V1.14.0: spell slots, rests, and a level-up checklist
- Spell slots. Every class that casts has a slot tracker, worked out from class and level: the full-caster table for bards, clerics, druids, sorcerers and wizards, the half-caster table for paladins and rangers (from level 2), and a warlock's few slots of one level. It is in the Spellcasting card on the sheet and in the character panel, and the party overview has a column for it. A player presses Use to spend a slot; only the DM gives one back. - Rests. The DM's "Rest…" button, beside the character list and on the party overview, rests any of the party at once. A short rest shows which Hit Dice each character can roll and heals from what they rolled (typed in, or rolled by the site), and gives a warlock their slots. A long rest puts back HP, every spell slot and half the level in Hit Dice, and clears temp HP. - Hit Dice are counted: one per level, shown on the sheet, the panel and the party overview. - Level Up. "Level Up…" on a sheet takes a character up one level with the whole checklist: the new max HP and a full heal, the class's new special abilities for levels 2 to 10, a Boon where the level grants one (Toughened raises Extra AC, Hardy gives temp HP now and after each long rest), fresh spell slots and new spells, and the free upgrade of one standard weapon. - A level typed into the Level field still writes down what the class gains on the way up, and leaves a line where a Boon is owed. - The docs cover all of it, with a generated list of what each class gains at each level. The Hollowcrown seed's note no longer says to track spell slots on paper. - New migration: spent spell slots and Hit Dice on a character. - All packages at version 1.14.0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
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@@ -7,7 +7,10 @@ This describes the code as it stands. The formulas live in
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`backend/src/game/calculations.js`; the build flow lives in
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`backend/src/game/buildFlow.js` and `backend/src/routes/characters.routes.js`;
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the lists the story steps pick from are in
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`backend/src/game/data/characterOptions.js`.
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`backend/src/game/data/characterOptions.js`. Levelling up is
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`backend/src/game/levelUp.js` (the class tables are in
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`backend/src/game/data/levelFeatures.js`), and resting is
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`backend/src/utils/rest.js`.
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Related: [WEAPONS.md](WEAPONS.md), [SPELLS.md](SPELLS.md),
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[ITEMS.md](ITEMS.md), [ENCOUNTERS.md](ENCOUNTERS.md),
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@@ -39,6 +42,7 @@ is the current behaviour.
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18. [Deleting](#18-deleting)
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19. [What is not modelled](#19-what-is-not-modelled)
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20. [Everything the builder offers](#20-everything-the-builder-offers)
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21. [What each class gains as it levels](#21-what-each-class-gains-as-it-levels)
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---
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@@ -278,11 +282,77 @@ Ability scores cannot be changed after the build is finalized.
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## 6. Level and XP
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- Every character starts at **level 1**. The range is 1 to 20.
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- Levelling is **manual**: the DM changes the Level field on the sheet. Only
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the DM can change level or XP.
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- Only the DM can change level or XP. There are two ways to change a level,
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both on the sheet: the **⬆ Level Up…** button, and the Level field.
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- **XP** is stored but no screen shows or edits it, and it does not drive level.
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Level feeds two things:
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### Level Up: the checklist
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"⬆ Level Up…" takes a character up **one level** and does everything that
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goes with it. It opens a pop-out that lists the five steps and asks for the
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choices; nothing changes until the DM presses "Level up to N".
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| Step | What the site does | What the DM chooses |
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|---|---|---|
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| 1. Level | Raises the level by one. Proficiency bonus, saves, skills and spell DC follow | Nothing |
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| 2. Hit points | Works out the new max HP and heals to it (a dead character stays dead). One more Hit Die | Nothing |
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| 3. Special abilities | Writes the class's new features for that level into Special Abilities ([section 21](#21-what-each-class-gains-as-it-levels)) | The **Boon**, at a level that grants one |
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| 4. Spells | Gives a caster a fresh set of spell slots for the new level, and grants the spells ticked | Which spells to grant, from the campaign's spell list |
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| 5. Gear | Raises one weapon by one gear level | Which weapon, or none |
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**Special abilities.** Each feature is one line, "Name — what it does". A
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feature that grows (Sneak Attack gaining a die, Rage gaining a use) rewrites
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the line it already has; anything else is added at the end. Where a line says
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"choose" (a fighting style, metamagic, an invocation), the DM edits it once
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the player has chosen. From level 5 every class that casts also gets a
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"Cantrips" line: damaging cantrips roll double the dice shown.
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The class tables run from **level 2 to level 10** and follow one path per
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class (there are no subclasses): Berserker barbarian, Lore bard, Life cleric,
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Land druid, Champion fighter, Open Hand monk, Devotion paladin, Hunter ranger,
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Thief rogue, Draconic sorcerer, a fiend-like warlock patron, Evocation wizard.
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Above level 10 the numbers still move but no feature is written; add them by
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hand.
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**Boons** stand in for ability score increases, which the site does not have
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(every number on the sheet comes from the scores rolled at the build). Most
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classes get one at levels 4 and 8; a fighter also at 6, a rogue also at 10.
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| Boon | What it is | What the site does |
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|---|---|---|
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| Weapon Mastery | +1 to attack and damage rolls with weapons | Writes the line. The player adds the +1 to the numbers shown |
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| Arcane Focus | +1 to spell save DC and spell attack bonus | Writes the line. The player adds the +1 to the numbers shown |
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| Toughened | +1 AC | Writes the line and raises **Extra AC** by 1 |
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| Hardy | +5 maximum HP, as temp HP | Writes the line, gives 5 **temp HP** now and again after every long rest |
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Toughened can be taken once; each of the others twice (its one line then
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reads +2, or +10).
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**Spells.** The pop-out says what the book's unlock schedule allows at the new
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level, and lists the campaign's spells the character does not yet know, up to
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the highest slot level they now have. What is ticked is granted; the count is
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the DM's to keep.
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| Class | New spells each level | Extra cantrip |
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|---|---|---|
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| Bard, Cleric, Druid, Sorcerer, Warlock | 1 | At levels 4 and 10 |
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| Wizard | 2 | At levels 4 and 10 |
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| Paladin, Ranger | 2 at level 2, then 1 at each odd level | None |
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**Gear.** The free upgrade goes to one held weapon of **standard growth**
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whose gear level is below the character's new level (the equipped one is
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offered first). Powerful and legendary weapons never get it.
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### The Level field
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Typing a number into Level sets it outright: for a character who joins late,
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or to put a mistake right. Going **up** this way still writes down every
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feature the class gains on the way, but it asks nothing: a Boon is left as a
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line saying one is owed ("Boon (level 4) — Choose one with your DM…"), HP is
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not healed, no spell is granted and no weapon is raised. Going **down** takes
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no special ability away; the DM edits the text.
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Level feeds these things:
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**Proficiency bonus** — `2 + (level − 1) ÷ 4`, rounded down.
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@@ -294,7 +364,9 @@ Level feeds two things:
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| 13–16 | +5 |
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| 17–20 | +6 |
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**Max HP** — see the next section.
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**Max HP** and **Hit Dice** — see the next section.
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**Spell slots** — how many a caster has ([SPELLS.md](SPELLS.md), section 8).
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## 7. Hit points
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@@ -319,12 +391,54 @@ Example: a Fighter (d10) with CON 14 (+2) has 12 at level 1 and 28 at level 3.
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or in an encounter (section 15). Both change the same number. A player sees
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their HP but has no buttons to change it, and the server refuses the change.
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- Always kept between **0 and max**: healing stops at max and damage stops at 0.
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- A level-up raises max but leaves current HP where it was; the DM clicks
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"Recompute Max HP" to set current HP to the new max (a full heal). If a
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level change lowers max below current HP, current HP drops to the new max.
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- "⬆ Level Up…" heals to the new max. A level typed into the Level field
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raises max but leaves current HP where it was; the DM clicks "Recompute Max
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HP" to set current HP to the new max (a full heal). If a level change lowers
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max below current HP, current HP drops to the new max.
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**Temp HP** is a tracked number shown beside HP, set by the DM. Damage is not taken from it
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automatically.
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**Temp HP** is a tracked number shown beside HP, set by the DM. Damage comes
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off it first. A long rest clears it.
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### Hit Dice and rests
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A character has **one Hit Die per level**, of their class's size (the same die
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as in the table above). The sheet, the character panel and the party overview
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show how many are left. Only the DM changes that number: with a rest, or by
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typing into "Hit Dice left" on the sheet.
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The DM's **🛏 Rest…** button is on the campaign page (beside "Characters") and
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on the party overview. It opens a pop-out: tick who rests, pick short or long,
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and press the button. Everyone ticked rests at once, and the pop-out then says
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what it did for each of them. Dead characters start unticked, and a rest does
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nothing for them.
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| | Short rest (1 hour) | Long rest (8 hours) |
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|---|---|---|
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| HP | Each Hit Die spent heals what it rolled + the CON modifier | Back to max; death saves cleared |
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| Hit Dice | The ones spent are used up | Spent ones come back, up to half the level (at least 1) |
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| Spell slots | A warlock gets all of theirs back | Everyone gets all of theirs back |
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| Temp HP | Unchanged | Cleared, then the Hardy Boon gives its 5 or 10 |
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**Spending Hit Dice.** On a short rest each resting character has a line that
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says what they can roll: "Spend [ ] of 3 d10". The DM types how many dice the
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player spends, and the pop-out shows what to roll ("Roll 2d10") and the
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Constitution that will be added. Then either:
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- the player rolls real dice and the DM types **what they added up to**, or
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- the total is left empty and **the site rolls** them, and shows each die.
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The healing is the total, plus the CON modifier once for each die, and never
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less than nothing. It stops at max HP. A dying character cannot spend Hit
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Dice until they are steadied or healed; a stable one can, and wakes up.
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A short rest is refused as a whole, with nothing changed for anyone, if a
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character is asked to spend more dice than they have or the total typed is not
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one those dice could show.
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After a short rest a wizard (Arcane Recovery) or a druid of level 2 or more
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(Natural Recovery) with spent slots gets a reminder: once per day they may
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regain slots adding up to half their level, rounded up. Which slots is the
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player's choice, so the DM puts them back on the sheet.
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### At 0 HP: death saves
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@@ -564,7 +678,8 @@ A character knows spells, each with a prepared flag.
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- A spell's damage, if it has one, is shown beside it. It is fixed.
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- Spell save DC and attack bonus are shown only for classes with a
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spellcasting ability.
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- There are no spell slots.
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- A caster has **spell slots**, from class and level, tracked on the sheet
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and in the character panel ([SPELLS.md](SPELLS.md), section 8).
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## 12. Inventory and money
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@@ -669,10 +784,10 @@ character in the same campaign.
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| Screen | What it shows |
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|---|---|
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| Campaign page | On its "Overview". Character list: species, class, level, HP, AC, location. A player's own characters are under "Your Characters" and nowhere else; "Rest of the Party" is everyone else's. |
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| Party overview | One table of every character with an HP bar, AC, gold and location. A player's own characters are highlighted and marked "★ Yours". |
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| Party overview | One table of every character with an HP bar, AC, Hit Dice left, spell slots left, gold and location. The DM's "🛏 Rest…" button is here too. A player's own characters are highlighted and marked "★ Yours". |
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| Character sheet | Everything in this document. |
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| Character builder | A character that is still being built (section 2). |
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| Character panel (the floating 🧙 button, on every page: bottom right, or in the top bar on a phone) | One character at a glance: HP, AC, initiative, speed, proficiency bonus, passive Perception, ability scores, what equipped gear is doing, spellcasting numbers and special abilities; then **everything the character holds**: every weapon with its attack and damage, every item, every spell and the purse, with what is equipped and what each thing does. Gear can be equipped and unequipped from here. A player gets their own characters in the campaign they are in; the DM gets every character, with a menu to switch. Another player's panel shows the numbers and weapons only. It replaced the quick stats drawer. |
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| Character panel (the floating 🧙 button, on every page: bottom right, or in the top bar on a phone) | One character at a glance: HP, AC, initiative, speed, proficiency bonus, passive Perception, ability scores, Hit Dice left, what equipped gear is doing, spellcasting numbers with the spell slot tracker, and special abilities; then **everything the character holds**: every weapon with its attack and damage, every item, every spell and the purse, with what is equipped and what each thing does. Gear can be equipped and unequipped from here. A player gets their own characters in the campaign they are in; the DM gets every character, with a menu to switch. Another player's panel shows the numbers and weapons only. It replaced the quick stats drawer. |
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| Encounter page | Characters taking part in a battle or quest (next section). |
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Changes are pushed live to everyone who has the campaign open, so sheets and
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@@ -780,6 +895,11 @@ Another Campaign" card on its sheet.
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| Open the character panel with the full inventory | Yes | Yes | No (numbers and weapons only) |
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| Enter a death save, or stabilise | Yes | Yes | No |
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| Set death-save tallies by hand, revive from dead | No | Yes | No |
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| Spend a spell slot | Yes | Yes | No |
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| Give a spell slot back, or all of them | No | Yes | No |
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| Call a short or long rest | No | Yes | No |
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| Change the Hit Dice left | No | Yes | No |
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| Level a character up (the checklist), pick a Boon | No | Yes | No |
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| Edit special abilities, background, appearance (after the build) | No | Yes | No |
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| Tick Equipped / Prepared | Yes | Yes | No |
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| Give, remove or re-count weapons, spells and items | No | Yes | No |
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@@ -811,16 +931,20 @@ calculations for them.
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- The effects of special abilities: species traits and class features are
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written on the sheet for the DM to apply, but nothing is calculated from them
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- Class features beyond level 1 (the DM adds them to the sheet by hand),
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subclasses and multiclassing
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- Spell slots, spell preparation limits and concentration
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- Ability score increases and feats on level-up
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- Class features beyond level 10 (the DM adds them to the sheet by hand), a
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choice of subclass (each class follows one path) and multiclassing
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- Spell preparation limits and concentration
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- Ability score increases and feats on level-up (a Boon is given in their
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place, and Weapon Mastery and Arcane Focus are added by the player, not by
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the site)
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- Ki, sorcery points, rages and other class counters (the lines say how many;
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the player keeps count)
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- Armor rules beyond a flat bonus to AC (no "replaces 10 + DEX", no cap on DEX)
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- Weapon proficiency (everyone is proficient with everything)
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- Rolling attacks, damage, saves or checks for a character (the dice roller,
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bottom left of every page, or the last button of the bottom bar on a phone,
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is a plain roller that knows nothing about the sheet)
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- Conditions on the sheet, and resting
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- Conditions on the sheet, and exhaustion
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- Automatic levelling from XP
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- Alignment, languages, tool proficiencies and backgrounds-as-rules
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- Encumbrance and item weight
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@@ -1070,3 +1194,190 @@ This list is written from the app's own data by `npm run docs:lists` (in `/backe
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| Bright colours | — |
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| Plain, practical clothes | — |
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<!-- END GENERATED: builder-lists -->
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## 21. What each class gains as it levels
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What "⬆ Level Up…" writes into Special Abilities at each level (section 6),
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and the Boons. "Replaces" means the line the character already has by that
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name is rewritten.
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This list is written from the app's own data by `npm run docs:lists` (in `/backend`). Re-run it after changing the data; do not edit the list by hand.
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<!-- BEGIN GENERATED: level-features -->
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### Boons
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| Boon | First time | Can be taken |
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|---|---|---|
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| Weapon Mastery | +1 to attack and damage rolls with weapons (add it to the numbers the site shows). | 2 times |
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| Arcane Focus | +1 to spell save DC and spell attack bonus (add it to the numbers the site shows). | 2 times |
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| Toughened | +1 AC (counted in your Extra AC). | Once |
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| Hardy | +5 maximum HP: gain 5 Temp HP after each long rest. | 2 times |
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### Barbarian
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| Level | Written into Special Abilities |
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|---|---|
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| 2 | **Reckless Attack**: On your first attack each turn you may attack with advantage; attacks against you have advantage until your next turn.<br>**Danger Sense**: Advantage on Dexterity saves against effects you can see (traps, breath, spells). |
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| 3 | **Frenzy**: Path of the Berserker. While raging you may make one extra melee attack as a bonus action each turn; when the rage ends, gain one level of exhaustion.<br>**Rage** (replaces): Three times per day, for one minute: +2 melee damage, advantage on Strength checks and saves, and physical damage against you is halved. |
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| 4 | **Boon** (choose one) |
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| 5 | **Extra Attack**: Attack twice when you take the Attack action.<br>**Fast Movement**: +10 ft speed when not in heavy armor (ask your DM to raise your speed). |
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| 6 | **Mindless Rage**: You can’t be charmed or frightened while raging.<br>**Rage** (replaces): Four times per day, for one minute: +2 melee damage, advantage on Strength checks and saves, and physical damage against you is halved. |
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| 7 | **Feral Instinct**: Advantage on initiative; you can act normally in a surprise round if you rage first. |
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| 8 | **Boon** (choose one) |
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| 9 | **Brutal Critical**: Roll one extra weapon damage die on a critical hit.<br>**Rage** (replaces): Four times per day, for one minute: +3 melee damage, advantage on Strength checks and saves, and physical damage against you is halved. |
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| 10 | **Intimidating Presence**: Action: one creature within 30 ft makes a Wisdom save (DC 8 + proficiency bonus + Charisma modifier) or is frightened of you until the end of your next turn. |
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### Bard
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| Level | Written into Special Abilities |
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|---|---|
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| 2 | **Jack of All Trades**: Add half your proficiency bonus (round down) to any check you are not proficient in.<br>**Song of Rest**: During a short rest, allies who spend Hit Dice heal an extra 1d6. |
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| 3 | **Cutting Words**: College of Lore. Reaction: spend a Bardic Inspiration to subtract the die from an enemy’s attack, check or damage roll.<br>**Bonus Proficiencies**: Treat three extra skills of your choice as proficient (add your proficiency bonus by hand).<br>**Expertise**: Double proficiency on two proficient skills (add by hand). |
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| 4 | **Boon** (choose one) |
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| 5 | **Bardic Inspiration** (replaces): A few times per day, as a bonus action, give an ally a d8 to add to one attack, check or save.<br>**Font of Inspiration**: Regain Bardic Inspiration on a short rest.<br>**Cantrips**: Double dice. Roll twice the damage dice the site shows for a damaging cantrip (Eldritch Blast becomes two beams, each with its own attack roll). |
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| 6 | **Countercharm**: Action: allies within 30 ft get advantage on saves against fear and charm until your next turn.<br>**Additional Magical Secrets**: Learn two spells from any class list (the DM grants them within the unlock schedule). |
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| 7 | No new feature |
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| 8 | **Boon** (choose one) |
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| 9 | **Song of Rest** (replaces): During a short rest, allies who spend Hit Dice heal an extra 1d8. |
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| 10 | **Bardic Inspiration** (replaces): A few times per day, as a bonus action, give an ally a d10 to add to one attack, check or save.<br>**Expertise** (replaces): Double proficiency on four proficient skills (add by hand).<br>**Magical Secrets**: Learn two more spells from any class (the DM grants them within the unlock schedule). |
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### Cleric
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||||
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||||
| Level | Written into Special Abilities |
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||||
|---|---|
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||||
| 2 | **Channel Divinity**: Once per short rest, use Turn Undead or Preserve Life.<br>**Turn Undead**: Channel Divinity. Action: undead within 30 ft make a Wisdom save or flee from you for 1 minute.<br>**Preserve Life**: Channel Divinity. Action: share out healing of 5 × your level among creatures within 30 ft (up to half their max HP each). |
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| 3 | No new feature |
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||||
| 4 | **Boon** (choose one) |
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||||
| 5 | **Destroy Undead**: Undead of CR 1/2 or lower that fail against your Turn Undead are destroyed.<br>**Cantrips**: Double dice. Roll twice the damage dice the site shows for a damaging cantrip (Eldritch Blast becomes two beams, each with its own attack roll). |
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||||
| 6 | **Channel Divinity** (replaces): Twice per short rest, use Turn Undead or Preserve Life.<br>**Blessed Healer**: When you heal someone else with a spell, you heal yourself 2 + the spell’s level. |
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||||
| 7 | No new feature |
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||||
| 8 | **Boon** (choose one)<br>**Divine Strike**: Once per turn, a weapon hit deals +1d8 radiant damage.<br>**Destroy Undead** (replaces): Undead of CR 1 or lower that fail against your Turn Undead are destroyed. |
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||||
| 9 | No new feature |
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||||
| 10 | **Divine Intervention**: Once per week, call on your god: roll d100; if you roll your level or lower, the god helps (the DM decides how). |
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||||
|
||||
### Druid
|
||||
|
||||
| Level | Written into Special Abilities |
|
||||
|---|---|
|
||||
| 2 | **Wild Shape** (replaces): Twice per short rest, become a beast you have seen of CR 1/4 or less (no flying or swimming), for up to half your level in hours. Use the beast's HP; when it hits 0 you return to your own form.<br>**Natural Recovery**: Once per day on a short rest, recover spent spell slots totalling up to half your level (rounded up).<br>**Bonus Cantrip**: Learn one extra cantrip (the DM grants it). |
|
||||
| 3 | No new feature |
|
||||
| 4 | **Boon** (choose one)<br>**Wild Shape** (replaces): Twice per short rest, become a beast you have seen of CR 1/2 or less (it may swim, not fly), for up to half your level in hours. Use the beast's HP; when it hits 0 you return to your own form. |
|
||||
| 5 | **Cantrips**: Double dice. Roll twice the damage dice the site shows for a damaging cantrip (Eldritch Blast becomes two beams, each with its own attack roll). |
|
||||
| 6 | **Land’s Stride**: Ordinary difficult terrain and plants do not slow you; advantage on saves against magical plants. |
|
||||
| 7 | No new feature |
|
||||
| 8 | **Boon** (choose one)<br>**Wild Shape** (replaces): Twice per short rest, become a beast you have seen of CR 1 or less (it may swim or fly), for up to half your level in hours. Use the beast's HP; when it hits 0 you return to your own form. |
|
||||
| 9 | No new feature |
|
||||
| 10 | **Nature’s Ward**: Immune to poison and disease; you can’t be charmed or frightened by fey or elementals. |
|
||||
|
||||
### Fighter
|
||||
|
||||
| Level | Written into Special Abilities |
|
||||
|---|---|
|
||||
| 2 | **Action Surge**: Once per short rest, take one extra action on your turn. |
|
||||
| 3 | **Improved Critical**: Your weapon attacks score a critical hit on a roll of 19 or 20. |
|
||||
| 4 | **Boon** (choose one) |
|
||||
| 5 | **Extra Attack**: Attack twice when you take the Attack action. |
|
||||
| 6 | **Boon** (choose one) |
|
||||
| 7 | **Remarkable Athlete**: Add half your proficiency bonus to Strength, Dexterity and Constitution checks you are not proficient in; long jump + Strength modifier feet. |
|
||||
| 8 | **Boon** (choose one) |
|
||||
| 9 | **Indomitable**: Once per long rest, reroll a failed saving throw. |
|
||||
| 10 | **Additional Fighting Style**: Choose a second option from your Fighting Style list. (If it is +1 AC in armor, the DM raises Extra AC by 1.) |
|
||||
|
||||
### Monk
|
||||
|
||||
| Level | Written into Special Abilities |
|
||||
|---|---|
|
||||
| 2 | **Ki**: Points equal to your level; they come back on a short rest. Ki save DC is 8 + proficiency bonus + Wisdom modifier.<br>**Flurry of Blows**: 1 ki: two unarmed strikes as a bonus action.<br>**Patient Defense**: 1 ki: Dodge as a bonus action.<br>**Step of the Wind**: 1 ki: Dash or Disengage as a bonus action, jump distance doubled.<br>**Unarmored Movement**: +10 ft speed without armor (ask your DM to raise your speed). |
|
||||
| 3 | **Open Hand Technique**: Flurry hits can knock a target prone (Dexterity save), push it 15 ft (Strength save) or stop its reactions.<br>**Deflect Missiles**: Reaction: reduce ranged weapon damage by 1d10 + Dexterity modifier + your level. |
|
||||
| 4 | **Boon** (choose one)<br>**Slow Fall**: Reaction: reduce falling damage by 5 × your level. |
|
||||
| 5 | **Extra Attack**: Attack twice when you take the Attack action.<br>**Stunning Strike**: 1 ki after a melee hit: the target makes a Constitution save or is stunned until your next turn.<br>**Martial Arts** (replaces): Your unarmed strikes deal 1d6 damage and can use Dexterity. After attacking, make one unarmed strike as a bonus action. |
|
||||
| 6 | **Ki-Empowered Strikes**: Your unarmed strikes count as magical.<br>**Wholeness of Body**: Once per long rest, heal 3 × your level as an action.<br>**Unarmored Movement** (replaces): +15 ft speed without armor (ask your DM to raise your speed). |
|
||||
| 7 | **Evasion**: On a Dexterity save for half damage, take none on a success and half on a failure.<br>**Stillness of Mind**: Action: end charm or fear on yourself. |
|
||||
| 8 | **Boon** (choose one) |
|
||||
| 9 | **Unarmored Movement** (replaces): +15 ft speed without armor (ask your DM to raise your speed). You can run along walls and across water during your move. |
|
||||
| 10 | **Purity of Body**: Immune to poison and disease.<br>**Unarmored Movement** (replaces): +20 ft speed without armor (ask your DM to raise your speed). You can run along walls and across water during your move. |
|
||||
|
||||
### Paladin
|
||||
|
||||
| Level | Written into Special Abilities |
|
||||
|---|---|
|
||||
| 2 | **Divine Smite**: After a melee hit, spend a spell slot to deal +2d8 radiant (+1d8 per slot level above 1st; +1d8 more against undead and fiends).<br>**Fighting Style**: Choose one with your DM: +1 AC in armor (the DM raises Extra AC by 1), +2 damage with a one-handed weapon, or protect an adjacent ally (impose disadvantage on an attack as a reaction).<br>**Spellcasting**: Paladin spells unlock: you now have spell slots. |
|
||||
| 3 | **Divine Health**: Immune to disease.<br>**Sacred Weapon**: Oath of Devotion, Channel Divinity. Add your Charisma modifier to attack rolls with your weapon for 1 minute; it sheds light.<br>**Turn the Unholy**: Channel Divinity. Fiends and undead within 30 ft make a Wisdom save or flee for 1 minute. |
|
||||
| 4 | **Boon** (choose one) |
|
||||
| 5 | **Extra Attack**: Attack twice when you take the Attack action.<br>**Cantrips**: Double dice. Roll twice the damage dice the site shows for a damaging cantrip (Eldritch Blast becomes two beams, each with its own attack roll). |
|
||||
| 6 | **Aura of Protection**: You and allies within 10 ft add your Charisma modifier to all saving throws while you are conscious. |
|
||||
| 7 | **Aura of Devotion**: You and allies within 10 ft can’t be charmed. |
|
||||
| 8 | **Boon** (choose one) |
|
||||
| 9 | No new feature |
|
||||
| 10 | **Aura of Courage**: You and allies within 10 ft can’t be frightened. |
|
||||
|
||||
### Ranger
|
||||
|
||||
| Level | Written into Special Abilities |
|
||||
|---|---|
|
||||
| 2 | **Fighting Style**: Choose one with your DM: +2 to ranged attacks, +1 AC in armor (the DM raises Extra AC by 1), or add your ability modifier again to a paired weapon’s damage (added by hand).<br>**Spellcasting**: Ranger spells unlock: you now have spell slots. |
|
||||
| 3 | **Colossus Slayer**: Hunter’s Prey. Once per turn, +1d8 damage to a creature that is already below its max HP.<br>**Primeval Awareness**: Spend a spell slot: sense aberrations, dragons, fey, fiends, undead and elementals within 1 mile for 1 minute per slot level. |
|
||||
| 4 | **Boon** (choose one) |
|
||||
| 5 | **Extra Attack**: Attack twice when you take the Attack action.<br>**Cantrips**: Double dice. Roll twice the damage dice the site shows for a damaging cantrip (Eldritch Blast becomes two beams, each with its own attack roll). |
|
||||
| 6 | **Favored Enemy**: Choose a second favored enemy with your DM.<br>**Natural Explorer**: Choose a second favored terrain with your DM. |
|
||||
| 7 | **Escape the Horde**: Defensive Tactics. Opportunity attacks against you have disadvantage. |
|
||||
| 8 | **Boon** (choose one)<br>**Land’s Stride**: Ordinary difficult terrain and plants do not slow you. |
|
||||
| 9 | No new feature |
|
||||
| 10 | **Hide in Plain Sight**: Spend 1 minute camouflaging: +10 to Stealth while you stay still.<br>**Natural Explorer**: Choose a third favored terrain with your DM. |
|
||||
|
||||
### Rogue
|
||||
|
||||
| Level | Written into Special Abilities |
|
||||
|---|---|
|
||||
| 2 | **Cunning Action**: Bonus action: Dash, Disengage or Hide. |
|
||||
| 3 | **Sneak Attack** (replaces): Once per turn, deal an extra 2d6 damage to a target you have advantage against, or that has one of your allies next to it.<br>**Fast Hands**: Bonus action: Sleight of Hand, pick a lock, disarm a trap or Use an Object.<br>**Second-Story Work**: Climbing costs no extra movement; running jumps + Dexterity modifier feet. |
|
||||
| 4 | **Boon** (choose one) |
|
||||
| 5 | **Sneak Attack** (replaces): Once per turn, deal an extra 3d6 damage to a target you have advantage against, or that has one of your allies next to it.<br>**Uncanny Dodge**: Reaction: halve the damage of an attack that hits you. |
|
||||
| 6 | **Expertise**: Double proficiency on two more proficient skills (add by hand). |
|
||||
| 7 | **Sneak Attack** (replaces): Once per turn, deal an extra 4d6 damage to a target you have advantage against, or that has one of your allies next to it.<br>**Evasion**: On a Dexterity save for half damage, take none on a success and half on a failure. |
|
||||
| 8 | **Boon** (choose one) |
|
||||
| 9 | **Sneak Attack** (replaces): Once per turn, deal an extra 5d6 damage to a target you have advantage against, or that has one of your allies next to it.<br>**Supreme Sneak**: Advantage on Stealth if you move no more than half your speed. |
|
||||
| 10 | **Boon** (choose one) |
|
||||
|
||||
### Sorcerer
|
||||
|
||||
| Level | Written into Special Abilities |
|
||||
|---|---|
|
||||
| 2 | **Font of Magic**: Sorcery points equal to your level; they come back on a long rest. Bonus action: turn points into a spell slot (2 points = 1st, 3 = 2nd, 5 = 3rd, 6 = 4th, 7 = 5th), or a spell slot into points equal to its level. |
|
||||
| 3 | **Metamagic**: Choose two with your DM: Quickened Spell (2 points: cast an action spell as a bonus action), Twinned Spell (points = spell level: hit a second target with a single-target spell), Careful Spell (1 point: allies auto-succeed on your spell’s save), Subtle Spell (1 point: cast without words or gestures), Extended Spell (1 point: double duration), Heightened Spell (3 points: one target has disadvantage on its first save). |
|
||||
| 4 | **Boon** (choose one) |
|
||||
| 5 | **Cantrips**: Double dice. Roll twice the damage dice the site shows for a damaging cantrip (Eldritch Blast becomes two beams, each with its own attack roll). |
|
||||
| 6 | **Elemental Affinity**: Draconic Bloodline. Add your Charisma modifier to one damage roll of your dragon’s element; spend 1 sorcery point to resist that element for 1 hour. |
|
||||
| 7 | No new feature |
|
||||
| 8 | **Boon** (choose one) |
|
||||
| 9 | No new feature |
|
||||
| 10 | **Metamagic**: Choose a third option with your DM. |
|
||||
|
||||
### Warlock
|
||||
|
||||
| Level | Written into Special Abilities |
|
||||
|---|---|
|
||||
| 2 | **Eldritch Invocations**: Choose two with your DM: Agonizing Blast (add your Charisma modifier to each Eldritch Blast hit), Devil’s Sight (see normally in darkness, even magical darkness, to 120 ft), Repelling Blast (Eldritch Blast hits push the target 10 ft away), Mask of Many Faces (cast Disguise Self at will), Beguiling Influence (proficiency in Deception and Persuasion, added by hand), Eyes of the Rune Keeper (read any writing). |
|
||||
| 3 | **Pact Boon**: Choose one with your DM: Pact of the Blade (summon a weapon of your choice as an action; it counts as magical), Pact of the Chain (gain a small familiar spirit: an imp, a sprite or a cat-shaped shadow), or Pact of the Tome (a book of three extra cantrips from any class, which the DM grants). |
|
||||
| 4 | **Boon** (choose one) |
|
||||
| 5 | **Eldritch Invocations**: Choose one more with your DM (three in all). From level 5 the list adds Thirsting Blade (Pact of the Blade: attack twice with your pact weapon) and One with Shadows (become invisible while standing still in dim light or darkness).<br>**Cantrips**: Double dice. Roll twice the damage dice the site shows for a damaging cantrip (Eldritch Blast becomes two beams, each with its own attack roll). |
|
||||
| 6 | **Patron’s Luck**: Once per short rest, add a d10 to an ability check or saving throw after seeing the roll. |
|
||||
| 7 | **Eldritch Invocations**: Choose one more with your DM (four in all). From level 5 the list adds Thirsting Blade (Pact of the Blade: attack twice with your pact weapon) and One with Shadows (become invisible while standing still in dim light or darkness). |
|
||||
| 8 | **Boon** (choose one) |
|
||||
| 9 | **Eldritch Invocations**: Choose one more with your DM (five in all). From level 5 the list adds Thirsting Blade (Pact of the Blade: attack twice with your pact weapon) and One with Shadows (become invisible while standing still in dim light or darkness). |
|
||||
| 10 | **Patron’s Resilience**: After each rest, choose one damage type: you resist it until you choose another. |
|
||||
|
||||
### Wizard
|
||||
|
||||
| Level | Written into Special Abilities |
|
||||
|---|---|
|
||||
| 2 | **Evocation Savant**: School of Evocation. Copying evocation spells costs half the time and gold.<br>**Sculpt Spells**: When you cast an evocation spell that hits an area, choose 1 + the spell’s level creatures to automatically save and take no damage. |
|
||||
| 3 | No new feature |
|
||||
| 4 | **Boon** (choose one) |
|
||||
| 5 | **Cantrips**: Double dice. Roll twice the damage dice the site shows for a damaging cantrip (Eldritch Blast becomes two beams, each with its own attack roll). |
|
||||
| 6 | **Potent Cantrip**: Creatures that save against your damaging cantrips still take half damage. |
|
||||
| 7 | No new feature |
|
||||
| 8 | **Boon** (choose one) |
|
||||
| 9 | No new feature |
|
||||
| 10 | **Empowered Evocation**: Add your Intelligence modifier to the damage of your evocation spells. |
|
||||
<!-- END GENERATED: level-features -->
|
||||
|
||||
Reference in New Issue
Block a user