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CLASSES quick reference D &D E

Contents Barbarian Primal Paths Bard Bard College Bard Spell List Cleric 8 Divine Domains 9 Cleric Spell List Druid Druid Circle Druidic Spells 7 Fighter 8 Martial Archetypes 8 Eldritch Knight Spells Monk Monastic Tradition Paladin Ranger Favored Enemy Ranger Archetype Ranger Spells Rogue Roguish Archetypes Arcane Trickster Spells 8 Sorcerer 9 Sorcerous Origin 0 Sorcerer Spells Wild Magic Table Warlock Otherworldly Patron Warlock Spells 9 Wizard 0 Arcane Traditions Wizard Spells Sacred Oath 7 Paladin Spells 0 PAGE i

Barbarian Unarmored Defense While not wearing armor, your AC equals 0 + your Dexterity modifier + your Constitution modifier You may still use a shield Hit Points Hit Dice: d per Barbarian level Hit Points at st Level: + Constitution modifier Hit Points at Higher Levels: d (or 7) + your Constitution modifier per Barbarian level after st Reckless Attack Proficiencies Armor: Light Armor, Medium Armor, Shields Weapons: Simple weapons, Martial weapons Saving Throws: Strength, Constitution Skills: Two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival Danger Sense At nd level, you have advantage on Dexterity saving throws against effects you can see, such as traps and spells To gain this benefit, you can t be blinded, deafened, or incapacitated Equipment You start with the following equipment: (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) any simple weapon An explorer s pack and four javelins Rage 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 armour: Advantage on Strength checks and saving throws When making melee weapon attacks with Strength, add bonus damage as per the Barbarian table Resistance to bludgeoning, piercing, and slashing You are unable to cast spells or concentrate on them Rage lasts minute Ends early if incapacitated, or if your turn ends and you haven t attacked a hostile creature or taken damage since your last turn You can also end it on your turn as a bonus action You have a limited number of rages, as shown on the Barbarian table You regain all your rages when you finish a long rest Level Prof Bonus Rages Rage Damage st + Rage, Unarmored Defense + nd + Reckless Attack, Danger Sense + rd th + Primal Path + + + + Extra Attack, Fast Movement + Features At nd level, you may attack recklessly on your first attack each turn You gain advantage on melee weapon attack rolls using Strength this turn, but attack rolls against you have advantage until your next turn th + Path Feature + + Feral Instinct + 8th + + + Brutal Critical ( Die) + 0th + Path Feature + th + Relentless Age + th + + th + Brutal Critical ( Dice) + th + Path Feature + + Persistent Rage + th + + Brutal Critical ( Dice) + 8th Indomitable Might + + 0th Primal Champion + At th, 8th, th, th, and level, you can increase one ability score by, or two ability scores by You can t bring an ability score above 0 using this feature Extra Attack At level, you can attack twice, instead of once, whenever you take the Attack action on your turn Fast Movement At level, your speed increases by 0 ft when not wearing heavy armor Feral Instinct At level, you gain advantage on initiative rolls If you are surprised at the beginning of combat and aren t incapacitated, you can act normally on your first turn, but only if you enter a rage at the start of your turn Brutal Critical At level, you can roll one additional weapon damage die when you crit with a melee attack This increases by one additional dice at th and level Relentless Rage At th level, if you drop to 0 hit points when raging and don t die outright, you can make a DC 0 Constitution saving throw On a success, drop to hit point instead Each time you use this feature after the first, the DC increases by When you finish a rest, the DC resets Persistent Rage At level, your rage only ends early if you fall unconscious or choose to end it Indomitable Might At 8th level, if your total for a Strength check is less than your Strength score, you can use that score instead Primal Champion At 0th level, your Strength and Constitution scores increase by Your max for those scores are now PAGE

Primal Paths At rd level, choose a path that shapes your rage You gain different features for this path at rd, th, 0th, and th level Path of the Berserker Frenzy At rd level, you can go into a frenzy when you rage If you do, you can make a single melee weapon attack as a bonus action of each subsequent turn When your rage ends, you suffer one level of exhaustion Mindless Rage At th level, you can t be charmed or frightened while raging If you are already charmed or frightened when entering a rage, the effects are suspended for the duration of the rage Intimidating Presence At 0th level, you can use your action to frighten one creature within 0 ft of you If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you till the end of your next turn On subsequent turns, you can use your action to extend the duration for another turn This effect ends if the creature ends its turn out of line of sight or more than 0 ft away from you If the creature succeeds on its save, you can t use this feature on it again for hrs Retaliation At th level, when you take damage from a creature within ft of you, you can use your reaction to make a melee weapon attack against it Path of the Totem Warrior Spirit Seeker At rd level, you gain the ability to cast the Beast Sense (PHB7) and Speak with Animals (PHB77) spells, but only as rituals Totem Spirit At rd level, you choose a totem spirit and gain its feature You must make or acquire a physical totem object that incorporates something from the animal Bear: While raging, you gain resistance to all damage except psychic Eagle: While raging and not wearing heavy armor, other creatures have disadvantage on opportunity attacks against you, and you can use the Dash action as a bonus action on your turn Wolf: While raging, your allies have advantage on melee attack rolls against any hostile creature within ft of you Elk (SCAG): While raging and not wearing heavy armor, your walking speed is increased by ft Tiger (SCAG): While raging, you can add 0 ft to your long jump distance, and ft to your high jump distance Aspect of the Beast At th level, you gain a magical benefit based on the totem animal of your choice You can choose the same animal as before, or a different one Bear: Your carrying capacity is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects Eagle: You can see up to mile with no difficulty, able to discern fine details as though they were 00 ft away Dim light no longer imposes disadvantage on Perception checks Wolf: You can track creatures while travelling at a fast pace, and can move stealthily while travelling at a normal pace Elk (SCAG): While mounted or on foot, your travel pace is doubled, as is the travel pace of up to 0 companions within 0 ft and not incapacitated Tiger (SCAG): You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, Survival Spirit Walker At 0th level, you can cast the Commune with Nature (PHB) spell, but only as a ritual When you do, a spiritual version of one of your totem animals appears to convey the information you speak Totemic Attunement At th level, you gain a magical benefit based on the totem animal of your choice You can choose the same animal as before, or a different one Bear: While raging, any hostile within ft has disadvantage on attack rolls against targets other than you or another character with this feature An enemy is immune to this effect if it can t see or hear you, or if it can t be frightened Eagle: While raging, you have a flying speed equal to your current walking speed This only works in short burts, and you fall if you end your turn in the air Wolf: While raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit with a melee weapon attack Elk (SCAG): While raging, you can use a bonus action while moving to pass through the space of a Large or smaller creature They must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone and take bludgeoning damage equal to d + your Strength modifier Tiger (SCAG): While raging, if you move at least 0 ft in a straight line towards a Large or smaller creature right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it Path of the Battlerager scag Restriction: Dwarves Only Battlerager Armor At rd level, while wearing Spiked Armor and raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within ft The spikes deal d piercing damage Use your Strength modifier for the attack and damage rolls When you successfully grapple a creature, it takes piercing damage Reckless Abandon At th level, when you use Reckless Attack while raging, you gain temporary hit points equal to your Constitution modifier (min ) They vanish when your rage ends Battlerager Charge At 0th level, you can take the Dash action as a bonus action while raging Spiked Retribution At th level, when a creature within ft hits you with melee, it takes piercing damage if you are raging, aren t incapacitated, and are wearing spiked armor PAGE

Level Prof Bonus 0th Spells Knwn st + st nd rd th th 8th Spellcasting, Bardic Inspiration (d) nd rd + Jack of All Trades, Song of Rest (d) + Bard College, Expertise th + 7 + Bardic Inspiration (d8), Font of Inspiration 8 th + Countercharm, Bard College Feature 9 + 8th + Features 0 + Song of Rest (d8) 0th + Bardic Inspiration (d0), Expertise, Magical Secrets th + th + th + Song of Rest (d0) th + Magical Secrets, Bard College Feature 8 + Bardic Inspiration (d) 9 th + 9 Song of Rest (d) 0 8th Magical Secrets 0th Superior Inspiration Bard Hit Points Hit Dice: d8 per bard level Hit Points at st Level: 8 + Constitution modifier Hit Points at Higher Levels: d8 (or ) + your Constitution modifier per bard level after st 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: (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 Spellcasting Cantrips You know two cantrips of your choice from the bard spell list You learn more as you level up, as per the Bard table Spell Slots The bard table shows how many spell slots you have for spells st level or higher To cast a spell, you must expend a slot You regain all spell slots when you finish a long rest Spells Known of st level and higher You know four st level spells of your choice from the bard spell list The bard table shows when you learn more spells Each of these spells must be of a level for which you have spell slots When you gain a level in this class, you may replace a spell you know with another one you don t know Spellcasting Ability Charisma is your spellcasting ability for bard spells Spell save DC = 8 + Proficiency + Charisma Modifier Spell attack modifier = Proficiency + Charisma Modifier Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag Spellcasting Focus You can use a musical instrument as a spellcasting focus for your bard spells Bardic Inspiration You can use a bonus action on your turn to choose another creature within 0 ft who can hear you That creature gains one Bardic Inspiration die, a d Once within the next 0 minutes, the creature can roll the die and add it to one ability check, attack roll, or saving throw Can wait until after it rolls the d0, but before the DM says whether the roll succeeds or fails Once it is rolled it is lost A creature can only have one die at a time You can use this feature a number of times equal to your Charisma modifier (min ) You regain all charges on a long rest The bonus increases to a d8 at level, d0 at 0th level, d at level PAGE

Jack of All Trades Bard College Song of Rest College of Lore At nd level, you can add half your proficiency to any ability check you aren t proficient in At nd level, you can use music to heal your allies during a short rest Any friendly creatures who use a hit dice at this time regains an extra d hit points This increases to d8 at level, d0 at th level, d at level Expertise At rd level, choose two of your skill proficiencies, and double your proficiency bonus for them At 0th level, choose an addition two skills for this effect At th, 8th, th, th, and level, you can increase one ability score by, or two ability scores by You can t bring an ability score above 0 using this feature Font of Inspiration At rd level, you may choose a Bard College It grants you features at rd level, th level, and th level Bonus Proficiencies At rd level, gain proficiency with three skills Cutting Words At rd level, when a creature you can see within 0 ft of you makes an attack roll, ability check, or damage roll, you can use your reaction to expend a use of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting it from the creatures roll You can choose to use it after the roll is made, but before the DM determines the outcome The creature is immune if it cant hear you, or if its immune to being charmed Additional Magical Secrets At th level, you learn two spells of your choice from any class Must be of a level you can cast Chosen spells count as bard spells, but don t count against the number of spells you know At level, you regain all charges of Bardic Inspiration on a short rest Peerless Skill At th level, when you make an ability check, you can use Bardic Inspiration on yourself Countercharm College of Valor At th level, you can use an action to start a song that lasts until the end of your next turn During that time, you and any friendly creatures within 0 ft of you who can hear you have advantage on saving throws against being frightened or charmed Ends early if you are incapacitated, silenced, or if you voluntarily end it Magical Secrets At 0th level, choose two spells from any class at a level you can cast These spells count as bard spells for you, and are included in the number of spells known on the bard table You learn an additional two spells from any class at th level, and 8th level Bonus Proficiencies At rd level, gain proficiency with medium armor, shields, and martial weapons Combat Inspiration At rd level, a creature that has a Bardic Inspiration die from you can add the die to a weapon damage roll Alternatively, it can use its reaction to use the die to gain AC against an attack, before knowing if it hits Extra Attack At th level, you can attack twice per turn Battle Magic At th level, when you use your action to cast a bard spell, you can make an weapon attack as a bonus action Superior Inspiration At 0th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use PAGE

Bard Spell List Cantrips (0 Level) Blade Ward PHB8 Dancing Lights PHB0 Friends PHB Light PHB Mage Hand PHB Mending PHB9 Message PHB9 Minor Illusion PHB0 Prestidigitation PHB7 Thunderclap EE True Strike PHB8 Vicious Mockery PHB8 st Level Animal Friendship PHB Bane PHB Charm Person PHB Comprehend Languages PHB Cure Wounds PHB0 Detect Magic PHB Disguise Self PHB Dissonant Whispers PHB Earth Tremor EE7 Faerie Fire PHB9 Feather Fall PHB9 Healing Word PHB0 Heroism PHB0 Identify PHB Illusory Script PHB Longstrider PHB Silent Image PHB7 Sleep PHB7 Speak with Animals PHB77 Tasha s Hideous Laughter PHB80 Thunderwave PHB8 Unseen Servant PHB8 nd Level Animal Messenger PHB Blindness/Deafness PHB9 Calm Emotions PHB Cloud of Daggers PHB Crown of Madness PHB9 Detect Thoughts PHB Enhance Ability PHB7 Enthrall PHB8 Heat Metal PHB0 Hold Person PHB Invisibility PHB Knock PHB Lesser Restoration PHB Locate Animals or Plants PHB Locate Object PHB Magic Mouth PHB7 Phantasmal Force PHB Pyrotechnics EE See Invisibility PHB7 Shatter PHB7 Silence PHB7 Skywrite EE Suggestion PHB79 Warding Wind EE Zone of Truth PHB89 rd Level Bestow Curse PHB8 Clairvoyance PHB Dispel Magic PHB Fear PHB9 Feign Death PHB0 Glyph of Warding PHB Hypnotic Pattern PHB Leomund s Tiny Hut PHB Major Image PHB8 th Level Nondetection PHB Eyebite PHB8 Plant Growth PHB Find the Path PHB0 Sending PHB7 Guards and Wards Speak with Dead PHB77 PHB8 Speak with Plants Mass Suggestion PHB8 PHB77 Otto s Irresistible Dance Stinking Cloud PHB78 PHB Tongues PHB8 Programmed Illusion PHB9 th Level True Seeing PHB8 Compulsion PHB Confusion PHB Level Dimension Door PHB Etherealness PHB8 Freedom of Movement Forcecage PHB PHB Mirage Arcane PHB0 Greater Invisibility Mordenkainen s PHB Magnificent Mansion Hallucinatory Terrain PHB PHB9 Mordenkainen s Sword Locate Creature PHB PHB Polymorph PHB Project Image PHB70 Regenerate PHB7 Level Resurrection PHB7 Animate Objects PHB Symbol PHB80 Awaken PHB Teleport PHB8 Dominate Person PHB 8th Level Dream PHB Dominate Monster Geas PHB PHB Greater Restoration Feeblemind PHB9 PHB Glibness PHB Hold Monster PHB Mind Blank PHB9 Legend Lore PHB Power Word Stun Mass Cure Wounds PHB7 PHB8 Mislead PHB0 Modify Memory PHB Planar Binding PHB Raise Dead PHB70 Scrying PHB7 Seeming PHB7 Teleportation Circle Level Foresight PHB Power Word Heal PHB Power Word Kill PHB True Polymorph PHB8 PHB8 PAGE

Level Prof Bonus 0th st nd rd th th 8th st + Spellcasting, Divine Domain nd + Channel Divinity (/ rest), Divine Domain Feature rd + th + + Destroy Undead (CR /) Features th + Channel Divinity (/ rest), Divine Domain Feature + 8th +, Destroy Undead (CR ), Divine Domain Feature + 0th + Divine Intervention th + Destroy Undead (CR ) th + th + th + Destroy Undead (CR ) + th + 8th Destroy Undead (CR ), Divine Domain Feature Channel Divinity (/ rest) 0th Divine Intervention Improvement Cleric Hit Points Hit Dice: d8 per cleric level Hit Points at st level: 8 + your Constitution modifier Hit Points at Higher levels: d8 (or ) + your Constitution modifier per cleric level after st Proficiencies Armor: Light armor, medium armor, shields Weapons: All simple weapons Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion Equipment You start with the following equipment: (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 0 bolts or (b) any simple weapon (a) a priest s pack or (b) an explorer s pack A shield and a holy symbol Spellcasting Cantrips At st level, you know three cantrips of your choice from the cleric spell list You learn more cleric cantrips at higher levels, as shown in the Cleric table Preparing And Casting Spells The Cleric table shows how many spell slots you have of st level and higher Casting spells expends a slot of the spell s level or higher You regain all spell slots when you take a long rest You prepare a list of cleric spells that are available for you to cast, choosing from all cleric spells When you do, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (min ) The spells must be of a level for which you have spell slots Casting the spell doesn t remove it from your list of prepared spells You can change your prepared spells when you finish a long rest Changing spells requires time: at least minute per spell level for each spell on your list Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells Spell Save DC = 8 + proficiency + Wisdom modifier Spell Attack Modifier = proficiency + Wisdom modifier Ritual Casting You can cast cleric spells as a ritual if that spell has the ritual tag and you have it prepared Spellcasting Focus Your holy symbol is a spellcasting focus for cleric spells Channel Divinity At nd level, you gain the ability to channel divine energy with one of two such effects: Turn Undead and an effect determined by your domain When you use your Channel Divinity, you choose which effect to create At th level, you can use it twice, and at 8th level, you can use it thrice Regain charges on a short or long rest Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead Each undead that can see or hear you within 0 ft of you must make a Wisdom saving throw If they fails its saving throw, it is turned for minute or until it takes any damage Turned creatures must spend its turns trying to move away from you, and it can t willingly move to a space within 0 ft of you It can t take reactions It can use only the Dash action or try to escape from an effect that prevents it from moving If there s nowhere to move, the creature can use the Dodge action PAGE

Destroy Undead At level, if an undead fails its saving throw against your Turn Undead feature, they is instantly destroyed if its challenge rating is at or below a certain threshold Cleric level Destroys Undead of CR / or lower 8th or lower th or lower th or lower or lower At th, 8th, th, th, and level, you can increase one ability score by, or two ability scores by You can t bring an ability score above 0 using this feature Divine Intervention At 0th level, you can call on your deity to intervene on your behalf Imploring your deity s aid requires you to use your action Describe the assistance you seek, and roll percentile dice If you roll a number equal to or lower than your cleric level, your deity intervenes The DM chooses the nature of the intervention If your deity intervenes, you can t use this feature again for 7 days Otherwise, you can use it again after you finish a long rest At 0th level, your call for intervention succeeds automatically, no roll required Divine Domains At st level, choose a domain related to your deity It grants bonuses at st, nd, th, 8th, and levels Each domain has a list of domain spells that you gain at the noted level Domain spells are always prepared, and don t acount against the number of spells you can prepare each day These spells count as cleric spells Arcana Domain Cleric level Spells A turned creature must spend its turns trying to move away from you, and it can t willingly end its move in a space within 0 ft of you It can t take reactions It can only use the Dash action or try to escape from an effect that prevents it from moving If there s nowhere to move, the creature can use the Dodge action At level, if a creature fails its saving throw against it, the creature is banished for minute if it isn t on its plane of origin and its challenge rating is at or below a certain threshold Cleric level Banishes creatures of CR / or lower 8th or lower th or lower th or lower or lower Spell Breaker At th level, when you heal an ally with a spell of st level or higher, you can also end one spell of your choice on that creature The level of the ended spell must be equal to or lower than the level of the spell slot you expended Potent Spellcasting At 8th level, you add your Wisdom modifier to the damage you deal with cleric cantrips Arcane Mastery At level, choose four spells from the wizard spell list, one each from th,, 8th, and level You add them to your list of domain spells They are always prepared and count as cleric spells Knowledge Domain Cleric Level Spells st Command (PHB) Identify (PHB) rd Augury (PHB) Suggestion (PHB79) Nondetection (PHB) Speak With Dead (PHB77) st Detect Magic (PHB) Magic Missile (PHB7) rd Magic Weapon (PHB7) Nystul s Magic Aura (PHB) Arcane Eye (PHB) Confusion (PHB) Dispel Magic (PHB) Magic Circle (PHB) Legend Lore (PHB) Scrying (PHB7) Arcane Eye (PHB) Leomund s Secret Chest (PHB) Planar Binding (PHB) Teleportation Circle (PHB8) Arcane Initiate At st level, you gain proficiency in Arcana, and gain two cantrips from the wizard spell list These cantrips count as cleric cantrips Channel Divinity: Arcane Abjuration At nd level, you can use your Channel Divinity to abjure otherworldly creatures As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice within 0 ft must make a Wisdom saving throw, provided that the creature can see or hear you If it fails, it is turned for minute or until it takes any damage Blessing of Knowledge At st level, you learn two languages, and become proficient in two of the following: Arcana, History, Nature, or Religion Your proficiency bonus is doubled for any check you make with either skill Channel Divinity: Knowledge of the Ages At nd level, you can use your Channel Divinity to choose one skill or tool For 0 minutes, you have proficiency with the chosen with it Channel Divinity: Read Thoughts At th level, you can use your Channel Divinity to read a creatures thought, and command it As an action, choose one creature within 0 ft that you can see That creature must make a Wisdom saving throw If it succeeds, you can t use this feature on it again until you take a long rest PAGE 7

If it fails, for minute you can read its surface thoughts when its within 0 ft During that time, you can use your action to end this effect, and cast the Suggestion (PHB79) spell without expending a spell slot It automatically fails its saving throw against the spell Divine Strike At 8th level, once on each of your turns when you hit a creature with a weapon attack, the attack may deal an extra d8 radiant damage When you reach th level, the extra damage increases to d8 Potent Spellcasting At 8th level, you add your Wisdom modifier to any damage you deal with cleric cantrips Supreme Healing At level, when you would roll dice to restore hit points with a spell, you instead heal for the maximum Visions of the Past At level, you can spent at least a minute in meditation to receive glimpses of recent events You can meditate for a number of minutes equal to your Wisdom score, and must maintain concentration You can use it again until you finish a short or long rest Object Reading: Holding an object as you meditate for minute, you can learn how the owner acquired and lost the object, as well as the most recent significant event involving the two If it was owned by another creature within a number of days equal to your Wisdom score, you can spend an additional minute for each owner to learn the same information Area Reading: You see recent events going back a number of days equal to your Wisdom score For each minute you meditate, you learn about one significant event, in reverse chronological order Light Domain Life Domain Warding Flare At st level, when you are attacked by a creature within 0 ft of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses An attacker that can t be blinded is immune You can use this feature a number of times equal to your Wisdom modifier (min ) You regain all uses when you finish a long rest Cleric Level Spells st Bless (PHB9) Cure Wounds (PHB0) rd Lesser Restoration (PHB) Spiritual Weapon (PHB78) Beacon of Hope (PHB7) Revivify (PHB7) Death Ward (PHB0) Guardian of Faith (PHB) Mass Cure Wounds (PHB8) Raise Dead (PHB70) Bonus Proficiency At st level, you gain proficiency with heavy armor Disciple Of Life At st level, whenever you use a spell of st level or higher to restore hit points to a creature, the creature gains additional hit points equal to + the spell s level Channel Divinity: Preserve Life At nd level, you can use your Channel Divinity to heal the badly injured As an action, choose any creatures within 0 ft of you, and divide hit points equal to five times your cleric level among them This feature can only restore a creature to half its hit point maximum You can t use this feature on an undead or a construct Blessed Healer At th level, when you cast a spell of st level or higher that restores hit points to a creature other than you, you regain hit points equal to + the spell s level Cleric level Spells st Burning Hand (PHB0) Faerie Fire (PHB9) rd Flaming Sphere (PHB) Scorching Ray (PHB7) Daylight (PHB0) Fireball (PHB) Guardian of Faith (PHB) Wall of Fire (PHB8) Flame Strike (PHB) Scrying (PHB7) Bonus Cantrip At st level, you gain the Light (PHB) cantrip Channel Divinity: Radiance Of The Dawn At nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes As an action, you present your holy symbol, and any magical darkness within 0 ft of you is dispelled Each hostile creature within 0 ft of you makes a Constitution saving throw A creature takes radiant damage equal to d0 + your cleric level on a failed saving throw, and half as much damage on a successful one A creature that has total cover from you is not affected Improved Flare At th level, you can also use your Warding Flare when a creature that you can see within 0 ft of you attacks another creature Potent Spellcasting At 8th level, you add your Wisdom modifier to the damage you deal with cleric cantrips Corona Of Light At level, you can use your action to activate an aura of sunlight that lasts for minute or until you dismiss it using another action You emit bright light in a 0 ft radius and dim light 0 ft beyond that Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage PAGE 8

Nature Domain Cleric Level Spells st Animal Friendship (PHB) Speak with Animals (PHB77) rd Barkskin (PHB7) Spike Growth (PHB77) Plant Growth (PHB) Wind Wall (PHB88) Dominate Beast (PHB) Grasping Vine (PHB) Insect Plague (PHB) Tree Stride (PHB8) Acolyte Of Nature At st level, you learn one druid cantrip of your choice You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival Bonus Proficiency At st level, you gain proficiency with heavy armor Channel Divinity: Charm Animals And Plants At nd level, you can use your Channel Divinity to charm animals and plants As an action, you present your holy symbol and invoke the name of your deity Each beast or plant creature that can see you within 0 ft of you must make a Wisdom saving throw If it fails, it is charmed by you for minute or until it takes damage While it is charmed by you, it is friendly to you and other creatures you designate Dampen Elements At th level, when you or a creature within 0 ft of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage Divine Strike At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra d8 cold, fire, or lightning damage to the target At th level, the damage increases to d8 Master Of Nature At level, you gain the ability to command animals and plant creatures While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn Tempest Domain Cleric Level Spells st Fog Cloud (PHB) Thunderwave (PHB8) rd Gust of Wind (PHB8) Shatter (PHB7) Call Lightning (PHB0) Sleet Storm (PHB7) Control Water (PHB7) Ice Storm (PHB) Destructive Wave (PHB) Insect Plague (PHB) Bonus Proficiencies At st level, you gain proficiency with martial weapons and heavy armor Wrath Of The Storm At st level, you can thunderously rebuke attackers When a creature within ft of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw It takes d8 lightning or thunder damage on a fail, and half as much damage on a success You can use this feature a number of times equal to your Wisdom modifier (min ) You regain all uses when you finish a long rest Channel Divinity: Destructive Wrath At nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity When you roll lightning or thunder damage, you can instead use your Channel Divinity to deal maximum damage Thunderbolt Strike At th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 0 ft away from you Divine Strike At 8th level, once on each of your turns when you hit a creature with a weapon attack, you the attack deals an extra d8 thunder damage At th level, the extra damage increases to d8 Stormborn At level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors Trickery Domain Cleric Level Spells st Charm Person (PHB) Disguise Self (PHB) rd Mirror Image (PHB0) Pass Without Trace (PHB) Blink (PHB9) Dispel Magic (PHB) Dimension Door (PHB) Polymorph (PHB) Dominate Person (PHB) Modify Memory (PHB) Blessing Of The Trickster At st level, you can use your action to touch another willing creature to give it advantage on Stealth checks This lasts for hour, or until you use this feature again Channel Divinity: Invoke Duplicity At nd level, you can use your Channel Divinity to create an illusory duplicate of yourself As an action, you create a perfect illusion of yourself that lasts for minute, or until you lose your concentration The illusion appears in an unoccupied space that you can see within 0 ft of you As a bonus action on your turn, you can move it up to 0 ft to a space you can see, but within 0 ft of you For the duration, you can cast spells as though you were in the illusion s space, but you must use your own senses When both you and your illusion are within ft of a creature that can see the illusion, you have advantage on attack rolls against it Channel Divinity: Cloak Of Shadows At th level, you can use your Channel Divinity to vanish As an action, you become invisible until the end of your next turn This ends if you attack or cast a spell PAGE 9

Divine Strike At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra d8 poison damage to the target At th level, the extra damage increases to d8 Improved Duplicity At level, you can create up to four duplicates of yourself when you use Invoke Duplicity As a bonus action on your turn, you can move any number of them up to 0 ft, to a maximum range of 0 ft War Domain Cleric Level Spells st Divine Favor (PHB) Shield of Faith (PHB7) rd Magic Weapon (PHB7) Spiritual Weapon (PHB78) Crusader s Mantle (PHB0) Spirit Guardians (PHB78) Freedom of Movement (PHB) Stoneskin (PHB78) Flame Strike (PHB) Hold Monster (PHB) Bonus Proficiencies At st level, you gain proficiency with martial weapons and heavy armor War Priest At st level, when you use the Attack action, you can make one weapon attack as a bonus action You can use this feature a number of times equal to your Wisdom modifier (min ) You regain all expended uses when you finish a long rest Channel Divinity: Guided Strike At nd level, you can use your Channel Divinity to strike with supernatural accuracy When you make an attack roll, you can use your Channel Divinity to gain a +0 bonus to the roll You make this choice after you see the roll, but before the DM says if the attack hits Channel Divinity: War God s Blessing At th level, when a creature within 0 ft of you makes an attack roll, you can use your reaction to grant that creature a +0 bonus to the roll, using your Channel Divinity You make this choice after you see the roll, but before the DM says whether the attack hits or misses Death Domain (dmg9) Cleric Level Spells st False Life (PHB9) Ray of Sickness (PHB7) rd Blindness / Deafness (PHB9) Ray of Enfeeblement (PHB7) Animate Dead (PHB) Vampiric Touch (PHB8) Blight (PHB9) Death Ward (PHB0) Antilife Shell (PHB) Cloudkill (PHB) Bonus Proficiency At st level, you gain proficiency with martial weapons Reaper At st level, you learn one necromancy cantrip of your choice from any spell list When you cast a necromancy cantrip that normally targets only one creature, it can instead target two creatures within range and within ft of each other Channel Divinity: Touch of Death At nd level, you can use your Channel Divinity to destroy another creatures life force by touch When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage tot he target The damage is equal to + twice your cleric level Inescapable Destruction At th level, necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage Divine Strike At 8th level, once on each of your turns when you hit a creature with a weapon attack, the attack deals an extra d8 necrotic damage At th level, the extra damage increases to d8 Improved Reaper At level, when you cast a necromancy spell of st through level that targets only one creature, the spell can instead target two creatures within range and within ft of each other If the spell consumes material components, you must provide them for each target Divine Strike At 8th level, once on each of your turns when you hit a creature with a weapon attack, the attack deals an extra d8 damage of the same type dealt by the weapon At th level, the extra damage increases to d8 Avatar Of Battle At level, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage PAGE 0

Cleric Spell List Cantrips (0 Level) Guidance PHB8 Light PHB Mending PHB9 Resistance PHB7 Sacred Flame PHB7 Spare the Dying PHB77 Thaumaturgy PHB8 st Level Bane PHB Bless PHB9 Command PHB Create or Destroy Water PHB9 Cure Wounds PHB0 Detect Evil and Good PHB Detect Magic PHB Detect Poison and Disease PHB Guiding Bolt PHB8 Healing Word PHB0 Inflict Wounds PHB Protection from Evil and Good PHB70 Purify Food and Drink PHB70 Sanctuary PHB7 Shield of Faith PHB7 nd Level Aid PHB Augury PHB Blindness/Deafness PHB9 Calm Emotions PHB Continual Flame PHB7 Enhance Ability PHB7 Find Traps PHB Gentle Repose PHB Hold Person PHB Lesser Restoration PHB Locate Object PHB Prayer of Healing th Level Banishment PHB7 Control Water PHB7 Death Ward PHB0 Divination PHB Freedom of Movement PHB PHB7 Guardian of Faith PHB70 Locate Creature PHB Stone Shape PHB78 Protection from Poison Silence PHB7 Spiritual Weapon PHB78 Warding Bond PHB87 Zone of Truth PHB89 rd Level Animate Dead PHB Beacon of Hope PHB7 Bestow Curse PHB8 Clairvoyance PHB Create Food and Water PHB9 Daylight PHB0 Dispel Magic PHB Feign Death PHB0 Glyph of Warding PHB Magic Circle PHB Mass Healing Word PHB8 Meld into Stone PHB9 Protection from Energy PHB70 PHB Level Commune PHB Contagion PHB7 Dispel Evil and Good PHB Flame Strike PHB Geas PHB Greater Restoration PHB Hallow PHB9 Insect Plague PHB Legend Lore PHB Mass Cure Wounds PHB8 Planar Binding PHB Raise Dead PHB70 Scrying PHB7 th Level Blade Barrier PHB8 Create Undead PHB9 Find the Path PHB0 Forbiddance PHB Harm PHB9 Heal PHB0 Heroes Feast PHB0 Planar Ally PHB True Seeing PHB8 Word of Recall PHB89 Level Conjure Celestial PHB Divine Word PHB Etherealness PHB8 Fire Storm PHB Plane Shift PHB Regenerate PHB7 Resurrection PHB7 Symbol PHB80 8th Level Antimagic Field PHB Control Weather PHB8 Earthquake PHB Holy Aura PHB Level Astral Projection PHB Gate PHB Mass Heal PHB8 True Resurrection PHB8 Remove Curse PHB7 Revivify PHB7 Sending PHB7 Speak with Dead PHB77 Spirit Guardians PHB78 Tongues PHB8 Water Walk PHB87 PAGE

Level Prof Bonus 0th st nd rd th th 8th st + Spellcasting, Druidic nd + Wild Shape, Druic Circle rd + th + + Features, Wild Shape Improvement th + Druid Circle Feature + 8th + +, Wild Shape Improvement 0th + Druid Circle Improvement th + th + th + th + Druid Circle Improvement + th + 8th Timeless Body, Beast Spells 0th Archdruid Druid Hit Points Hit Dice: d8 per druid level Hit Points at st level: 8 + your Constitution modifier Hit Points at Higher levels: d8 (or ) + your Constitution modifier per druid level after st 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: (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 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 on a successful DC Perception check but can t decipher it without magic Spellcasting Cantrips At st level, you know two cantrips of your choice from the druid spell list You learn additional druid cantrips at higher levels, as shown on the Druid table Preparing And Casting Spells The Druid table shows how many spell slots you have of st level and higher Casting spells a slot of the spell s level or higher You regain all expended spell slots when you take a long rest You prepare the list of druid spells that are available for you to cast, choosing from all druid spells When you do, choose a number of spells equal to your Wisdom modifier + your druid level (min ) They must be of a level for which you have spell slots Casting the spell doesn t remove it from your list of prepared spells You can change your prepared spells when you finish a long rest Changing spells requires time: at least minute per spell level for each spell on your list Spellcasting Ability Wisdom is your spellcasting ability for your druid spells Spell save DC = 8 + proficiency + Wisdom modifier Spell attack modifier = proficiency + Wisdom modifier Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared Spellcasting Focus A druidic focus is a spellcasting focus for druid spells Wild Shape At nd level, you can use your action to magically assume the shape of a beast that you have seen before, you can use this feature twice You regain all uses when you finish a short or long rest Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table Level Max CR Limitations nd / th / 8th No fiying or swimming speed No fiying speed PAGE

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down) You then revert to your normal form unless you expend another use of this feature You can revert earlier by using a bonus action on your turn, and automatically revert if you fall unconscious, drop to 0 hit points, or die While you are transformed, the following rules apply: You gain stats of the beast, keeping your alignment, personality, and Intelligence, Wisdom, and Charisma scores You retain all of your proficiencies, in addition to gaining those of the creature If it has the same proficiency as you, use the higher bonus You can t use any legendary or lair actions When transformed, you have the beast s hit points and Hit Dice When you revert, you return to the hit points you had before If you revert because you hit 0 hit points, any excess damage carries over to your normal form You can t cast spells, and your ability to speak or take actions is limited to the capabilities of your beast form Transforming doesn t break your concentration or prevent you from taking actions that are part of a spell that you ve already cast You retain any features, and can use them if the new form is physically capable of doing so You can t use any of your special senses unless your new form also has that sense You choose if your equipment falls to the ground, merges into your new form, or is worn by it Worn equipment functions as normal, but doesn t change size or shape to match the new form, and any equipment that the new form can t wear must either fall to the ground or merge with it Equipment that merges has no effect Natural Recovery At level, you can regain some spell slots on a short rest These spell slots can have a combined level that is less than or equal to half of your Druid Level rounded up, none th level or higher You can t use this again until you take a long rest Desert At th, 8th, th, th, and level, you can increase one ability score by, or two ability scores by You can t bring an ability score above 0 using this feature Timeless Body Starting at 8th level, the primal magic that you wield causes you to age more slowly For every 0 years that pass, your body ages only year Beast Spells Beginning at 8th level, you can cast many of your druid spells in any shape you assume using Wild Shape You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren t able to provide material components Archdruid At 0th level, you can use your Wild Shape an unlimited number of times Druid Circle At nd level, you choose a circle of druids to identify with It grants bonuses at nd, th, 0th, and th levels Circle of the Land Bonus Cantrip At level, you learn an additional druid cantrip Circle Spells At rd,, and level, you gain spells based on where you became a druid These spells are always prepared, and don t count against those you can prepare each day These count as druid spells Arctic Druid Level Circle Spells rd Hold Person (PHB) Spike Growth (PHB77) Sleet Storm (PHB7) Slow (PHB77) Freedom of Movement (PHB) Ice Storm (PHB) Commune with Nature (PHB) Cone of Cold (PHB) Coast Druid Level Circle Spells rd Mirror Image (PHB0) Misty Step (PHB0) Water Breathing (PHB87) Water Walk (PHB87) Control Water (PHB7) Freedom of Movement (PHB) Conjure Elemental (PHB) Scrying (PHB7) Druid Level Circle Spells rd Blur (PHB9) Silence (PHB7) Create Food and Water (PHB9) Protection from Energy (PHB70) Blight (PHB9) Hallucinatory Terrain (PHB9) Insect Plague (PHB) Wall of Stone (PHB87) Forest Druid Level Circle Spells rd Barkskin (PHB7) Spider Climb (PHB77) Call Lightning (PHB0) Plant Growth (PHB) Divination (PHB) Freedom of Movement (PHB) Commune with Nature (PHB) Tree Stride (PHB8) Grassland Druid Level Circle Spells rd Invisibility (PHB) Pass Without Trace (PHB) Daylight (PHB0) Haste (PHB0) Divination (PHB) Freedom of Movement (PHB) Dream (PHB) Insect Plague (PHB) PAGE

Mountain Druid Level Circle Spells rd Spider Climb (PHB77) Spike Growth (PHB77) Lightning Bolt (PHB) Meld into Stone (PHB9) Stone Shape (PHB78) Stoneskin (PHB78) Passwall (PHB) Wall of Stone (PHB87) Swamp Druid Level Circle Spells rd Darkness (PHB0) Melf s Acid Arrow (PHB9) Water Walk (PHB87) Stinking Cloud (PHB78) Freedom of Movement (PHB) Locate Creature (PHB) Insect Plague (PHB) Scrying (PHB7) Underdark Druid Level Circle Spells rd Spider Climb (PHB77) Web (PHB87) Gaseous Form (PHB) Stinking Cloud (PHB78) Greater Invisibility (PHB) Stone Shape (PHB78) Cloudkill (PHB) Insect Plague (PHB) Land s Stride At th level, moving through nonmagical difficult terrain cost you no extra movement You may also walk through nonmagical plants without being slowed or taking damage In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement Nature s Ward At 0th level, you can t be charmed or frightened by elementals or fey, and are immune to poison/disease Nature s Sanctuary At th level, when a beast or plant creature attacks you, it must make a Wisdom saving throw against your spell save DC On a failed save, it must choose a different target, or miss automatically On a success, it is immune to this effect for hours The creature is aware of this effect before it makes the attack Circle of the Moon Combat Wild Shape At nd level, you can use Wild Shape on your turn as a bonus action Additionally, while you are transformed by Wild Shape you can use a bonus action to expend a spell slot to regain d8 hit points per spell slot level Circle Forms At nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as At th level, you can transform into a beast with a challenge rating as high as your druid level divided by, rounded down Primal Strike At th level, your attacks in beast form count as magical Elemental Wild Shape At 0th level, you can expend two uses of Wild Shape to transform into an air, earth, fire, or water elemental Thousand Forms At th level, you can cast the alter self spell at will PAGE

Druidic Spells Cantrips (0 Level) Control Flames EE Create Bonfire EE Druidcraft PHB Frostbite EE8 Guidance PHB8 Gust EE9 Magic Stone EE0 Mending PHB9 Mold Earth EE Poison Spray PHB Produce Flame PHB9 Resistance PHB7 Shape Water EE Shillelagh PHB7 Thorn Whip PHB8 Thunderclap EE st Level Absorb Elements EE Animal Friendship PHB Beast Bond EE Charm Person PHB Create or Destroy Water PHB9 Cure Wounds PHB0 Detect Magic PHB Detect Poison and Disease PHB Earth Tremor EE7 Entangle PHB8 Faerie Fire PHB9 Fog Cloud PHB Goodberry PHB Healing Word PHB0 Ice Knife EE9 Jump PHB Longstrider PHB Purify Food and Drink PHB70 Speak with Animals PHB77 Thunderwave PHB8 nd Level Animal Messenger PHB Barkskin PHB7 Beast Sense PHB7 Darkvision PHB0 Dust Devil EE7 Earthbind EE7 Enhance Ability PHB7 Find Traps PHB Flame Blade PHB Flaming Sphere PHB Gust of Wind PHB8 Heat Metal PHB0 Hold Person PHB Lesser Restoration PHB Locate Animals or Plants PHB Locate Object PHB Moonbeam PHB Pass without Trace PHB Protection from Poison PHB70 Skywrite EE Spike Growth PHB77 Warding Wind EE rd Level Call Lightning PHB0 Conjure Animals PHB Daylight PHB0 Dispel Magic PHB Erupting Earth EE7 Feign Death PHB0 Flame Arrows EE8 Meld into Stone PHB9 Plant Growth PHB Protection from Energy PHB70 Sleet Storm PHB7 Speak with Plants PHB77 Tidal Wave EE Wall of Water EE Water Breathing PHB87 Water Walk PHB87 Wind Wall PHB88 th Level Blight PHB9 Confusion PHB Conjure Minor Elementals PHB Conjure Woodland Beings PHB Control Water PHB7 Dominate Beast PHB Elemental Bane EE7 Freedom of Movement PHB Giant Insect PHB Grasping Vine PHB Hallucinatory Terrain PHB9 Ice Storm PHB Locate Creature PHB Polymorph PHB Stone Shape PHB78 Stoneskin PHB78 Wall of Fire PHB8 Watery Sphere EE Level Antilife Shell PHB Awaken PHB Commune with Nature PHB Conjure Elemental PHB Contagion PHB7 Control Winds EE Geas PHB Greater Restoration PHB Insect Plague PHB Maelstrom EE0 Mass Cure Wounds PHB8 Planar Binding PHB Reincarnate PHB7 Scrying PHB7 Transmute Rock EE Tree Stride PHB8 Wall of Stone PHB87 th Level Bones of the Earth EE Conjure Fey PHB Find the Path PHB0 Heal PHB0 Heroes Feast PHB0 Investiture of Flame EE9 Investiture of Ice EE9 Investiture of Stone EE9 Investiture of Wind EE0 Move Earth PHB Primordial Ward EE Sunbeam PHB79 Transport via Plants PHB8 Wall of Thorns PHB87 Wind Walk PHB88 Level Fire Storm PHB Mirage Arcane PHB0 Plane Shift PHB Regenerate PHB7 Reverse Gravity PHB7 Whirlwind EE 8th Level Animal Shapes PHB Antipathy/Sympathy PHB Control Weather PHB8 Earthquake PHB Feeblemind PHB9 Sunburst PHB79 Tsunami PHB8 Level Foresight PHB Shapechange PHB7 Storm of Vengeance PHB79 True Resurrection PHB8 PAGE