Resources
features
SRD 5.1 © Wizards of the Coast. CC BY 4.0.
- Fighting Style — You adopt a particular style of fighting as your specialty.
- Second Wind — Bonus action: regain 1d10 + fighter level hit points.
- Action Surge — On your turn, take one additional action.
- Martial Archetype — Choose a martial archetype (subclass).
- Spellcasting (Wizard) — A wizard’s power is three nested lists: a large spellbook of copied spells, a smaller prepared list each day, and an even smaller pool of spell slots to actually cast.
- Arcane Recovery — Once per day when you finish a short rest, recover spell slots totaling up to half your wizard level (rounded up), none of 6th level or higher.
- Arcane Tradition — Choose an arcane tradition (subclass).
- Spellcasting (Cleric) — Clerics do not keep a wizard-style book. They choose each day from the cleric list, then spend a still smaller number of slots.
- Divine Domain — Choose a divine domain (subclass).
- Channel Divinity — Channel Divinity options including Turn Undead. Uses refresh on a short rest.
- Expertise — Double proficiency bonus for two skills (or one skill and thieves' tools).
- Sneak Attack — Once per turn, extra damage with a finesse or ranged weapon when you have advantage or an ally is within 5 feet of the target.
- Thieves' Cant — You know thieves' cant and extra ciphers.
- Cunning Action — Bonus action: Dash, Disengage, or Hide.
- Roguish Archetype — Choose a roguish archetype (subclass).
- Favored Enemy — Choose a type of favored enemy; advantage on Survival to track and Intelligence checks to recall information.
- Natural Explorer — You are particularly familiar with one type of natural environment.
- Fighting Style (Ranger) — Choose a Fighting Style.
- Spellcasting (Ranger) — Rangers know a short list of spells. Those known spells are always available; spell slots are a still smaller daily fuel.
- Ranger Archetype — Choose a ranger archetype (subclass).
- Primeval Awareness — Action + ranger spell slot: sense certain creature types nearby for 1 minute per slot level.
- Unarmored Defense (Monk) — AC = 10 + Dex modifier + Wis modifier while not wearing armor or a shield.
- Martial Arts — Dexterity for unarmed/monk weapons; bonus unarmed strike; martial arts die.
- Ki — Spend ki for Flurry of Blows, Patient Defense, or Step of the Wind. Ki points = monk level.
- Unarmored Movement — +10 feet speed while unarmored.
- Monastic Tradition — Choose a monastic tradition (subclass).
- Deflect Missiles — Reaction to reduce ranged weapon damage; possibly catch and throw.
- Rage — Bonus action; resistance to bludgeoning/piercing/slashing; melee bonus damage.
- Unarmored Defense (Barbarian) — AC = 10 + Dex modifier + Con modifier while not wearing armor.
- Reckless Attack — Advantage on melee Strength attacks; attacks against you have advantage until your next turn.
- Danger Sense — Advantage on Dexterity saving throws against effects you can see.
- Primal Path — Choose a primal path (subclass).
- Spellcasting (Bard) — Bards know a limited list. They do not copy a wizard book or prepare a daily subset from the full bard list.
- Bardic Inspiration — As a bonus action, give one creature within 60 feet that can hear you a Bardic Inspiration die. Within 10 minutes, the creature can add the die to one ability check, attack roll, or saving throw. Uses equal to your Charisma modifier (minimum 1); die starts at d6.
- Jack of All Trades — Add half your proficiency bonus (round down) to any ability check you make that doesn’t already include your proficiency bonus.
- Song of Rest — During a short rest, you and friendly creatures who hear your performance regain extra hit points when spending Hit Dice (d6 at levels 2–8, scaling later).
- Expertise — Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Choose two more at 10th level.
- Bard College — Choose a bard college that shapes your features. College features begin at 3rd level.
- Spellcasting (Sorcerer) — Sorcerers know few spells deeply. Known spells are always ready; slots (and Flexible Casting) are the daily limit.
- Spellcasting (Druid) — Druids prepare from the class list each day, like clerics — not from a personal spellbook.
- Spellcasting (Paladin) — Paladins prepare from their class list (plus oath spells). Slots are a half-caster table — fewer than a cleric of the same level.
- Pact Magic (Warlock) — Warlocks know a short list and cast with Pact Magic: few slots, all of one level, back on a short rest — not a wizard’s many slots on a long rest.
- Ability Score Improvement — Increase one ability score by 2, or two scores by 1, or take a feat.
- Necromancy Savant — The gold and time you spend to copy a necromancy spell into your spellbook is halved.
- Grim Harvest — Once per turn when you kill one or more creatures with a 1st-level or higher spell, you regain hit points equal to twice the spell’s level, or three times if it is a necromancy spell. You don’t gain this benefit for killing constructs or undead.
- Extra Attack — Attack action: make two attacks.
- Destroy Undead — When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a threshold that increases with your cleric level.
- Stunning Strike — When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- Extra Attack (Fighter) — You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases at higher levels.
- Divine Sense — As an action, open your awareness to detect strong evil and good. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet that is not behind total cover. You know the type but not identity. Uses = 1 + Charisma modifier (minimum 1) per long rest.
- Lay on Hands — You have a pool of healing power equal to 5 × your paladin level. As an action, touch a creature and restore hit points from the pool. Alternatively, expend 5 points to cure one disease or neutralize one poison affecting the creature.
- Divine Smite — When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
- Hunter's Prey — Choose one: Colossus Slayer (once per turn, +1d8 weapon damage vs a creature below its hit point maximum), Giant Killer (reaction attack when a Large or larger creature within 5 feet hits or misses you), or Horde Breaker (when you attack, make another attack against a different creature within 5 feet of the first).