones your survival instincts.
Nível 3: Totem Spirit Wolf. You gain the hunting sensibilities of a wolf. You
At 3rd level, when you adopt this path, you choose a have a +5 bonus to your passive Wisdom (Perception)
totem spirit and gain its feature. You must make or acquire and passive Intelligence (Investigation) scores, you can
a physical totem object—an amulet or similar adornment— track other creatures while traveling at a fast pace, and
you can move stealthily while traveling at a normal pace.
that incorporates fur or feathers, claws, teeth, or bones of
the totem animal. At your option, you also gain minor Nível 10: Spirit Walker
physical attributes that are reminiscent of your totem spirit.
For example, if you have a bear totem spirit, you might be At 10th level, you can cast the commune with nature
unusually hairy and thick-skinned, or if your totem is the spell, but only as a ritual. When you do so, a spiritual
eagle, your eyes turn bright yellow. version of one of the animals you chose for Totem Spirit or
Your totem animal might be an animal related to those Aspect of the Beast appears to you to convey the
listed here but more appropriate to your homeland. For information you seek.
example, you could choose a hawk or vulture in place of an
eagle. Nível 14: Totemic Attunement
Bear. While raging, you have resistance to all damage At 14th level, you gain a magical benefit based on a totem
except psychic damage. The spirit of the bear makes you animal of your choice. You can choose the same animal you
tough enough to stand up to any punishment. selected previously or a different one.
Eagle. While you're raging and aren't wearing heavy Bear. While you're raging, any creature within 5 feet of
armor, other creatures have disadvantage on you that's hostile to you has disadvantage on attack rolls
opportunity attack rolls against you, and you can use the against targets other than you or another character with
Dash action as a bonus action on your turn. The spirit of this feature. An enemy is immune to this effect if it can't
the eagle makes you into a predator who can weave see or hear you or if it can't be frightened.
through the fray with ease. Eagle. While raging, you have a flying speed equal to
Elk. While you're raging and aren't wearing heavy your current walking speed. This benefit works only in
armor, your walking speed increases by 20 feet and you short bursts; you fall if you end your turn in the air and
ignore difficult terrain. The spirit of the elk makes you nothing else is holding you aloft.
extraordinarily swift. Elk. While raging, you can use a bonus action during
Tiger. While raging, you can add 10 feet to your long your move to pass through the space of a Large or
jump distance and 3 feet to your high jump distance, smaller creature. That creature must succeed on a
you also gain a climb speed equal to your normal speed. Strength saving throw (DC 8 + your Strength bonus +
The spirit of the tiger empowers your mobility. your proficiency bonus) or be knocked prone and take
bludgeoning damage equal to 1d12 + your Strength
Wolf. While you're raging, your friends have advantage modifier.
on melee attack rolls against any creature within 5 feet
of you that is hostile to you. The spirit of the wolf makes Tiger. While you're raging, if you move at least 20 feet in
you a leader of hunters. a straight line toward a Large or smaller target right
before making a melee weapon attack against it, you
Nível 6: Aspect of the Beast can use a bonus action to make two additional melee
weapon attacks against it.
At 6th level, you gain a magical benefit based on the
totem animal of your choice. You can choose the same Wolf. While you're raging, you can use a bonus action on
animal you selected at 3rd level or a different one. your turn to knock a Large or smaller creature prone
when you hit it with melee weapon attack.
Bear. You gain the might of a bear. Your carrying
capacity (including maximum load and maximum lift) is
doubled, and you have advantage on Strength checks
made to push, pull, lift, or break objects.
Eagle. You gain the eyesight of an eagle. You can see up
to 2 mile away with no difficulty, able to discern even
fine details as though looking at something no more
than 200 feet away from you. Additionally, dim light
doesn't impose disadvantage on your Wisdom
(Perception) checks.
Wild Magic Zealot
Nível 3: Wild Surge Nível 3: Divine Fury
The magical energy roiling inside you sometimes erupts Starting when you choose this path at 3rd level, you can
from you. When you enter your rage, roll on the Wild Magic channel divine fury into your weapon strikes. While you're
table to determine the magical effect produced. raging, the first creature you hit on each of your turns with
If the effect requires a saving throw, the DC equals 8 + a melee weapon attack takes extra damage equal to 1d10 +
your proficiency bonus + your Constitution modifier. half your barbarian level. The extra damage is necrotic or
Link pra tabela de Wild Magic radiant; you choose the type of damage when you gain this
https://5e.tools/classes.html#barbarian_phb,state:sub-wild- feature.
magic-tce=b1 Nível 3: Warrior of the Gods
Nível 3: Magic Awareness At 3rd level, your soul is marked for endless battle. You
As an action, you can open your awareness to the lean the religion skill and if you already have it, you gain
presence of concentrated magic. Until the end of your next expertise on it. If a spell, such as raise dead, has the sole
turn, you know the location of any spell or magic item effect of restoring you to life (but not undeath), the caster
within 60 feet of you that isn't behind total cover. When you doesn't need material components to cast the spell on you,
sense a spell, you learn which school of magic it belongs to. if he knows the spell he can cast it as a ritual (on you) and
You can use this feature a number of times equal to your your DC to come back from the dead increases only by 1.
proficiency bonus, and you regain all expended uses when Nível 6: Fanatical Focus
you finish a long rest.
Starting at 6th level, the divine power that fuels your rage
Nível 6: Bolstering Magic can protect you. If you fail a saving throw while you're
You can harness your wild magic to bolster yourself or a raging, you can reroll it, and you must use the new roll. You
companion. As an action, you can touch one creature can use this ability only once per rage. Also, if you fall while
(which can be yourself) and confer one of the following raging, the first time you make a Death saving throw on a
benefits of your choice to that creature: fight, you can choose to score a 20 and get up with 1 life
and raging (this effect gives you a free rage)
For 10 minutes, the creature can roll a d3 whenever
making an attack roll or an ability check and add the Nível 10: Zealous Presence
number rolled to the d20 roll. At 10th level, you learn to channel divine power to inspire
Roll a d3. The creature regains one expended spell slot, zealotry in others. As a bonus action, you unleash a battle
the level of which equals the number rolled or lower cry infused with divine energy. Up to ten other creatures of
(the creature's choice). Once a creature receives this your choice within 40 feet of you that can hear you gain
benefit, that creature can't receive it again until after a advantage on attack rolls and saving throws until the start
long rest. of your next turn.
You can take this action a number of times equal to your Once you use this feature, you can't use it again until you
proficiency bonus, and you regain all expended uses when finish a long rest unless you spend one of your rages (you
you finish a long rest. must spend a rage as a Bonus Action and gain no benefit
from it other than being able to use Zealous Presence
Nível 10: Unstable Backlash again).
When you are imperiled during your rage, the magic Nível 14: Rage beyond Death
within you can lash out; immediately after you take damage
or fail a saving throw while raging, you can use your Beginning at 14th level, the divine power that fuels your
reaction to roll on the Wild Magic table and immediately rage allows you to shrug off fatal blows.
produce the effect rolled. This effect replaces your current While you're raging, having 0 hit points doesn't knock
Wild Magic effect. you unconscious. You still must make death saving throws,
and you suffer the normal effects of taking damage while at
Nível 14: Controlled Surge 0 hit points. However, if you would die due to failing death
Whenever you roll on the Wild Magic table, you can roll saving throws, you don't die until your rage ends, and you
the die twice and choose which of the two effects to die then only if you still have 0 hit points.
unleash. If you roll the same number on both dice, you can If it's a Primordio campaing, and your rage ended and
ignore the number and choose any effect on the table. you didn't die, if you had 5 death marks, you go back to 4
death marks.
Nível 14: Unbreakable Majesty
Bard At 14th level, your appearance permanently gains an
otherworldly aspect that makes you look more lovely and
fierce.
College of Glamour In addition, as a bonus action, you can assume a
Nível 3: Mantle of Inspiration magically majestic presence for 1 minute or until you are
incapacitated. For the duration, whenever any creature tries
When you join the College of Glamour at 3rd level, you gain to attack you for the first time on a turn, the attacker must
the ability to weave a song of fey magic that imbues your make a Charisma saving throw against your spell save DC.
allies with vigor and speed. On a failed save, it can't attack you on this turn, and it must
choose a new target for its attack or the attack is wasted.
As a bonus action, you can expend one use of your On a successful save, it can attack you on this turn, but it
Bardic Inspiration to grant yourself a wondrous has disadvantage on any saving throw it makes against
appearance. When you do so, choose a number of your spells on your next turn.
creatures you can see and that can see you within 60 feet Once you assume this majestic presence, you can't do so
of you, up to a number equal to your Charisma modifier again until you finish a short or long rest.
(minimum of one). Each of them gains your proficiency
bonus + 5 temporary hit points. When a creature gains College of Lore
these temporary hit points, it can immediately use its Nível 3: Bonus Proficiencies
reaction to move up to its speed, without provoking
opportunity attacks. When you join the College of Lore at 3rd level, you gain
proficiency with three skills of your choice.
The number of extra temporary hit points increases
when you reach certain levels in this class, increasing to 8 Nível 3: Cutting Words
at 5th level, 11 at 10th level, and 14 at 15th level. Also at 3rd level, you learn how to use your wit to
Nível 3: Enthralling Performance distract, confuse, and otherwise sap the confidence and
Starting at 3rd level, you can charge your performance competence of others. When a creature that you can see
with seductive, fey magic. within 60 feet of you makes an attack roll, an ability check,
or a damage roll, you can use your reaction to expend one
If you perform for at least 1 minute, you can attempt to of your uses of Bardic Inspiration, rolling a Bardic
inspire wonder in your audience by singing, reciting a Inspiration die and subtracting the number rolled from the
poem, or dancing. At the end of the performance, choose a creature's roll. You can choose to use this feature after the
number of humanoids within 60 feet of you who watched creature makes its roll, but before the DM determines
and listened to all of it, up to a number equal to twice your whether the attack roll or ability check succeeds or fails, or
Charisma modifier (minimum of one). Each target must before the creature deals its damage. The creature is
succeed on a Wisdom saving throw against your spell save immune if it can't hear you or if it's immune to being
DC or be charmed by you. While charmed in this way, the charmed.
target idolizes you, it speaks glowingly of you to anyone Nível 6: Additional Magical Secrets
who talks to it, and it hinders anyone who opposes you,
although it avoids violence unless it was already inclined to At 6th level, you learn two spells of your choice from any
fight on your behalf. This effect ends on a target after 1 class. A spell you choose must be of a level you can cast, as
hour, if it takes any damage, if you attack it, or if it shown on the Bard table, or a cantrip. The chosen spells
witnesses you attacking or damaging any of its allies. count as bard spells for you but don't count against the
number of bard spells you know.
Succeeding or failing on its saving throw, the target has
no hint that you tried to charm it. Nível 14: Peerless Skill
Once you use this feature, you can't use it again until you Starting at 14th level, when you make an ability check,
finish a short or long rest. you can expend one use of Bardic Inspiration. Roll a Bardic
Nível 6: Mantle of Majesty Inspiration die and add the number rolled to your ability
check. You can choose to do so after you roll the die for the
At 6th level, you gain the ability to cloak yourself in a fey ability check, but before the DM tells you whether you
magic that makes others want to serve you. As a bonus succeed or fail.
action, you cast command, without expending a spell slot,
and you take on an appearance of unearthly beauty for 1
minute or until your concentration ends (as if you were
concentrating on a spell). During this time, you can cast
command as a bonus action on each of your turns, without
expending a spell slot.
Any creature charmed by you automatically fails its
saving throw against the command you cast with this
feature.
Once you use this feature, you can't use it again until you
finish a long rest.
College of Swords Nível 6: Extra Attack
Nível 3: Bonus Proficiencies Starting at 6th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
When you join the College of Swords at 3rd level, you
gain proficiency with medium armor, shield and the Nível 14: Master's Flourish
scimitar. Starting at 14th level, whenever you use a Blade Flourish
If you're proficient with a simple or martial melee option, you can roll a d6 and use it instead of expending a
weapon, you can use it as a spellcasting focus for your bard Bardic Inspiration die.
spells.
Nível 3: Fighting Style College of Valor
At 3rd level, you adopt a style of fighting as your specialty. Nível 3: Bonus Proficiencies
Choose one of the following options. You can't take a When you join the College of Valor at 3rd level, you gain
Fighting Style option more than once, even if something in proficiency with medium armor, shields, and martial
the game lets you choose again. weapons.
Dueling. When you are wielding a melee weapon in one If you're proficient with a simple or martial melee
hand and no other weapons, you gain a +2 bonus to weapon, you can use it as a spellcasting focus for your bard
damage rolls with that weapon. spells.
Two-Weapon Fighting. When you engage in two-weapon
fighting, you can add your ability modifier to the damage of Nível 3: Combat Inspiration
the second attack. Also at 3rd level, you learn to inspire others and yourself
Blind Fighting: You have blindsight with a range of 10 in battle. You can use Bardic Inspiration on yourself. Also, a
feet. Within that range, you can effectively see anything that creature that has a Bardic Inspiration die from you can roll
isn't behind total cover, even if you're blinded or in that die and add the number rolled to a weapon damage
darkness. Moreover, you can see an invisible creature roll it just made. Alternatively, when an attack roll is made
within that range, unless the creature successfully hides against the creature, it can use its reaction to roll the
from you. Bardic Inspiration die and add the number rolled to its AC
Superior Technique: See Figthing Styles. against that attack, after seeing the roll knowing whether it
Nível 3: Blade Flourish hits or misses.
At 3rd level, you learn to perform impressive displays of Nível 3: Fighting Style
martial prowess and speed. At 3rd level, you adopt a style of fighting as your specialty.
Whenever you take the Attack action on your turn, your Choose one of the following options. You can't take a
walking speed increases by 10 feet until the end of the Fighting Style option more than once, even if something in
turn, and if a melee weapon attack that you make as part of the game lets you choose again.
this action hits a creature, you can use one of the following Dueling. When you are wielding a melee weapon in one
Blade Flourish options of your choice. You can use only hand and no other weapons, you gain a +2 bonus to
one Blade Flourish option per turn unless you are dual damage rolls with that weapon.
weilding weapons, in that case, if you hit with the Bonus Defense While you are wearing armor, you gain a +1
attack you can use a different Flourish on it if you want to. bonus to AC.
Defensive Flourish. You can expend one use of your Protection When a creature you can see attacks a target
Bardic Inspiration to cause the weapon to deal extra other than you that is within 5 feet of you, you can use your
damage to the target you hit. The damage is the number reaction to impose disadvantage on all attack rolls that
you roll on the Bardic Inspiration die. You also add this creature makes until the end of it's turn. You must be
number to your AC until the start of your next turn. wielding a shield
Interception: When a creature you can see hits a target,
Mobile Flourish. You can expend one use of your Bardic other than you, within 5 feet of you with an attack, you can
Inspiration to cause the weapon to deal extra damage to use your reaction to reduce the damage the target takes by
the target you hit. The damage equals the number you 1d10 + your proficiency bonus (to a minimum of 0 damage).
roll on the Bardic Inspiration die. You can also push the You must be wielding a shield or a simple or martial
target up to 10 feet away from you, plus a number of feet weapon to use this reaction.
equal to the number you roll on that die. You can then
immediately use your reaction to move up to your Nível 6: Extra Attack
walking speed to an unoccupied space within 5 feet of Starting at 6th level, you can attack twice, instead of
the target. once, whenever you take the Attack action on your turn.
Slashing Flourish. You can expend one use of your Nível 14: Battle Magic
Bardic Inspiration to cause the weapon to deal extra
damage to the target you hit and to any other creature of At 14th level, you have mastered the art of weaving
your choice that you can see within 5 feet of you. The spellcasting and weapon use into a single harmonious act.
damage equals the number you roll on the Bardic When you use your action to cast a bard spell, you can
Inspiration die plus your proficiency bonus. make one weapon attack as a bonus action.
College of Whispers On a failed saving throw, the target is charmed by you for
the next 8 hours or until you or your allies attack it, damage
Nível 3: Psychic Blades it, or force it to make a saving throw. It interprets the
whispers as a description of its most mortifying secret. You
When you join the College of Whispers at 3rd level, you gain no knowledge of this secret, but the target is
gain the ability to make your weapon attacks magically convinced you know it.
toxic to a creature's mind. The charmed creature obeys your commands for fear
When you hit a creature with a weapon attack, you can that you will reveal its secret. It won't risk its life for you or
expend one use of your Bardic Inspiration to deal an extra fight for you, unless it was already inclined to do so. It
2d8 psychic damage to that target. You can do so only once grants you favors and gifts it would offer to a close friend.
per round on your turn. When the effect ends, the creature has no understanding
The psychic damage increases when you reach certain of why it held you in such fear.
levels in this class, increasing to 3d8 at 5th level, 5d8 at Once you use this feature, you can't use it again until you
10th level, and 8d8 at 15th level. finish a long rest.
Nível 3: Words of Terror
At 3rd level, you learn to infuse innocent-seeming words
with an insidious magic that can inspire terror.
If you speak to a humanoid for at least 1 minute, you can
attempt to seed paranoia in its mind. At the end of the
conversation, the target must succeed on a Wisdom saving
throw against your spell save DC or be frightened of you or
another creature of your choice. The target is frightened in
this way for 1 hour, until it is attacked, damaged or until it
witnesses its allies being attacked or damaged, then he can
start making Wisdow saving throws at the end of it's turn to
save against the fear.
If the target succeeds on its saving throw, the target has
no hint that you tried to frighten it.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Nível 6: Mantle of Whispers
At 6th level, you gain the ability to adopt a humanoid's
persona. When a humanoid dies within 30 feet of you, you
can magically capture its shadow using your reaction. You
retain this shadow until you use it a number of times equal
to your proficiency.
You can use the shadow as an action. When you do so, it
vanishes, magically transforming into a disguise that
appears on you. You now look like the dead person, but
healthy and alive. This disguise lasts for 1 hour or until you
end it as a bonus action.
While you're in the disguise, you gain access to all
information that the humanoid would freely share with a
casual acquaintance. Such information includes general
details on its background and personal life, but doesn't
include secrets. The information is enough that you can
pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by
succeeding on a Wisdom (Insight) check contested by your
Charisma (Deception) check. You gain a +5 bonus to your
check.
You can have a number os shadows captured at any time
up to your Charisma modifier.
Nível 14: Shadow Lore
At 14th level, you gain the ability to weave dark magic
into your words and tap into a creature's deepest fears.
As an action, you magically whisper a phrase that only
one creature of your choice within 30 feet of you can hear.
The target must make a Wisdom saving throw against your
spell save DC. It automatically succeeds if it doesn't share a
language with you or if it can't hear you. On a successful
saving throw, your whisper sounds like unintelligible
mumbling and has no effect.
Nível 6: Spell Breaker
Cleric Starting at 6th level, when you restore hit points to an
Arcana Domain ally with a spell of 1st level or higher, you can also end one
At each indicated cleric level, add the listed spells to your spell of your choice on that creature. The level of the spell
spells prepared. They do not count towards your limit. you end must be equal to or lower than the level of the spell
slot you use to cast the healing spell.
Arcana Domain Spells Nível 8: Potent Spellcasting
Cleric Level Spells
1st Detect Magic / Magic Missile
Starting at 8th level, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
3rd Magic Weapon / Nystul's magic aura
Nível 17: Arcane Mastery
5th Dispel Magic / Counterspell
7th Arcane Eye / Leomund's Secret Chest
At 17th level, you choose four spells from the Wizard
spell list, one from each of the following levels: 6th, 7th,
9th Planar Binding / Teleportation Circle 8th, and 9th. You add them to your list of domain spells.
Like your other domain spells, they are always prepared
Nível 1: Arcane Initiate and count as cleric spells for you.
When you choose this domain at 1st level, you gain
proficiency in the Arcana skill, or expertise if you already Death Domain
have proficiency, and you gain two cantrips of your choice At each indicated cleric level, add the listed spells to your
from the wizard spell list. For you, these cantrips count as spells prepared. They do not count towards your limit.
cleric cantrips.
Also, choose one 1st level spell from the wizard's spell, Death Domain Spells
for you, this spell count as cleric spells and you always have Cleric Level Spells
it prepared. Everytime you gain an even level as cleric you 1st false life / ray of sickness
can change this spell for another one on the wizard's spell
list. A spell you choose must be of a level you can cast and 3rd blindness/deafness / ray of enfeeblement
no higher than 5th level. 5th animate dead / vampiric touch
Nível 2: Channel Divinity: Arcane Abjuration 7th blight / death ward
Channel Divinity: Arcane Abjuration Starting at 2nd level, 9th antilife shell / cloudkill
you can use your Channel Divinity to abjure otherworldly
creatures Nível 1: Bonus Proficiency
As an action, you present your holy symbol, and up to When the cleric chooses this domain at 1st level, he or
your Int modifier(minimum 1) celestial, elemental, fey, or she gains proficiency with martial weapons.
fiend of your choice that is within 30 feet of you must make
a Wisdom saving throw, provided that the creature can see Nível 1: Reaper
or hear you. If the creature fails its saving throw, it is At 1st level, the cleric learns two necromancy cantrip of
turned for 1 minute or until it takes any damage. his or her choice from any spell list. When the cleric casts a
A turned creature must spend its turns trying to move as necromancy cantrip that normally targets only one
far away from you as it can, and it can't willingly end its creature, the spell can instead target two creatures within
move in a space within 30 feet of you. It also can't take range and within 5 feet of each other.
reactions. For its action, it can use only the Dash action or
try to escape from an effect that prevents it from moving. If Nível 2: Channel Divinity: Touch of Death
there's nowhere to move, then the creature can use the
Dodge action. Starting at 2nd level, the cleric can use Channel Divinity
After you reach 5th level, when a creature fails its saving to destroy another creature's life force by touch.
throw against your Arcane Abjuration feature, the creature When the cleric hits a creature with a melee attack, the
is banished for 1 minute (as in the banishment spell, no cleric can use Channel Divinity to deal extra necrotic
concentration required) if it isn't on its plane of origin, and damage to the target. The damage equals 8 + twice his or
its challenge rating is at or below a certain threshold, as her cleric level. If the cleric kills the creature with this, it
shown below. regains one spell slot up to half his proficiency level.
(rounded up)
Arcane Banishment
Cleric Level Banishes Creatures of CR... Nível 6: Inescapable Destruction
5th 1/2 or lower Starting at 6th level, the cleric's ability to channel
8th 1 or lower
negative energy becomes more potent. Necrotic damage
dealt by the character's cleric spells and Channel Divinity
11th 2 or lower options ignores resistance to necrotic damage. And
14th 3 or lower immunity to necrotic damage becomes Resistance to
necrotic damage to the cleric.
17th 4 or lower
Nível 8: Potent Spellcasting Nível 6: Soul of the Forge
Starting at 8th level, you add your Wisdom modifier to Starting at 6th level, your mastery of the forge grants you
the damage you deal with any cleric cantrip. special abilities:
-> You gain resistance to fire damage.
Nível 17: Improved Reaper ->While wearing heavy armor, you gain a +1 bonus to AC.
Starting at 17th level, when the cleric casts a Nível 8: Divine Strike
Necromancy spell that targets only one creature, the spell
can instead target two creatures within range and within 5 At 8th level, you gain the ability to infuse your weapon
feet of each other. If the spell consumes its material strikes with the fiery power of the forge. Once on each of
components, the cleric must provide them for each target. your turns when you hit a creature with a weapon attack,
you can cause it to deal an extra 1d8 fire damage to the
Forge Domain target. When you reach 14th level, the damage increases to
At each indicated cleric level, add the listed spells to your 2d8.
spells prepared. They do not count towards your limit. Nível 17: Saint of Forge and Fire
Forge Domain Spells At 17th level, your blessed affinity with fire and metal
Cleric Level Spells becomes more powerful:
1st identify, searing smite
-> You gain immunity to fire damage
->While wearing heavy armor, you have resistance to
3rd heat metal, magic weapon bludgeoning, piercing, and slashing damage from
5th elemental weapon, protection from energy nonmagical attacks.
7th fabricate, wall of fire
Grave Domain
9th animate objects, creation At each indicated cleric level, add the listed spells to your
spells prepared. They do not count towards your limit.
Nível 1: Bonus Proficiencies Grave Domain Spells
When you choose this domain at 1st level, you gain Cleric Level Spells
proficiency with heavy armor, smith's tools and martial 1st bane, false life
weapons.
3rd gentle repose, ray of enfeeblement
Nível 1: Blessing of the Forge 5th revivify, vampiric touch
At 1st level, you gain the ability to imbue magic into a 7th blight, death ward
weapon or armor. At the end of a long rest, you can touch
up to two objects, one being a suit of armor and the other a 9th antilife shell, raise dead
simple or matial weapon. Until the end of your next long
rest or until you die, the objects become magic items, Nível 1: Circle of Mortality
granting a +1 bonus to AC if it's armor or a +1 bonus to At 1st level, you gain the ability to manipulate the line
attack and damage rolls if it's a weapon. If you use ths on a between life and death. When you would normally roll one
magical item, it adds to it's magic, up to +3. or more dice to restore hit points with a spell to a creature
Once you use this feature, you can't use it again until you at 0 hit points, you instead use the highest number possible
finish a long rest. for each die.
Nível 2: Channel Divinity: Artisan's Blessing In addition, you learn the spare the dying cantrip, which
doesn't count against the number of cleric cantrips you
Starting at 2nd level, you can use your Channel Divinity know. For you, it has a range of 60 feet, and you can cast it
to create simple items. as a bonus action.
You conduct an hour-long ritual that crafts a nonmagical
item that must include some metal: a simple or martial Nível 1: Eyes of the Grave
weapon, a suit of armor, ten pieces of ammunition, a set of At 1st level, you gain the ability to occasionally sense the
tools, or another metal object (see chapter 5, "Equipment," presence of the undead, whose existence is an insult to the
in the Player's Handbook for examples of these items). The natural cycle of life. As an action, you can open your
creation is completed at the end of the hour, coalescing in awareness to magically detect undead. Until the end of your
an unoccupied space of your choice on a surface within 5 next turn, you know the location of any undead within 120
feet of you. feet of you that isn't behind total cover and that isn't
The thing you create can be something that is worth no protected from divination magic.
more than 100 gp. As part of this ritual, you must lay out You can use this feature a number of times equal to your
metal, which can include coins, with a value equal to the Wisdom modifier (minimum of once). You regain all
creation. The metal irretrievably coalesces and transforms expended uses when you finish a long rest.
into the creation at the ritual's end, magically forming even
nonmetal parts of the creation. The ritual can create a
duplicate of a nonmagical item that contains metal, such as
a key, if you possess the original during the ritual.
Nível 2: Channel Divinity: Path to the Grave Nível 2: Channel Divinity: Knowledge of the Ages
Starting at 2nd level, you can use your Channel Divinity Starting at 2nd level, you can use your Channel Divinity
to mark another creature's life force for termination. to tap into a divine well of knowledge. As an action, you
As an Action or a Bonus action, you choose one creature choose one skill or tool. For 1 hour you have expertise with
you can see within 60 feet of you, cursing it until the end of the chosen skill or tool.
your next turn. When you or an ally of yours hits the cursed
creature with an attack, you or the ally can choose to give Nível 2: Channel Divinity: Divine Consultation
the creature vulnerability to all of that attack's damage, and Starting at 2nd level, you can use your Channel Divinity
then the curse ends. to tap into a divine well of knowledge. You can cast the
Once you do this, you can expend a spell slot of any level Spell Divination with no material components
to be able to do it again.
Nível 6: Channel Divinity: Read Thoughts
Nível 6: Sentinel at Death's Door
At 6th level, you can use your Channel Divinity to read a
At 6th level, you gain the ability to impede death's creature's thoughts. You can then use your access to the
progress. As a reaction when you or a creature you can see creature's mind to command it.
within 60 feet of you suffers a critical hit, you can turn that As an action, choose one creature that you can see
hit into a normal hit. Any effects triggered by a critical hit within 60 feet of you. That creature must make a Wisdom
are canceled. saving throw. If the creature succeeds on the saving throw,
You can use this feature a number of times equal to your you can't use this feature on it again until you finish a long
Wisdom modifier (minimum of once). You regain all rest. Unless its creature with telepathy or similar, it wont
expended uses when you finish a long rest. know you tried to do this.
Nível 8: Potent Spellcasting If the creature fails its save, you can read its surface
thoughts (those foremost in its mind, reflecting its current
Starting at 8th level, you add your Wisdom modifier to emotions and what it is actively thinking about) when it is
the damage you deal with any cleric cantrip. within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this
Nível 17: Keeper of Souls effect and cast the suggestion spell on the creature without
Starting at 17th level, you can seize a trace of vitality expending a spell slot. The target automatically fails its
from a parting soul and use it to heal the living. When an saving throw against the spell.
enemy you can see dies within 60 feet of you, you or one Nível 8: Potent Spellcasting
creature of your choice that is within 60 feet of you regains
hit points equal to the enemy's number of Hit Dice. You can Starting at 8th level, you add your Wisdom modifier to
use this feature only if you aren't incapacitated. Once you the damage you deal with any cleric cantrip.
use it, you can't do so again until the start of your next turn.
Nível 17: Visions of the Past
Knowledge Domain Starting at 17th level, you can call up visions of the past
At each indicated cleric level, add the listed spells to your that relate to an object you hold or your immediate
spells prepared. They do not count towards your limit. surroundings. You spend at least 1 minute in meditation
and prayer, then receive dreamlike, shadowy glimpses of
Knowledge Domain Spells recent events. You can meditate in this way for a number of
Cleric Level Spells minutes equal to your Wisdom score and must maintain
1st command, identify
concentration during that time, as if you were casting a
spell.
3rd augury, suggestion Once you use this feature, you can't use it again until you
5th nondetection, speak with dead finish a short or long rest.
Object Reading. Holding an object as you meditate, you
7th arcane eye, confusion can see visions of the object's previous owner. After
9th legend lore, scrying meditating for 1 minute, you learn how the owner acquired
and lost the object, as well as the most recent significant
Nível 1: Blessings of Knowledge event involving the object and that owner. If the object was
owned by another creature in the recent past (within a
At 1st level, you learn three languages of your choice. You number of days equal to your Wisdom score), you can
also become proficient in your choice of two of the spend 1 additional minute for each owner to learn the
following skills: Arcana, History, Nature, or Religion. same information about that creature. Area Reading. As
Your proficiency bonus is doubled for any ability check you meditate, you see visions of recent events in your
you make that uses either of those skills. immediate vicinity (a room, street, tunnel, clearing, or the
In addition, you learn the guidance cantrip, which doesn't like, up to a 50-foot cube), going back a number of days
count against the number of cleric cantrips you know. equal to your Wisdom score. For each minute you
When you cast it, it's bonus is 1d6 instead of 1d4. meditate, you learn about one significant event, beginning
with the most recent. Significant events typically involve
powerful emotions, such as battles and betrayals,
marriages and murders, births and funerals. However, they
might also include more mundane events that are
nevertheless important in your current situation.
Life Domain Light Domain
At each indicated cleric level, add the listed spells to your At each indicated cleric level, add the listed spells to your
spells prepared. They do not count towards your limit. spells prepared. They do not count towards your limit.
Life Domain Spells Light Domain Spells
Cleric Level Spells Cleric Level Spells
1st bless, cure wounds 1st burning hands, faerie fire
3rd lesser restoration, spiritual weapon 3rd flaming sphere, scorching ray
5th beacon of hope, revivify 5th daylight, fireball
7th death ward, guardian of faith 7th guardian of faith, wall of fire
9th mass cure wounds, raise dead 9th flame strike, scrying
Evil inflict wounds You can speak, read, and write Draconic. Additionally,
Law bless whenever you make a Charisma check when interacting
Chaos bane
with dragons, your Proficiency bonus is doubled if it
applies to the check.
Neutrality protection from evil and good
Nível 1: Draconic Resilience
Nível 1: Favored by the Gods As magic flows through your body, it causes physical
Starting at 1st level, divine power guards your destiny. If traits of your dragon ancestors to emerge. At 1st level, your
you fail a saving throw or miss with an attack roll, you can hit point maximum increases by 1 and increases by 1 again
roll 2d4 and add it to the total, possibly changing the whenever you gain a level in this class.
outcome. Once you use this feature, you can't use it again Additionally, parts of your skin are covered by a thin
until you finish a short or long rest. sheen of dragon-like scales. When you aren't wearing
armor, your AC equals 14 + your Dexterity modifier.
Nível 6: Empowered Healing Nível 6: Elemental Affinity
Starting at 6th level, the divine energy coursing through Starting at 6th level, when you cast a spell that deals
you can empower healing spells. Whenever you or an ally damage of the type associated with your draconic ancestry,
within 5 feet of you rolls dice to determine the number of you can add your Charisma modifier to one damage roll of
hit points a spell restores, you can spend 1 sorcery point to that spell. In adittion, as a Bonus action or a reaction, you
reroll any number of those dice once, provided you aren't can spend 1 sorcery point to gain resistance to that damage
incapacitated. You can use this feature only once per turn. type for 1 hour.
Nível 14: Otherworldly Wings Nível 14: Dragon Wings
Starting at 14th level, you can use a bonus action to At 14th level, you gain the ability to sprout a pair of
manifest a pair of spectral wings from your back. While the dragon wings from your back, gaining a flying speed equal
wings are present, you have a flying speed of 30 feet. The to your current speed. You can create these wings as a
wings last until you're incapacitated or you dismiss them as bonus action on your turn. They last until you dismiss them
a bonus action. as a bonus action on your turn.
The affinity you chose for your Divine Magic feature You can't manifest your wings while wearing armor
determines the appearance of the spectral wings: eagle unless the armor is made to accommodate them, and
wings for good or law, bat wings for evil or chaos, and clothing not made to accommodate your wings might be
dragonfly wings for neutrality. destroyed when you manifest them.
Nível 18: Unearthly Recovery
At 18th level, you gain the ability to overcome grievous
injuries. As a bonus action you can regain a number of hit
points equal to half your hit point maximum or heal
someone within 10 feet with this.
Once you use this feature, you can't use it again until you
finish a long rest.
Nível 18: Draconic Presence The hound appears in an unoccupied space of your
choice within 30 feet of the target. Roll initiative for the
Beginning at 18th level, you can channel the dread hound. On its turn, it can move only toward its target by the
presence of your dragon ancestor, causing those around most direct route, and it can use its action only to attack its
you to become awestruck or frightened. As an action, you target. The hound can make opportunity attacks, but only
can spend 5 sorcery points to draw on this power and against its target. Additionally, while the hound is within 5
exude an aura of awe or fear (your choice) to a distance of feet of the target, the target has disadvantage on saving
60 feet. For 1 minute or until you lose you fall unconscious, throws against any spell you cast. The hound disappears if
each hostile creature that starts its turn in this aura must it is reduced to 0 hit points, if its target is reduced to 0 hit
succeed on a Wisdom saving throw or be charmed (if you points, or after 5 minutes.
chose awe) or frightened (if you chose fear) until the aura
ends. A creature that succeeds on this saving throw is Nível 14: Shadow Walk
immune to your aura for 24 hours. At 14th level, you gain the ability to step from one
In addition, you cast at yourself the Dragon's Breath shadow into another. When you are in dim light or
spell, but you don't need concentration and as a Bonus
action instead of an action, you can exale the energy of your darkness, as a bonus action, you can magically teleport up
draconic ancestry type. to 120 feet to an unoccupied space you can see that is also
in dim light or darkness.
Shadow Essence Nível 18: Umbral Form
Nível 1: Eyes of the Dark Starting at 18th level, you can spend 6 sorcery points as
Starting at 1st level, you have darkvision with a range of a bonus action to magically transform yourself into a
120 feet. shadowy form. In this form, you have resistance to all
When you reach 3rd level in this class, you learn the damage except force and radiant damage, and you can
darkness spell, which doesn't count against your number of move through other creatures and objects as if they were
sorcerer spells known. In addition, you can cast it by difficult terrain. You take 5 force damage if you end your
spending 2 sorcery points or by expending a spell slot. If turn inside an object.
you cast it with sorcery points, you can see through the You remain in this form for 1 minute. It ends early if you
darkness created by the spell. are incapacitated, if you die, or if you dismiss it as a bonus
action.
Nível 1: Strength of the Grave
Starting at 1st level, your existence in a twilight state Storm Born
between life and death makes you difficult to defeat. When Nível 1: Wind Speaker
damage reduces you to 0 hit points, you can make a
Charisma saving throw (DC 5 + the damage taken). On a The arcane magic you command is infused with
success, you instead drop to 1 hit point. You can't use this elemental air. You can speak, read, and write Primordial.
feature if you are reduced to 0 hit points by radiant damage Knowing this language allows you to understand and be
or by a critical hit. understood by those who speak its dialects: Aquan, Auran,
After the saving throw succeeds, you can't use this Ignan, and Terran.
feature again until you finish a long rest. Nível 1: Tempestuous Magic
Nível 6: Hound of Ill Omen Starting at 1st level, you can use a bonus action on your
At 6th level, you gain the ability to call forth a howling turn to cause whirling gusts of elemental air to briefly
creature of darkness to harass your foes. As a bonus action, surround you, immediately before or after you cast a spell.
you can spend 3 sorcery points to magically summon a Doing so allows you to fly up to 15 feet without provoking
hound of ill omen to target one creature you can see within opportunity attacks, you must end this movement on the
120 feet of you. The hound uses the dire wolf's statistics ground.
(see the Monster Manual or appendix C in the Player's Nível 6: Heart of the Storm
Handbook), with the following changes:
At 6th level, you gain resistance to lightning and thunder
The hound is size Medium, not Large, and it counts as a damage. In addition, whenever you start casting a non
monstrosity, not a beast. cantrip spell that deals lightning or thunder damage,
It appears with a number of temporary hit points equal stormy magic erupts from you. This eruption causes
to half your sorcerer level. creatures of your choice that you can see within 20 feet of
It can move through other creatures and objects as if you to take lightning or thunder damage (choose each time
they were difficult terrain. The hound takes 5 force this ability activates) equal to your sorcerer level.
damage if it ends its turn inside an object.
At the start of its turn, the hound automatically knows
its target's location. If the target was hidden, it is no
longer hidden from the hound.
Nível 6: Storm Guide Nível 6: Bend Luck
At 6th level, you gain the ability to subtly control the Starting at 6th level, you have the ability to twist fate
weather around you. using your wild magic. When another creature you can see
If it is raining, you can use an action to cause the rain to makes an attack roll, an ability check, or a saving throw, you
stop falling in a 20-foot-radius sphere centered on you. You can use your reaction and spend 2 sorcery points to roll
can end this effect as a bonus action. 1d4 and apply the number rolled as a bonus or penalty
If it is windy, you can use a bonus action each round to (your choice) to the creature's roll. You can do so after the
choose the direction that the wind blows in a 100-foot- creature rolls but before any effects of the roll occur.
radius sphere centered on you. The wind blows in that When you do this, if you want to, you can roll on the Wild
direction until the end of your next turn. This feature Magic Surge table
doesn't alter the speed of the wind.
Nível 14: Controlled Chaos
Nível 14: Storm's Fury
At 14th level, you gain a modicum of control over the
Starting at 14th level, when you are hit by a melee attack, surges of your wild magic. Whenever you roll on the Wild
you can have the attacker take thunder damage. The Magic Surge table, you can roll twice and use either
damage equals your sorcerer level. The attacker must also number.
make a Strength saving throw against your sorcerer spell Nível 18: Spell Bombardment
save DC. On a failed save, the attacker is pushed in a
straight line up to 30 feet away from you and knocked Beginning at 18th level, the harmful energy of your spells
prone. Once you do this, you can't do it again until the intensifies. When you roll damage for a spell and roll the
beginning of your next turn. highest number possible on any of the dice, choose one of
Nível 18: Wind Soul those dice, roll it again and add that roll to the damage. You
can use the feature only once per original dice.
At 18th level, you gain immunity to lightning and thunder
damage.
You also gain a magical flying speed of 60 feet. As an
action, you can reduce your flying speed to 30 feet for 1
hour and choose a number of creatures within 30 feet of
you equal to 3 + your Charisma modifier. The chosen
creatures gain a magical flying speed of 30 feet for 1 hour.
Once you reduce your flying speed in this way, you can't do
so again until you finish a short or long rest.
Wild Force
Nível 1: Wild Magic Surge
Starting when you choose this origin at 1st level, your
spellcasting can unleash surges of untamed magic.
Immediately after you cast a sorcerer spell of 1st level or
higher, the DM can have you roll a d20. If you roll a 1, roll
on the Wild Magic Surge table to create a random magical
effect. A Wild Magic Surge can happen once per turn.
If a Wild Magic effect is a spell, it's too wild to be affected
by Metamagic. If it normally requires concentration, it
doesn't require concentration in this case; the spell lasts for
its full duration.
In addition, as a Bonus action, you can roll on the Wild
Magic Surge table. You can do this 2 times per day and it
recharges after a long rest.
Link para a Wild Magic Surge table:
https://5e.tools/tables.html#wild%20magic%20surge_phb
Nível 1: Tides of Chaos
Starting at 1st level, you can manipulate the forces of
chance and chaos to gain advantage on one attack roll,
ability check, or saving throw.
Everytime you roll on the Wild Magic Surge table you
then regain the use of this feature.
You must finish a short or long rest before you can use On
Warlock this feature again. finish
The Archfey The Celestial
Nível 1: Archfey Spells Nível 1: Celestial Spells
The Archfey lets you choose from an expanded list of The Celestial lets you choose from an expanded list of
spells when you learn a warlock spell. The following spells spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you. are added to the warlock spell list for you.
Spell Level Spells Spell Level Spells
1st faerie fire, sleep 1st cure wounds, Healing word
2nd calm emotions, phantasmal force 2nd flaming sphere, Spiritual Weapon
3rd blink, plant growth 3rd daylight, revivify
4th dominate beast, greater invisibility 4th guardian of faith, wall of fire
5th dominate person, seeming 5th flame strike, greater restoration