Tag: PHB

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  • Barbarian

    _“Anyone can be a barbarian; it requires a terrible effort to remain a civilized man”_ -Leonard Sidney Woolf [[File:366776 | class=media-item-align-center | Barbarian.png]] h3. *Class Features* As a barbarian, you gain the following class …

  • Bard

    _“Hear the voice of the Bard! Who present, past, and future sees; Whose ears have heard The Holy Word That walked among the ancient trees.”_ -William Blake [[File:366778 | class=media-item-align-center | Bard.png]] h3. *Class …

  • Cleric

    _“I come bearing the word of my god. That word is "Begone".”_ [[File:366783 | class=media-item-align-center | Cleric.png]] h3. *Class Features* As a cleric, you gain the following class features. *Hit Points* *Hit Dice:* 1d8 per cleric level * …

  • Druid

    _“What is life? It is the flash of a firefly in the night. It is the breath of a buffalo in the wintertime. It is the little shadow which runs across the grass and loses itself in the sunset.”_ - Crowfoot [[File:366795 | class=media-item-align-center …

  • Fighter

    _“The important thing in life is not victory but combat; it is not to have vanquished but to have fought well.”_ - Pierre de Coubertin [[File:366807 | class=media-item-align-center | Fighter.png]] h3. *Class Features* As a fighter, you gain the …

  • Monk

    _“Knowing others is intelligence; knowing yourself is true wisdom. Mastering others is strength; mastering yourself is true power.”_ [[File:366822 | class=media-item-align-center | Monk.png]] h3. *Class Features* As a monk, you gain the following …

  • Paladin

    _“God places the heaviest burden on those who can carry its weight.”_ [[File:366824 | class=media-item-align-center | Paladin.png]] h3. *Class Features* As a paladin, you gain the following class features. *Hit Points* *Hit Dice:* 1d10 per …

  • Sorcerer

    _“That's the thing with magic. You've got to know it's still here, all around us, or it just stays invisible for you.”_ - Charles de Lint [[File:366832 | class=media-item-align-center | Sorcerer.png]] h3. *Class Features* As a sorcerer, you gain …

  • Ranger

    [REVISED BY WotC] "If it has walked these lands, I can track it... If it hasn't, I will find it anyway" [[File:642431 | class=media-item-align-center | Ranger.png]] h3. *Class Features* As a ranger, you gain the following class features. *Hit …

  • Rogue

    "On the razor's edge..." [[File:366857 | class=media-item-align-center | Rogue.png]] h3. *Class Features* As a rogue, you gain the following class features. *Hit Points* *Hit Dice:* 1d8 per rogue level *Hit Points at 1st Level:* 8 + your …

  • Warlock

    _"I can't get away with murder... I am bound... to take it further... I made a deal with the devil..."_ [[File:366865 | class=media-item-align-center | Warlock.png]] h3. *Class Features* As a warlock, you gain the following class features. *Hit …

  • Wizard

    [[File:366867 | class=media-item-align-center | Wizard.png]] h3. *Class Features* As a wizard, you gain the following class features. *Hit Points* *Hit Dice:* 1d6 per wizard level *Hit Points at 1st Level:* 6 + your Constitution modifier *Hit …

  • Paladin Spell List

    *1st Level* Bless Ceremony Command Compelled Duel Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Divine Favor Heroism Protection from Evil and Good Purify Food and Drink Searing Smite Shield of Faith Thunderous Smite …

  • Path of the Berserker

    _For some barbarians, rage is a means to an end-—that end being violence. The Path o f the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos o f battle, heedless of your own health or …

  • Path of the Totem Warrior

    _The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian …

  • College of Lore

    _Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use …

  • College of Valor

    _Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, …

  • Circle of the Land

    _The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest …

  • Circle of the Moon

    _Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with …

  • Thief

    _You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In …

  • Assassin

    _You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and …

  • Arcane Trickster

    _Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers._ …

  • Champion

    _The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows._ [[File:839401 | class= …

  • Battle Master

    _Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weapon smithing and calligraphy. Not every …

  • Eldritch Knight

    _The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: …

  • Way of the Open Hand

    _Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can …

  • Way of Shadow

    _Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan …

  • Way of the Four Elements

    _You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this …

  • Hunter

    _Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to …

  • Draconic Bloodline

    _Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might …

  • Wild Magic

    _Your innate magic comes from the wild forces of chaos that underlie the order o f creation. You might have endured exposure to some form o f raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. …

  • Oath of the Ancients

    _The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called *fey knights*, *green knights*, or *horned knights*, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle …

  • Oath of Devotion

    _The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called *cavaliers*, *white knights*, or *holy warriors*, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of …

  • The Fiend

    _You have made a pact with a fiend from the lower planes of existence, a being w hose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to …

  • School of Abjuration

    _The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the …

  • School of Conjuration

    _As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and …

  • School of Divination

    _The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to …

  • School of Enchantment

    _As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. …

  • School of Evocation

    _You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies …

  • School of Illusion

    _You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards— …

  • Knowledge Domain

    _"We cannot stop natural disasters but we can arm ourselves with knowledge: so many lives wouldn't have to be lost if there was enough disaster preparedness." -Petra Nemcova_ [[File:816561 | class=media-item-align-center | Cleric_of_Knowledge.jpg]] …

  • The Great Old One

    _Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to …

  • Life Domain

    [[File:818228 | class=media-item-align-center | Life_Cleric.jpg]] h3. *Life Domain Spells* Cleric Level ............. Spells 1st ............. _bless, cure wounds_ 3rd ............. _lesser restoration, spiritual weapon_ 5th .. …

  • Light Domain

    [[File:801527 | class=media-item-align-center | Light_Cleric.jpg]] h3. *Light Domain Spells* Cleric Level ............. Spells 1st ............. _burning hands, faerie fire_ 3rd ............. _flaming sphere, scorching ray_ 5th .. …

  • Nature Domain

    [[File:801528 | class=media-item-align-center | Nature_Cleric.jpg]] h3. *Nature Domain Spells* Cleric Level ............. Spells 1st ............. _animal friendship, speak with animals_ 3rd ............. _barkskin, spike growth_ 5th …

  • Tempest Domain

    _It is not light that we need, but fire; it is not the gentle shower, but thunder. We need the storm, the whirlwind, and the earthquake._ [[File:908832 | class=media-item-align-center | tempest_cleric.jpg]] h3. *Tempest Domain Spells* Cleric Level …

  • Trickery Domain

    [[File:840516 | class=media-item-align-center | trickery.jpg]] h3. *Trickery Domain Spells* Cleric Level ............. Spells 1st ............. _charm person, disguise self_ 3rd ............. _mirror image, pass without trace_ 5th …

  • War Domain

    [[File:840522 | class=media-item-align-center | War.jpg]] h3. *War Domain Spells* Cleric Level ............. Spells 1st ............. _divine favor, shield of faith_ 3rd ............. _magic weapon, spiritual weapon_ 5th .. …

  • Acolyte

    _You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into …

  • Criminal

    _You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence …

  • Folk Hero

    _You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. …

  • Noble

    _You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just …

  • Sage

    _You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study._ *Skill Proficiencies:* …

  • Soldier

    _War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national …

  • Archfey

    Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater …

  • Charlatan

    _You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books._ _It’s a useful talent …

  • Entertainer

    _You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their …

  • Guild Artisan

    _You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans._ _You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order._ _You …

  • Hermit

    _You lived in seclusion—either in a sheltered community such as a monastery, or entirely alone—for a formative part of your life._ _In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking …

  • Outlander

    _You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being …

  • Sailor

    _You sailed on a seagoing vessel for years._ _In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths._ _Your first love is the distant line of the horizon, but the time has come …

  • Urchin

    _You grew up on the streets alone, orphaned, and poor._ _You had no one to watch over you or to provide for you, so you learned to provide for yourself._ _You fought fiercely over food and kept a constant watch out for other desperate souls who might …

  • Human

    *Ability Score Increase:* Your Ability Scores each increase by 1. *Age:* Humans reach adulthood in their late teens and live less than a century. *Alignment:* Humans tend toward no particular alignment. The best and the worst are found among them. …

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