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joshuaandClaude Opus 5.5 cbda10668b V1.31.0: armor holds Dexterity back
- All of a Dexterity modifier counts toward AC in light armor, at most +2
  in medium armor, none in heavy armor, going by the equipped item's kind
- The gear card says when the armor is holding something back
- Library and seed armor notes and docs brought in line

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 11:24:28 +02:00

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Characters

How characters work in this app: how they are created, what is stored, how every number on the sheet is calculated, who can do what, and what is not modelled.

This describes the code as it stands. The formulas live in backend/src/game/calculations.js; the build flow lives in backend/src/game/buildFlow.js and backend/src/routes/characters.routes.js; the lists the story steps pick from are in backend/src/game/data/characterOptions.js. Levelling up is backend/src/game/levelUp.js (the class tables are in backend/src/game/data/levelFeatures.js), and resting is backend/src/utils/rest.js.

Related: WEAPONS.md, SPELLS.md, ITEMS.md, ENCOUNTERS.md, MONSTERS.md and NPCS.md cover those subjects in full. GAME_RULES_REFERENCE.md and ROLL_YOUR_CHARACTER.md are the original specifications the app was first built from; where they differ from this document (the story steps, gear levels, picking a motivation), this document is the current behaviour.

Contents

  1. The basics
  2. Creating a character
  3. Species
  4. Classes
  5. Ability scores and modifiers
  6. Level and XP
  7. Hit points
  8. Other derived stats
  9. Saving throws and skills
  10. Gear pools, starting options and gear levels
  11. Weapons and spells
  12. Inventory and money
  13. Story fields, location and notes
  14. Where characters appear
  15. Characters in encounters
  16. Copying to another campaign
  17. Permissions
  18. Deleting
  19. What is not modelled
  20. Everything the builder offers
  21. What each class gains as it levels

1. The basics

  • A character belongs to exactly one campaign. Its weapons, spells, items and location all come from that campaign's own lists.
  • A character has an owner (a user who is a member of the campaign) and a creator (whoever started it — the owner, or the DM on their behalf).
  • A user can have any number of characters in a campaign, and characters in many campaigns. Nothing limits it to one each.
  • A character is either being built or complete. Only a complete character has a sheet, quick stats, can join an encounter, or can be copied.

2. Creating a character

Any campaign member can start a character for themselves from the campaign page ("Roll a New Character"). The DM can also create one on behalf of another member through the API (the page itself always creates for the logged-in user).

A new character starts with the campaign's starting gold (recorded as the first entry in its money log) and goes straight into the builder.

Dice mode

The campaign's diceMode setting decides this (CAMPAIGN_SETTINGS.md). A campaign set to digital or physical dice applies that to every character, and the builder doesn't ask. A campaign set to both lets each character choose once, before their first roll. After that the choice is locked:

Mode How rolls happen
Digital (default) The server rolls using a cryptographic random source.
Physical The player rolls real dice and types the results in; the server checks each value is in range for the die.

The build steps

# Step What happens
1 Species Roll a d8. Each result offers a family of species to choose from; an 8 is a wildcard (any species). A species with chosen bonuses (Half-Elf, and every species from the 2024 Player’s Handbook and Monsters of the Multiverse) asks where they go.
2 Class Roll a d8. Each result offers a pair; a 7 offers the Artificer, or one reroll whose result stands; an 8 is a wildcard (any class).
3 Subclass Pick the path within the class from its full list, or roll a die with a face per subclass for a suggestion, or decide later. Chosen now, its gifts still arrive at the level the class chooses at (2 or 3). Left out when the campaign has subclasses off.
4 Motivation Pick a story hook from a list of six, or press "Surprise me". No dice: it changes no numbers. Skipped entirely if the campaign has "skip the motivation step" on.
5 Ability scores By the campaign's method: roll six scores (4d6, drop the lowest die, sum the other three) and assign each to an ability; place the standard array; or buy them with 27 points.
6 Skills Skills are picked at random from the class's list the moment scores are locked in. The DM can override them at this step.
7 Special abilities See what the species and class grant automatically, then pick two talents from a list.
8 Background Answer five questions (upbringing, home, turning point, personality, flaw) by picking from lists.
9 Appearance Pick build, height, hair, eyes, skin, up to two distinguishing features, and usual clothing.
10 Equipment Pick starting weapons, items and spells from the ones the DM has marked as starting options, within the campaign's limits.
— Finalize Everything is written to the character, saving throw proficiencies are set from the class, and current HP is set to max.

Species roll (d8)

Roll Choose from
1 Human, Half-Elf, Elf, Half-Orc
2 Dwarf, Gnome, Halfling, Deep Gnome, Duergar
3 Dragonborn, Tiefling, Aasimar, Goliath
4 Orc, Goblin, Hobgoblin, Bugbear, Kobold
5 Eladrin, Sea Elf, Shadar-kai, Githyanki, Githzerai, Changeling
6 Air, Earth, Fire and Water Genasi, Triton, Tortle
7 Tabaxi, Kenku, Aarakocra, Harengon, Lizardfolk, Owlin, Minotaur, Centaur, Satyr, Shifter, Firbolg, Fairy, Yuan-ti
8 Wildcard — any species

Class roll (d8)

Roll Choose between
1 Fighter, Barbarian
2 Rogue, Ranger
3 Wizard, Sorcerer
4 Cleric, Paladin
5 Bard, Warlock
6 Druid, Monk
7 Artificer, or reroll once (the reroll stands)
8 Wildcard — any class

Motivations to pick from

  • Revenge for a past wrong
  • Seeking fortune or wealth
  • Protecting someone they love
  • Redemption for a past mistake
  • Driven by curiosity or knowledge
  • Duty or oath to a cause or order

The story steps

Steps 7 to 9 never involve typing. The player picks from fixed lists, and the app writes the text that appears on the sheet. Each has a "Surprise me" button that picks at random, which the player can then adjust.

Special abilities are listed one per line as "Name — what it does", in this order:

  1. What the species grants automatically (for example Dwarf: Darkvision, Dwarven Resilience).
  2. What the class grants automatically at level 1 (for example Barbarian: Rage, Unarmored Defense).
  3. The two talents the player picked from a list of fourteen (Alert, Keen Eye, Silver Tongue, Field Medic, Tough as Nails, …).

These are table rules written in plain words for the DM to apply. The app does not calculate anything from most of them: Rage does not add damage by itself. The exception is the handful that change a number on the sheet (Unarmored Defense, Fast Movement and the rest): those are worked out for you, as section 8 ("Class features that are counted") sets out.

Background is five lines, one per question:

Question Picks
Upbringing — what were you before? 1 of 14 (Soldier, Acolyte, Criminal, Noble, Scholar, Farmer, …)
Home — where did you grow up? 1 of 8
Turning point — what set you on the road? 1 of 9
Personality — how do others describe you? 1 or 2 of 14
Flaw — what gets you into trouble? 1 of 9

Appearance is built the same way from build, height, hair, eyes, skin, distinguishing features (none, one or two) and usual clothing.

Once the character is finalized, the player cannot change any of the three. The DM can edit all of them on the sheet, which is how new abilities are added as a character levels up. Every option is listed in section 20.

Choosing versus committing

  • A dice roll is final the moment it is made.
  • A choice is not: on every step, clicking an option only selects it. The live preview beside the steps shows what it would do, and the player can switch as often as they like. Nothing is saved until they press Next.
  • Back returns to the previous step so its choice can be changed. The step comes back with the same dice roll, the same options and the earlier pick still selected; nothing is re-rolled. Starting equipment is the one thing that has to be confirmed again on the way forward.
  • Skills are drawn once per class. Going back and forward again, or switching class and switching back, gives the same skills each time.
  • Back stops working once the character is finalized.

The builder explains itself as it goes: each step opens with a line on what it is for, every species and class option is a card describing what it is like to play and what it changes, and the ⓘ icons explain each number. On the ability score step, "Suggest for me" puts the best rolls where the chosen class needs them, and the player can still rearrange them.

Rules the builder enforces

  • Every die is rolled once: species, class (unless it landed on "roll again") and ability scores. Going back never gives a fresh roll.
  • Special abilities, background and appearance accept only entries from their lists, in the numbers each question allows.
  • A Half-Elf must pick two different abilities (not Charisma) for its flexible +1/+1.
  • All six rolled scores must be assigned, one per ability.
  • Only pool entries the DM has marked as a starting option can be picked (section 10).
  • Starting weapons and items together cannot exceed the campaign's starting item count.
  • Starting spells cannot exceed the campaign's starting spell count, only a class with a spellcasting ability can pick any, and a new (level 1) character can only start with cantrips and level 1 spells.
  • Starting weapons and items arrive at gear level 1, so one that starts at a higher level (section 10) cannot be picked even if it is ticked.

3. Species

Species sets ability bonuses and walking speed, which feed the calculations, and grants special abilities, which are written on the sheet for the DM to apply (section 2, "The story steps").

Species Ability bonuses Speed Special abilities granted
Human +1 to all six 30 Versatile
Half-Elf +2 CHA, and +1 to two others of the player's choice 30 Darkvision, Fey Ancestry
Elf +2 DEX 30 Darkvision, Fey Ancestry, Trance
Gnome +2 INT 25 Darkvision, Gnome Cunning
Dwarf +2 CON 25 Darkvision, Dwarven Resilience
Halfling +2 DEX 25 Lucky, Brave
Dragonborn +2 STR, +1 CHA 30 Breath Weapon, Draconic Resistance
Tiefling +2 CHA, +1 INT 30 Darkvision, Hellish Resistance
Half-Orc +2 STR, +1 CON 30 Darkvision, Relentless Endurance
Orc +2 STR, +1 CON 30 Darkvision, Aggressive
Aasimar Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Celestial Resistance, Healing Hands, Light Bearer, Celestial Revelation
Goliath Player’s choice: +2 and +1, or +1 to three 35 Giant Ancestry, Large Form, Powerful Build
Aarakocra Player’s choice: +2 and +1, or +1 to three 30 Flight, Talons, Wind Caller
Bugbear Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Fey Ancestry, Long-Limbed, Powerful Build, Sneaky, Surprise Attack
Centaur Player’s choice: +2 and +1, or +1 to three 40 Charge, Equine Build, Hooves, Natural Affinity
Changeling Player’s choice: +2 and +1, or +1 to three 30 Shapechanger, Changeling Instincts
Deep Gnome Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Gnomish Magic Resistance, Svirfneblin Camouflage, Gift of the Svirfneblin
Duergar Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Dwarven Resilience, Psionic Fortitude, Duergar Magic
Eladrin Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Fey Ancestry, Trance, Keen Senses, Fey Step
Fairy Player’s choice: +2 and +1, or +1 to three 30 Flight, Fairy Magic, Small
Firbolg Player’s choice: +2 and +1, or +1 to three 30 Firbolg Magic, Hidden Step, Powerful Build, Speech of Beast and Leaf
Air Genasi Player’s choice: +2 and +1, or +1 to three 35 Darkvision, Unending Breath, Lightning Resistance, Mingle with the Wind
Earth Genasi Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Earth Walk, Merge with Stone
Fire Genasi Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Fire Resistance, Reach to the Blaze
Water Genasi Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Acid Resistance, Amphibious, Call to the Wave
Githyanki Player’s choice: +2 and +1, or +1 to three 30 Astral Knowledge, Githyanki Psionics, Psychic Resilience
Githzerai Player’s choice: +2 and +1, or +1 to three 30 Mental Discipline, Githzerai Psionics, Psychic Resilience
Goblin Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Fey Ancestry, Fury of the Small, Nimble Escape, Small
Harengon Player’s choice: +2 and +1, or +1 to three 30 Hare-Trigger, Leporine Senses, Lucky Footwork, Rabbit Hop
Hobgoblin Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Fey Ancestry, Fey Gift, Fortune from the Many
Kenku Player’s choice: +2 and +1, or +1 to three 30 Expert Duplication, Kenku Recall, Mimicry
Kobold Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Draconic Cry, Kobold Legacy, Small
Lizardfolk Player’s choice: +2 and +1, or +1 to three 30 Bite, Hold Breath, Hungry Jaws, Natural Armor, Nature’s Intuition
Minotaur Player’s choice: +2 and +1, or +1 to three 30 Horns, Goring Rush, Hammering Horns, Labyrinthine Recall
Sea Elf Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Fey Ancestry, Trance, Child of the Sea, Friend of the Sea
Shadar-kai Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Fey Ancestry, Trance, Necrotic Resistance, Blessing of the Raven Queen
Shifter Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Bestial Instincts, Shifting
Tabaxi Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Cat’s Claws, Cat’s Talent, Feline Agility
Tortle Player’s choice: +2 and +1, or +1 to three 30 Claws, Hold Breath, Natural Armor, Shell Defense, Nature’s Intuition
Triton Player’s choice: +2 and +1, or +1 to three 30 Amphibious, Darkvision, Control Air and Water, Emissary of the Sea, Guardian of the Depths
Yuan-ti Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Magic Resistance, Poison Resilience, Serpentine Spellcasting
Owlin Player’s choice: +2 and +1, or +1 to three 30 Darkvision, Flight, Silent Feathers
Satyr Player’s choice: +2 and +1, or +1 to three 35 Ram, Magic Resistance, Mirthful Leaps, Reveler

Chosen bonuses. Most species added in V1.23 have no fixed ability bonuses: the player chooses +2 for one ability and +1 for another, or +1 for three different abilities. A Half-Elf chooses where its two +1s go (not Charisma, which already has +2). The choice is made in the builder, kept on the character as speciesBonusChoices, and counted wherever the species bonus is.

4. Classes

Class sets the hit die, the two saving throw proficiencies, the spellcasting ability (if any), and which skills can be picked. Each class also grants two special abilities at level 1, written on the sheet for the DM to apply:

Class Special abilities granted
Barbarian Rage, Unarmored Defense
Bard Bardic Inspiration, Jack of Many Tales
Cleric Divine Domain, Healing Hands
Druid Druidic, Nature's Voice
Fighter Second Wind, Fighting Style
Monk Martial Arts, Unarmored Defense
Paladin Divine Sense, Lay on Hands
Ranger Favored Enemy, Natural Explorer
Rogue Sneak Attack, Thieves' Cant
Sorcerer Innate Magic, Wild Talent
Warlock Otherworldly Patron, Pact Magic
Wizard Spellbook, Arcane Recovery
Artificer Magical Tinkering, Spellcasting

The numbers each class sets:

Class Hit die Saves Spellcasting Skills
Barbarian d12 STR, CON — 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Bard d8 DEX, CHA CHA 3 from any skill
Cleric d8 WIS, CHA WIS 2 from History, Insight, Medicine, Persuasion, Religion
Druid d8 INT, WIS WIS 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
Fighter d10 STR, CON — 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival
Monk d8 STR, DEX — 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth
Paladin d10 WIS, CHA CHA 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion
Ranger d10 STR, DEX WIS 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
Rogue d8 DEX, INT — 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
Sorcerer d6 CON, CHA CHA 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion
Warlock d8 WIS, CHA CHA 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion
Wizard d6 INT, WIS INT 2 from Arcana, History, Insight, Investigation, Medicine, Religion
Artificer d8 CON, INT INT 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

The Artificer is a half caster that starts casting at level 1 (its spell slots round up, unlike a paladin's or ranger's). It infuses gear from level 2 and chooses its specialist subclass at level 3.

Subclasses

Every class has its full catalogue of official subclasses: the 2014 books (Player’s Handbook, Xanathar’s, Tasha’s, the Sword Coast guide, Fizban’s, Wildemount, Ravenloft and more) and the 2024 Player’s Handbook where it brought a new one: 123 in all. Each lists its book, and its features up to level 20 (section 20). A subclass is picked in the builder (or left for later) and its gifts start at the level the class chooses at: 2 for clerics, druids and wizards, 3 for everyone else.

A 2024 subclass that updates an older one says so: Path of the Wild Heart updates the Totem Warrior, and Warrior of the Elements updates the Way of the Four Elements. A character on the older one sees the newer one on their sheet, and the DM can switch them with one click; the old lines come off Special Abilities and the new ones go on.

The Road Ahead. Every sheet shows the class and subclass's road from level 1 to 20: what each level gives, where Boons and new spell levels come, and which level is next. The builder shows the same for each subclass before it is picked.

5. Ability scores and modifiers

The six abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.

  • The rolled score is what the dice gave (3–18). This is what is stored. How it is made follows the campaign's abilityScoreMethod:
    • Roll 4d6 (the default): roll four d6, drop the lowest, and add the rest. This is done six times, and the six totals are placed on the abilities.
    • Standard array: the scores 15, 14, 13, 12, 10 and 8 are placed instead.
    • Point buy: every score starts at 8. Raising a score costs 1 point per step up to 13, and 2 points per step for 14 and 15. The budget is 27 points. The scores go straight to their abilities.
  • The final score is the rolled score plus the species bonus. This is what the sheet shows and what every calculation uses.
  • The modifier is (final score − 10) ÷ 2, rounded down.
Final score Modifier
8–9 −1
10–11 0
12–13 +1
14–15 +2
16–17 +3
18–19 +4
20 +5

Ability scores cannot be changed after the build is finalized.

6. Level and XP

  • Every character starts at level 1. The range is 1 to 20.
  • Only the DM decides that a character levels, and only the DM changes XP. A level is taken in one of three ways: the DM approves it and the player takes it themselves (below), the DM levels the character directly with ⬆ Level up now… on the sheet, or the DM types into the Level field.
  • XP (experience points) is shown under the character's name on the sheet as "37 / 300 XP": what they have, and what their next level takes. The party overview shows the same under each level.
  • XP comes from encounters: when the DM awards an encounter's XP it is shared between the characters in it (ENCOUNTERS.md, section 9). The DM can also type a character's XP into the XP field beside Level.
  • XP does not level a character up. When a character has the XP for their next level the sheet shows "⬆ Level up due" (the party overview shows ⬆), and the DM approves the level when the table is ready. A DM who levels by milestones can turn Track experience points off in the campaign settings. That hides XP everywhere, closes the award panel, and leaves levelling entirely to the DM.
Level XP needed Level XP needed Level XP needed Level XP needed
1 0 6 14,000 11 85,000 16 195,000
2 300 7 23,000 12 100,000 17 225,000
3 900 8 34,000 13 120,000 18 265,000
4 2,700 9 48,000 14 140,000 19 305,000
5 6,500 10 64,000 15 165,000 20 355,000

Approving a level, and who takes it

So that five players levelling together do not queue for the DM, the DM approves and each player takes their own level:

  1. The DM presses ⬆ Level up… on the campaign page or the party overview (beside 🛏 Rest…). A pop-out lists the party; with XP tracked, those who have the XP for their next level start ticked ("Everyone", "Those with the XP" and "Nobody" tick in one go). Approve gives each ticked character one level to take. One character can also be approved from their sheet (⬆ Approve a level up).
  2. Each approved character's player is told at once, wherever in the campaign they are: a notice slides in ("⬆ Aria can level up!") with a button straight to the checklist. If they are not online, it waits: their sheet and their row on the campaign page show "⬆ Level up ready" until it is taken.
  3. The player opens the checklist, sees what the level gives, makes the picks that are theirs (the class for a multiclass, subclass, Boon, new spells, the weapon upgrade, the hit point roll) and confirms. The level is theirs then, healed to full, as if the DM had done it.

Things to know:

  • An approval is one level. Approving twice lets a character take two, one checklist at a time. "Take one back" in the pop-out undoes an approval that has not been used.
  • The DM sees who still has picks to make: a banner on the party overview, and a badge on each character. The DM can open the checklist and finish it for anyone ("Open the checklist" on the sheet).
  • A character with no player (an ally the DM runs) is the DM's to finish.
  • A player may pick as many new spells as the level allows, of a level they can cast; the DM, doing it for them, is not held to that.
  • Once approved, a level no longer shows as "due".

Level Up: the checklist

The checklist takes a character up one level and does everything that goes with it. It opens as a pop-out that lists the steps and asks for the choices; nothing changes until "Level up to N" is pressed. It is the same whether a player takes an approved level or the DM uses ⬆ Level up now….

Step What the site does What is chosen
1. Level Raises the level by one. Proficiency bonus, saves, skills and spell DC follow With multiclassing on: which class gains the level
2. Hit points Works out the new max HP and heals to it (a dead character stays dead). One more Hit Die. Where the campaign rolls hit points, the class's die is rolled by the site, or rolled at the table and typed in (physical dice); the roll takes the place of the average for good The die roll, with physical dice
3. Special abilities Writes the class's and the subclass's new features for that level into Special Abilities (section 21) The subclass, at the level the class chooses one; the Boon, at a level that grants one
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
5. Gear Raises one weapon by one gear level Which weapon, or none

Special abilities. Each feature is one line, "Name — what it does". A feature that grows (Sneak Attack gaining a die, Rage gaining a use) rewrites the line it already has; anything else is added at the end. Where a line says "choose" (a fighting style, metamagic, an invocation), the DM edits it once the player has chosen. From level 5 every class that casts also gets a "Cantrips" line: damaging cantrips roll double the dice shown.

The class and subclass tables run from level 2 to level 20: every level a class or subclass gains something, it is written down.

Subclasses. Each class has its full catalogue of subclasses (section 4): the path it takes from early on. A cleric, a druid and a wizard choose at level 2; every other class at level 3. A subclass picked in the builder starts giving at that level without asking again. The list below is the original three per class; section 21 has every one.

Class Subclasses
Barbarian Path of the Berserker, Path of the Totem Warrior, Path of the Zealot
Bard College of Lore, College of Valor, College of Swords
Cleric Life Domain, Light Domain, War Domain
Druid Circle of the Land, Circle of the Moon, Circle of Stars
Fighter Champion, Battle Master, Samurai
Monk Way of the Open Hand, Way of Shadow, Way of the Four Elements
Paladin Oath of Devotion, Oath of the Ancients, Oath of Vengeance
Ranger Hunter, Beast Master, Gloom Stalker
Rogue Thief, Assassin, Swashbuckler
Sorcerer Draconic Bloodline, Wild Magic, Storm Sorcery
Warlock The Fiend, The Archfey, The Great Old One
Wizard School of Evocation, School of Abjuration, School of Illusion
  • At the level the class chooses, the checklist lists the three with a line about each. Picking one shows the features it brings, and the button stays "Choose a subclass first" until one is picked.
  • From then on each level writes the subclass's features along with the class's.
  • The subclass is shown beside the class wherever the class is: the sheet, the character panel, encounter cards, the party overview and the campaign's character list ("Fighter (Champion)").
  • The DM can set or change it later with the Subclass menu beside the Level field (shown once the character is at the level their class chooses). The old subclass's lines are taken out of Special Abilities, found by their names, and the new one's are written, up to the character's level. A line the DM had edited ("choose three…") is replaced by the new text. "Not chosen" takes the subclass away and writes "Subclass — Choose one with your DM…" in its place.
  • Like every special ability, a subclass's features are written for the table to apply: none of them changes a number on the sheet.

A campaign without subclasses. "Characters choose a subclass", in the campaign's Settings, is ticked for a new campaign. Unticked:

  • Nobody is asked. On reaching the level their class would choose at, a character is put on the first subclass in the table above (Champion fighter, Life cleric, Evocation wizard…), by Level Up and by the Level field alike, and its features are written with the class's. A character already past that level gets everything it has given so far the next time they level.
  • No subclass is named anywhere, the checklist has no subclass step, the sheet has no Subclass menu, and no "Subclass — Choose one" line is written.
  • A character who already had a subclass keeps following it, unnamed.
  • Class counters still follow the subclass a character is on (a druid's Natural Recovery, for one).
  • Ticking the setting again shows each character's subclass and lets the DM change it. Unticking takes nothing off any sheet.

The first subclass of each class in the table is the single path that class followed before version 1.16. Characters who were already at their class's choice level when subclasses arrived were given that one, since their special abilities had been written from it.

Boons stand in for ability score increases, which the site does not have (every number on the sheet comes from the scores rolled at the build). Most classes get one at levels 4 and 8; a fighter also at 6, a rogue also at 10.

Boon What it is What the site does
Weapon Mastery +1 to attack and damage rolls with weapons Writes the line. The player adds the +1 to the numbers shown
Arcane Focus +1 to spell save DC and spell attack bonus Writes the line. The player adds the +1 to the numbers shown
Toughened +1 AC Writes the line and raises Extra AC by 1
Hardy +5 maximum HP, as temp HP Writes the line, gives 5 temp HP now and again after every long rest

Toughened can be taken once; each of the others twice (its one line then reads +2, or +10).

Spells. The pop-out says what the book's unlock schedule allows at the new level, and lists the campaign's spells the character does not yet know, up to the highest slot level they now have. What is ticked is granted; the count is the DM's to keep.

Class New spells each level Extra cantrip
Bard, Cleric, Druid, Sorcerer, Warlock 1 At levels 4 and 10
Wizard 2 At levels 4 and 10
Paladin, Ranger 2 at level 2, then 1 at each odd level None

Gear. The free upgrade goes to one held weapon of standard growth whose gear level is below the character's new level (the equipped one is offered first). Powerful and legendary weapons never get it.

Multiclassing

With Multiclassing on in the campaign settings, the level-up checklist starts by asking which class gains this level: one the character has, or a new one. A new class is open only when the character's final ability scores meet its requirement and the requirement of every class they already have (the 2014 rules):

Class Needs Class Needs
Artificer Intelligence 13 Paladin Strength 13 and Charisma 13
Barbarian Strength 13 Ranger Dexterity 13 and Wisdom 13
Bard Charisma 13 Rogue Dexterity 13
Cleric Wisdom 13 Sorcerer Charisma 13
Druid Wisdom 13 Warlock Charisma 13
Fighter Strength 13 or Dexterity 13 Wizard Intelligence 13
Monk Dexterity 13 and Wisdom 13

Everything then goes by each class's own level:

  • A first level in a new class writes what that class grants at level 1 (not its saving throws or skills) and a "… Training" line with what it teaches a newcomer. The class's later features, Boons and subclass come at its own levels: a fighter 5 / rogue 3 chooses a roguish archetype now.
  • Hit points: the first class's die in full at level 1, then each level the average of that level's class die, plus Constitution every level. Hit Dice are counted per class.
  • Spell slots: one casting class keeps its own table. Two or more add up a caster level (all of a full caster's levels, half a paladin's or ranger's, half an artificer's rounded up, a third of an Eldritch Knight's or Arcane Trickster's) and use the full caster table. A warlock's pact slots stand apart: the sheet says how many, back on a short rest.
  • Spellcasting: each casting class has its own DC and attack bonus, listed on the sheet.
  • Counters (Rage, Ki, Channel Divinity...) go by their class's level; two classes giving the same counter keep the larger.

The first class is the character's characterClass; each other class is a row of its own (CharacterClassLevel: class, level, subclass). Everywhere a class is named, a multiclassed character reads "Fighter 5 (Champion) / Rogue 3".

Routes. The sheet's "The Road Ahead" card shows the road from 1 to 20 for each class the character has, and, with multiclassing on, Multiclass routes from here: well-known combinations (the Hexadin, the Sorlock, a two-level fighter dip…) with each step, how far along the character is, and whether their scores meet every class on the way. They are suggestions; nothing is enforced.

Eldritch Knight and Arcane Trickster cast with Intelligence from level 3, with a third caster's slots, whether or not the character has multiclassed.

The Level field

Typing a number into Level sets it outright: for a character who joins late, or to put a mistake right. Going up this way still writes down every feature the class gains on the way (and the subclass, when one is chosen), but it asks nothing: a Boon is left as a line saying one is owed ("Boon (level 4) — Choose one with your DM…"), and so is a subclass not yet picked ("Subclass — Choose one with your DM…", cleared when one is picked), HP is not healed, no spell is granted and no weapon is raised. Going down takes no special ability away; the DM edits the text.

Level feeds these things:

Proficiency bonus — 2 + (level − 1) ÷ 4, rounded down.

Level Proficiency bonus
1–4 +2
5–8 +3
9–12 +4
13–16 +5
17–20 +6

Max HP and Hit Dice — see the next section.

Spell slots — how many a caster has (SPELLS.md, section 8).

7. Hit points

Max HP is calculated, never stored:

  • Level 1: the full hit die + CON modifier.
  • Each level after: the die's fixed average (half the die, plus 1) + CON modifier.
Hit die Level 1 Each later level
d6 6 + CON 4 + CON
d8 8 + CON 5 + CON
d10 10 + CON 6 + CON
d12 12 + CON 7 + CON

Example: a Fighter (d10) with CON 14 (+2) has 12 at level 1 and 28 at level 3.

Current HP is a stored number, separate from max:

  • Set to max when the build is finalized, and when a character is copied.
  • Changed by the DM only: with the Damage and Heal buttons on the sheet, or in an encounter (section 15). Both change the same number. A player sees their HP but has no buttons to change it, and the server refuses the change.
  • Always kept between 0 and max: healing stops at max and damage stops at 0.
  • "⬆ Level Up…" heals to the new max. A level typed into the Level field raises max but leaves current HP where it was; the DM clicks "Recompute Max HP" to set current HP to the new max (a full heal). If a level change lowers max below current HP, current HP drops to the new max.

Temp HP is a tracked number shown beside HP, set by the DM. Damage comes off it first. A long rest clears it.

Hit Dice and rests

A character has one Hit Die per level, of their class's size (the same die as in the table above). The sheet, the character panel and the party overview show how many are left. Only the DM changes that number: with a rest, or by typing into "Hit Dice left" on the sheet.

The DM's 🛏 Rest… button is on the campaign page (beside "Characters") and on the party overview. It opens a pop-out: tick who rests, pick short or long, and press the button. Everyone ticked rests at once, and the pop-out then says what it did for each of them. Dead characters start unticked, and a rest does nothing for them.

Short rest (1 hour) Long rest (8 hours)
HP Each Hit Die spent heals what it rolled + the CON modifier Back to max; death saves cleared
Hit Dice The ones spent are used up Spent ones come back, up to half the level (at least 1)
Spell slots A warlock gets all of theirs back Everyone gets all of theirs back
Temp HP Unchanged Cleared, then the Hardy Boon gives its 5 or 10
Class counters Those marked short rest come back All come back
Exhaustion Unchanged One level less
Inspiration and conditions Unchanged Unchanged

Spending Hit Dice. On a short rest each resting character has a line that says what they can roll: "Spend [ ] of 3 d10". The DM types how many dice the player spends, and the pop-out shows what to roll ("Roll 2d10") and the Constitution that will be added. Then either:

  • the player rolls real dice and the DM types what they added up to, or
  • the total is left empty and the site rolls them, and shows each die.

The healing is the total, plus the CON modifier once for each die, and never less than nothing. It stops at max HP. A dying character cannot spend Hit Dice until they are steadied or healed; a stable one can, and wakes up.

A short rest is refused as a whole, with nothing changed for anyone, if a character is asked to spend more dice than they have or the total typed is not one those dice could show.

After a short rest a wizard (Arcane Recovery) or a Circle of the Land druid (Natural Recovery) with spent slots gets a reminder: once per day they may regain slots adding up to half their level, rounded up. Which slots is the player's choice, so the DM puts them back on the sheet.

At 0 HP: death saves

A character at 0 HP is in one of three states, shown on the sheet under the HP bar, on their encounter card, in the quick stats and in the party lists.

State Meaning How it ends
Dying Rolling death saves Three successes, three failures, healing, or being stabilised
Stable At 0 HP, no longer rolling Healing wakes them; damage makes them Dying again
Dead Three failures, or one blow too big to survive The DM's Revive at 1 HP, or an ally's reviving spell in a battle

Rolling. While Dying, type what the d20 showed and click Death save. The app does not roll it.

Roll Result
1 Two failures
2 to 9 One failure
10 to 19 One success
20 Back up with 1 HP, tallies cleared
  • Three successes: Stable. The tallies are cleared.
  • Three failures: Dead.
  • Stabilise makes a Dying character Stable without a roll, for when someone steadies them (a Medicine check, a healer's kit, a spell).
  • Damage at 0 HP is one failed save, and makes a Stable character Dying again. Damage soaked entirely by temp HP does not count. The app cannot tell a critical hit; the DM adds its second failure by clicking a pip.
  • Massive damage: if a blow leaves as much as the character's max HP still to take once HP reaches 0, they are Dead at once. A character with 12 max HP on 5 HP dies from 17 damage or more.
  • Healing from 0, by any amount, puts the character back up and clears the tallies and Stable.
  • Dead characters cannot be healed: Heal is refused with a message. The DM clicks Revive at 1 HP, then heals as normal. In a battle, an ally with a reviving spell can do the same on their own turn, and until then the dead are hidden from the players' encounter screen: see ENCOUNTERS.md, section 6.
  • The DM can click a pip to set either tally by hand, to fix a mistake.

Dropping to 0 always starts from empty tallies. None of this changes any other number on the sheet, and nothing is added to the conditions in an encounter.

Condition and counters

The sheet's "Condition and counters" card, also at the top of the character panel, is how a character is doing beyond hit points. All of it is a reminder for the table: none of it changes a number on the sheet.

  • Inspiration. The DM gives it ("✨ Give inspiration") and can take it away. The character's own player sees "✨ Inspired" and a Spend button. A character has it or does not; it is not counted.
  • Exhaustion, level 0 to 6, set by the DM. The card lists what the level means (1: disadvantage on ability checks; 2: speed halved; 3: disadvantage on attacks and saves; 4: HP maximum halved; 5: speed 0; 6: death), each level adding to those before. A long rest takes one level off.
  • Conditions (Poisoned, Prone, Concentrating…), given and removed by the DM. Hovering over one shows its rule. They belong to the character, not to an encounter: a condition given in a battle is still there after it, on the sheet, in the panel and in the next encounter, until the DM removes it (ENCOUNTERS.md, section 8).
  • Class counters: the things a class does a set number of times before a rest. Each has a row of pips, filled while a use is left, and the rest that gives it back. The character's own player and the DM press Use to spend one. Only the DM gives one back: a click on a pip sets how many are left, and "All back" refills them all. A counter with more than ten uses (Lay on Hands, a high-level monk's Ki) has a box for how much to spend in place of pips, and "+ Back" for the DM.
Class Counter How many Back on
Barbarian Rage 2; 3 from level 3; 4 from level 6 Long rest
Bard Bardic Inspiration Charisma modifier, at least 1 Long rest; short rest from level 5
Cleric Healing Hands 1 Short rest
Cleric Channel Divinity (from level 2) 1; 2 from level 6 Short rest
Druid Wild Shape (from level 2) 2 Short rest
Fighter Second Wind 1 Short rest
Fighter Action Surge (from level 2) 1; 2 from level 17 Short rest
Fighter Indomitable (from level 9) 1; 2 from level 13; 3 from level 17 Long rest
Monk Ki (from level 2) The character's level Short rest
Paladin Lay on Hands (HP) 5 × level Long rest
Paladin Divine Sense 1 + Charisma modifier, at least 1 Long rest
Paladin Channel Divinity (from level 3) 1 Short rest
Paladin Cleansing Touch (from level 14) Charisma modifier, at least 1 Long rest
Rogue Stroke of Luck (level 20) 1 Short rest
Warlock Mystic Arcanum (from level 11) 1; one more at 13, 15 and 17 Long rest
Wizard Signature Spells (level 20) 2 Short rest
Artificer Flash of Genius (from level 7) Intelligence modifier, at least 1 Long rest
Sorcerer Wild Talent 1 Long rest
Sorcerer Sorcery Points (from level 2) The character's level Long rest
Wizard Arcane Recovery 1 Long rest

A ranger has none of its own. Rage and Wild Shape stop being counted at level 20 (a barbarian rages, and an archdruid wild shapes, as often as they like); Rage grows to 5 uses at level 12 and 6 at 17, and a cleric's Channel Divinity to 3 at level 18. Subclasses add theirs:

Subclass Counter How many Back on
Zealot (level 10) Zealous Presence 1 Long rest
Light Domain Warding Flare Wisdom modifier, at least 1 Long rest
War Domain War Priest Wisdom modifier, at least 1 Long rest
Circle of the Land Natural Recovery 1 Long rest
Circle of Stars Star Map (Guiding Bolt) Proficiency bonus Long rest
Circle of Stars (level 6) Cosmic Omen Proficiency bonus Long rest
Battle Master Superiority Dice 4; 5 from level 7; 6 from level 15 Short rest
Samurai Fighting Spirit 3 Long rest
Open Hand (level 6) Wholeness of Body 1 Long rest
Wild Magic Tides of Chaos 1 Long rest
The Archfey Fey Presence; Misty Escape (level 6) 1 each Short rest
The Fiend (level 6) Patron's Luck 1 Short rest
The Great Old One (level 6) Entropic Ward 1 Short rest
School of Illusion (level 10) Illusory Self 1 Short rest

A short rest gives back the counters marked short rest; a long rest gives back every counter. The rest pop-out names what came back. What a counter does is in the character's special abilities; the site only keeps count. Spending a counter does nothing else: a monk who spends Ki, or a sorcerer turning points into a slot, still presses the other buttons themselves.

8. Other derived stats

Stat Formula
Armor Class 10 + DEX modifier (as much of it as the armor worn lets through; or what a class feature gives without armor, below) + equipped gear + the DM's extra AC
Initiative DEX modifier + a bard's Jack of All Trades + equipped gear
Speed Species speed + a class's extra speed, unless a speed override is set, + equipped gear
Passive Perception 10 + Perception skill bonus + equipped gear
Passive Investigation, Passive Insight 10 + that skill's bonus (gear that raises the skill raises it too)
Hit dice One per level, of the class's die size (shown only; not spent or tracked)
Spell save DC 8 + proficiency bonus + spellcasting ability modifier
Spell attack bonus Proficiency bonus + spellcasting ability modifier

Equipped gear. Armor, shields and other gear are items (and weapons) with effects: bonuses and penalties to AC, speed, initiative, max HP, passive Perception, ability scores, saving throws and skills. They apply on their own while the thing is equipped, and stop when it comes off. Every number on the sheet already includes them, and the "From Equipped Gear" card says which item is doing what. An effect on an ability score changes the score itself, so everything in sections 5 to 10 that is built on that ability moves too. The full rules are in ITEMS.md, section 5.

Dexterity in armor. How much of the DEX modifier counts toward AC goes by the armor that is equipped (items are marked light, medium or heavy: ITEMS.md, section 5):

Armor worn DEX modifier counted toward AC
None, or light All of it
Medium At most +2 (a penalty counts in full)
Heavy None of it, a penalty included

Only AC is affected: initiative, Dexterity saves and skills use the full modifier. When the armor is holding something back, the "From Equipped Gear" card says so. A shield changes nothing here, and neither does an item with +AC that is not marked as armor.

Class features that are counted

These class features change a number, so the sheet works them out. Nobody adds them by hand, and the "From Class Features" card on the sheet lists the ones in force and what each is doing.

Feature From What the sheet does
Unarmored Defense Barbarian 1 AC starts from 10 + DEX + CON while no armor is equipped. A shield still adds
Unarmored Defense Monk 1 AC starts from 10 + DEX + WIS while no armor and no shield is equipped
Draconic Resilience Sorcerer (Draconic Bloodline) 3 AC starts from 13 + DEX while no armor is equipped, and maximum HP is 1 higher for each sorcerer level
Fast Movement Barbarian 5 +10 ft speed unless heavy armor is equipped
Unarmored Movement Monk 2 +10 ft speed (15 at monk level 6, 20 at 10, 25 at 14, 30 at 18) while no armor and no shield is equipped
Aura of Protection Paladin 6 Charisma modifier (at least +1) added to every one of the paladin's own saving throws. Allies in the aura add it by hand
Diamond Soul Monk 14 Proficient in every saving throw
Slippery Mind Rogue 15 Proficient in Wisdom saving throws
Jack of All Trades Bard 2 Half the proficiency bonus (rounded down) added to initiative and to every skill the bard is not proficient in (and so to the passive scores)
  • By class level. A multiclassed character gets each feature at the level it comes in the class that gives it: a Paladin 6 / Barbarian 1 has the aura and Unarmored Defense, but not Fast Movement.
  • One way of working out AC. With more than one (a barbarian who is also a monk), the best is used, never both. It is left out when plain 10 + DEX is better (a barbarian with a Constitution penalty). Gear and the DM's Extra AC add on top either way.
  • What is worn is read from equipped items marked as armor (light, medium or heavy) or as a shield (ITEMS.md, section 5). The library's armor and shield are marked already. An item that only gives +AC and is not marked (a ring) is not armor and stops nothing.
  • A speed override wins. When the DM has set a speed for a character it is used as it is, and a class's extra speed is not added to it.
  • If the DM used to add these by hand (Constitution put into Extra AC for a barbarian, say), take that out, or it now counts twice.

Every other class feature is still a line of text for the table to apply.

Extra AC is a number only the DM can set on the sheet, added to AC on top of gear, for anything an item does not cover. It can be negative. (It used to be called "armor bonus" and stood in for all armor; characters keep whatever it was set to.)

Speed override exists in the data and API (DM only) but has no field on the sheet.

9. Saving throws and skills

Saving throws: ability modifier, plus proficiency bonus if the class is proficient in that save. Fixed by class; not editable.

Skills: governing ability modifier, plus proficiency bonus if proficient, or double the proficiency bonus with expertise.

Ability Skills
STR Athletics
DEX Acrobatics, Sleight of Hand, Stealth
INT Arcana, History, Investigation, Nature, Religion
WIS Animal Handling, Insight, Medicine, Perception, Survival
CHA Deception, Intimidation, Performance, Persuasion

Skill proficiencies are drawn at random during the build (step 5) and cannot be changed from the sheet afterwards. Expertise is supported by the calculations but is only ever set if the DM supplies it during step 5.

Rolling from the sheet

Numbers with a dotted underline roll when clicked. The dice roller opens under a label saying what the roll is ("Aria: Stealth"): the dice tumble in, each drawn as its own shape (a d4's triangle, a d20's hexagon…), land on what they rolled, and the total follows with the bonus. A natural 20 glows and a natural 1 shakes.

Click Rolls
An ability's modifier d20 + the modifier (an ability check)
A saving throw, a skill d20 + its bonus
A weapon's "to hit" d20 + its attack bonus
A weapon's damage Its dice at its gear level + the damage bonus
The spell attack bonus d20 + the bonus
A spell's dice Those dice
Initiative (on an encounter card) d20 + the initiative bonus
  • The same numbers roll on the sheet, in the character panel, and on an encounter card's details and the spotlight. On an encounter a monster's or NPC's attack and damage, and a monster's ability scores, roll too (for the DM, who is the only one sent them).
  • Advantage and disadvantage. The roller has Disadv. / Normal / Adv. buttons. Whichever is lit applies to every d20 rolled until it is changed: two d20s are rolled and the higher or lower kept, and both are shown.
  • The server rolls. In a campaign every digital roll is made by the server, never by the browser, and is kept. A roll changes nothing by itself: a damage roll is not applied, a spell slot is not spent, and an initiative roll still has to be typed into its field.
  • The DM sees every roll. Each roll is announced to the table as it is made. The roller's second tab ("Everyone's rolls" for the DM, "Table" for a player) lists them, newest first: who rolled, what for, the dice as they fell, the total, and whether it was a natural 20 or 1, rolled with advantage, or rolled with real dice. Somebody else's roll also pops up beside the dice button for a few seconds as it lands, and an encounter page has the same list in its side column for the DM. What a player sees follows the campaign's "Who sees a roll" setting: everyone's rolls, or only their own.
  • Hidden rolls. The DM can tick "🙈 Roll hidden" in the roller: such a roll is the DM's alone, whatever the setting.
  • Real dice. The campaign's "Dice at this table" setting decides how a roll is made. Digital: the app rolls. Physical: the roller asks for the dice to be rolled at the table and typed in, one box per die (both d20s with advantage or disadvantage), and the server checks each value is on its die. Both: the app rolls unless the roller's "🎯 I roll real dice" is ticked, which each person chooses for themselves. A typed-in roll is marked "at the table" in the list.
  • Rolls are kept for two weeks. Outside a campaign (nothing opened yet) the roller still works, rolling in the browser and showing nobody.
  • Of dice written with more after them ("2d8+3 fire") the dice are rolled. Text that does not start with dice (a DM may type anything as an item's or a spell's dice) is shown as plain text.
  • Boons that say "add it to the numbers the site shows" (Weapon Mastery, Arcane Focus) are not in the roll either: add them to the total.

Calling for a roll (DM). "🎲 Call for a roll…" on the party overview, and in an encounter's header, rolls one check for several characters at once. Pick a skill, a saving throw or an ability check; optionally a DC, and advantage or disadvantage; untick anyone who is not rolling. Each character gets their own d20 and their own bonus, and with a DC each is marked "made it" or "failed", with how many made it and whether a group check (at least half) succeeds. On the party overview it offers every finished character who is not dead; in an encounter, the characters in it who are still up. These are the DM's own quick rolls, made on the DM's page: they are not in the table's list and the players do not see them.

10. Gear pools, starting options and gear levels

Each campaign has three pools, managed by the DM on the campaign page, each in a part of its own ("Weapons", "Items", "Spells") where every entry opens in a pop-out:

Pool What an entry holds How entries are added
Weapons Name, base damage dice, damage type, attack ability, starting level, growth By hand, or from the built-in library
Spells Name, level, school, optional damage By hand, or from the built-in library (which supplies a default damage)
Items Name, optional description, optional base dice, starting level, growth By hand

Everything a character carries or knows is an entry from its campaign's pools. WEAPONS.md, SPELLS.md and ITEMS.md describe each pool in full; this section is the part that matters to a character.

  • Only the DM adds to a pool, edits or removes entries, gives entries to characters from the pool, changes how many a character has, levels them up, and takes them away.
  • The owning player can tick and untick Equipped (weapons, items) and Prepared (spells) on gear their character can use, at any time, including mid-encounter. Only so much can be equipped at once: by default two things, one of them a weapon (a campaign setting; ITEMS.md, section 3). A weapon has to be equipped to be used in an encounter, and can give what their character holds to another character (section 12).
  • Removing an entry from a pool removes it from every character holding it.

Starting options. Every pool entry has a "Starting" tick box. Only ticked entries are offered in the equipment step of the builder (step 9); everything else has to be given out by the DM later. New entries are not starting options until the DM ticks them.

Gear levels

This is a house rule of this app, not standard D&D.

Each weapon or item a character holds has its own level, 1 to 9. The level belongs to that character's copy, not to the pool entry, so two characters can hold spears of different levels. Only the DM changes it, with the level picker next to it on the sheet. A character holds one stack of each weapon or item, and the whole stack shares one level.

Starting level. Each weapon and item in a pool has a level it starts at — 1 for most, higher for gear that should only exist later (a greatsword that starts at level 3, say). A copy is given at that level unless the DM picks a higher one, and can never go below it. If the DM later raises an entry's starting level, copies below it are lifted to it and unequipped.

Who can use what. A character can use gear of their own level or lower:

Character level Can use gear of level
1 1
2 1–2
3 1–3
… …

Gear above the character's level can still be held, but it shows "Requires level N", cannot be equipped, gives none of its effects, and is left out of the character's encounter card. The character panel still lists it, marked "needs level N". If the DM levels a piece of gear past its holder, or lowers the character's level, anything now out of reach is unequipped automatically.

How damage grows. The dice in the pool are the damage at the gear's starting level. Each level above that moves the dice up a fixed ladder, in the smallest steps the dice allow:

Rung Dice Average
1 1d4 2.5
2 1d6 3.5
3 1d8 4.5
4 1d10 5.5
5 1d12 6.5
6 2d6 7
7 1d6+1d8 8
8 2d8 9
9 1d8+1d10 10
10 2d10 11
11 1d10+1d12 12
12 2d12 13
13 3d8 13.5
14 2d8+1d10 14.5
… and so on, adding a die each time the current dice max out

Every rung is +1 average damage over the last, or +0.5 where a die is added.

Each weapon and item has a growth setting that says how many rungs it climbs per level:

Growth Rungs per level A 1d6 weapon at levels 1, 2, 3, 4 At level 9
Standard 1 1d6, 1d8, 1d10, 1d12 2d10
Powerful 2 1d6, 1d10, 2d6, 2d8 1d10+2d12
Legendary 3 1d6, 1d12, 2d8, 1d10+1d12 4d12

A 2d6 greatsword that starts at level 3 with Standard growth is 2d6 at level 3, 1d6+1d8 at level 4, 2d8 at level 5, and so on.

  • At its starting level, gear always shows the dice exactly as the DM typed them.
  • Dice that are not on the ladder (for example 2d4+2 or 1d4+1) start climbing from the highest rung that is not stronger than them: 2d4+2 (average 7) continues from 2d6, so it becomes 1d6+1d8 one level up.
  • Dice the app cannot read (free text such as "special") never change.
  • Level changes the dice only. The attack bonus and the flat damage bonus still come from the character's ability scores and proficiency bonus.

Spells do not have a level of their own to raise. The classic spell level is the requirement: a character must be at least that level to prepare or use the spell, and cantrips are open to everyone. A spell can carry a damage value, which is fixed.

11. Weapons and spells

A character holds weapons, each with a quantity, a level and an equipped flag. Only an equipped weapon is in hand: it is the one shown on the character's encounter card and offered in the DM's attack bar. One weapon can be equipped at a time unless the campaign allows more, so a weapon for each hand is one weapon made as a pair (WEAPONS.md, sections 3 and 4).

Number Formula
Attack bonus Ability modifier + proficiency bonus
Damage The weapon's dice at the held copy's level (section 10) + ability modifier

The ability depends on the weapon: Strength, Dexterity, or "finesse" (whichever of the two is higher).

  • Characters are treated as proficient with every weapon.
  • Giving a weapon the character already has increases its quantity; the stack keeps the level it has.

A character knows spells, each with a prepared flag.

  • The sheet's "Spells Known" card only appears when the campaign has at least one spell.
  • After the build, the DM can grant spells to any class; the "must be a spellcaster" rule applies only to starting spells.
  • A spell above the character's level can be known but not prepared, and is left out of encounters (section 10).
  • A spell's damage, if it has one, is shown beside it. It is fixed.
  • Spell save DC and attack bonus are shown only for classes with a spellcasting ability.
  • A caster has spell slots, from class and level, tracked on the sheet and in the character panel (SPELLS.md, section 8).

12. Inventory and money

Inventory is the items a character holds from the campaign's item pool, each with a quantity, a level and an equipped flag. Giving an item the character already has adds to the stack. An item can have effects that change the sheet while it is equipped: this is how armor works (ITEMS.md, section 5). An item can carry optional dice (a potion's healing, a bomb's damage) that grow with its level exactly like a weapon's (section 10).

Money is a purse of three coins, each counted on its own, with a log behind it.

Coin Worth
Gold (gp) 1 gold
Silver (sp) 0.1 gold — 10 to the gold
Copper (cp) 0.01 gold — 100 to the gold, 10 to the silver
  • The sheet's Money card shows the three balances, what the purse is worth in gold altogether, and every change: the amount and coin, what it was for, who recorded it, when, and that coin's balance afterwards.
  • Only the DM records a gain or a spend, choosing the coin: a player cannot add money to their own purse or write it off. A player's money moves by exchanging coins, giving to another character, and trading with an NPC; it arrives from the DM, an encounter reward, a gift or an NPC. Other players cannot see the purse or the log.
  • Spending makes change for you. A spend (or a gift to another character) is paid from the whole purse. Coins of the kind named go first; if there aren't enough, the nearest bigger coin is broken and the change comes back in as few coins as possible; if there are no bigger coins, smaller ones are counted out. Spending 3 silver from a purse of 5 gold leaves 4 gold and 7 silver. Each coin that moved gets its own log entry, marked "with change".
  • A spend is refused only when the whole purse isn't worth enough.
  • Exchange turns coins of one kind into another at the worth above, and logs both sides. It moves exactly the coins named and has to come to whole coins: silver into gold goes in tens, copper into silver in tens, copper into gold in hundreds.
  • The log is the only way a balance changes. Entries cannot be edited or deleted; to correct a mistake, the DM records the opposite entry.
  • Starting gold (a campaign setting) is gold only. Encounter rewards and gifts between characters can be in any coin, or in cash.
  • Cash ($) is a fourth balance for crossover worlds, counted in whole dollars and shown as $40. It is gained, spent, given and awarded like a coin and has its own log entries, but it has no worth in coins: it cannot be exchanged on the sheet, a cash spend is paid from cash alone, and cash is never broken to cover a coin spend. It shows in the purse only when held.
  • Gold and cash are changed for each other by an NPC, not on the sheet. An NPC the DM has given an exchange rate ("1 gold = $5") changes them either way at that rate, in an NPC quest in progress that both the NPC and the character are in. Only gold and cash: silver and copper are not taken. Each NPC has their own rate. See NPCS.md, section 5.
  • Buying. In the same kind of scene a character can buy the weapons and items an NPC, or the encounter itself, has for sale. The price is paid from the purse like any other spend and logged as "Bought from ". See ENCOUNTERS.md, section 10.

Giving to another character

The "Give to Another Character" card on the sheet lets a character's owner (or the DM) hand over something the character holds to another finished character in the same campaign.

What How much What happens
Gold Any amount up to the balance Both money logs get an entry: "Gave to Bo" and "Received from Aria"
A weapon or item Some or all of the stack It leaves the giver's stack and joins the recipient's
A spell The spell The giver no longer knows it; the recipient does
  • Giving always moves. Nothing is copied: whatever is given, the giver no longer has. This keeps the DM in control of how much gear, gold and magic exists while letting the party share it out.
  • A weapon or item arrives at the giver's level, unequipped. If the recipient already holds some, theirs simply grows and keeps its own level.
  • The recipient may be too low a level to use it. They hold it anyway, marked "Requires level N" (section 10).
  • A spell cannot be given to someone who already knows it.
  • The recipient does not have to accept; it just arrives.

13. Story fields, location and notes

Field Who can see it Who can edit it
Motivation Everyone in the campaign Set during the build only
Background Everyone in the campaign Built from picks; afterwards the DM only
Appearance Everyone in the campaign Built from picks; afterwards the DM only
Special abilities Everyone in the campaign (sheet and quick stats) Built from picks; afterwards the DM only
Private notes The owner only — not even the DM Owner only
Current location The owner and the DM. Another player sees it in the party list only if their own character has been to that place DM picks it on the sheet; an encounter in progress with a location also moves its characters there

Character notes are a separate, running log on the sheet:

  • Any campaign member can post a note on any character.
  • Notes posted from the sheet are shared with the whole campaign.
  • The API also supports DM-only notes, visible to the DM and the author.
  • Only the author can delete a note.

14. Where characters appear

Screen What it shows
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.
Party overview One table of every character with an HP bar, badges for inspiration, exhaustion and conditions, AC, passive Perception / Investigation / Insight, spell save DC, Hit Dice left, spell slots left, gold and location. A 📋 button beside each name opens the character panel for that character without leaving the page. The DM's "🛏 Rest…" button is here too. A player's own characters are highlighted and marked "★ Yours".
Character sheet Everything in this document.
Character builder A character that is still being built (section 2).
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, inspiration, exhaustion, conditions and class counters (section 7), saving throws and every skill (● proficient, ◆ expertise) with passive Perception, Investigation and Insight, special abilities, what equipped gear is doing, and spellcasting numbers with the spell slot tracker; 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. The saves and skills, special abilities, inventory and spells each fold away with a click on their title. 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, saves, skills and weapons only. It replaced the quick stats drawer.
Encounter page Characters taking part in a battle or quest (next section).

Changes are pushed live to everyone who has the campaign open, so sheets and lists update without a refresh.

15. Characters in encounters

ENCOUNTERS.md covers encounters in full; this is the part that concerns characters.

An encounter is a scene the DM runs. It has a mode:

Mode What it is for What the screen shows
Battle A fight Everyone in initiative order, a round counter, and whose turn it is
NPC quest A scene built around people and an objective The NPCs, the party and any creatures as separate groups; no rounds or turns

The DM can switch an encounter's mode at any time. Every encounter also has a description shown to everyone (the scene or the quest), and DM notes that players never receive.

Who can be in one

  • Characters. A character's HP in an encounter is its sheet HP: damage or healing the DM applies there changes the sheet, and a change on the sheet shows in the encounter. Max HP always comes from the sheet.
  • Monsters, from the campaign's monster list (MONSTERS.md). Each keeps its own HP per encounter, held between 0 and its max.
  • NPCs, from the campaign's NPC list (NPCS.md). An NPC has a name, role, attitude (friendly, neutral or hostile), a description for players, and DM-only notes. Combat stats are optional; an NPC without hit points simply has no health bar.

What each side sees

DM Players
A character Level, species, class, HP, AC, speed, initiative bonus, passive perception, investigation and insight, proficiency bonus, ability scores, saves, skills, usable weapons and spells, spell slots left, special abilities The same
A monster The full stat block: AC, speed, attack, damage, challenge, ability scores, trait, notes Name, HP and conditions only
An NPC Everything, including DM notes and stats Name, role, attitude and description
Rewards All of them Only the ones that have been awarded
DM notes Yes Never

Running a battle

  • Only the DM adds or removes combatants and changes HP, initiative or conditions. Initiative is typed in; the app does not roll it.
  • "Begin Battle" puts the highest initiative on turn. "Next Turn" passes the turn down the order, and going past the last combatant starts the next round. "Next Round" jumps straight to the top of the next round.
  • A monster or NPC at 0 HP is marked Down; a character is Dying and makes death saves on its card (section 7). Either still has its place in the order.
  • Conditions (Prone, Poisoned, …) are picked from a list and removed with a click.

Rewards

The DM can line up rewards on any encounter: an amount of gold, or a weapon or item from the campaign pools at a chosen level and quantity.

  • A reward does nothing until the DM awards it, and it can only be awarded once.
  • Awarding gold adds a "Reward: " entry to the character's money log. Gold can also be split evenly between the characters in the encounter; any remainder goes one gold each down the initiative order.
  • Awarding a weapon or item adds it to what the character holds, at the reward's level. A character below that level holds it but cannot use it yet (section 10).
  • A reward can go to any character in the campaign, not only those in the encounter.
  • Removing a reward from the list does not take back anything already awarded.

16. Copying to another campaign

A complete character can be copied into another campaign from the "Copy to Another Campaign" card on its sheet.

  • Who: the owner, or the DM of the character's campaign. You must already be a member of the target campaign.
  • Copied: name, species, class, level, XP, ability scores, skill and save proficiencies, armor bonus, speed override, special abilities, gold (as a single opening entry in the copy's money log), background, appearance, motivation, inventory, weapons and spells, with each weapon's and item's level.
  • Not copied: location, character notes and encounter entries.
  • The copy arrives at full HP with no temp HP.
  • The copy is owned by whoever made it. If a DM copies a player's character, the DM owns the copy and the player's private notes are not carried over.
  • Weapons, spells and items are matched to the target campaign's pools by name (ignoring case). Any that are missing are added to the target's pool, never as starting options.
  • The copy is independent: the original is untouched and the two never sync.

17. Permissions

Action Owner DM of the campaign Other members
View the sheet and quick stats Yes Yes Yes
View private notes Yes No No
Run the builder Yes Yes No
Change HP, temp HP No Yes No
Set the extra AC No Yes No
Open the character panel with the full inventory Yes Yes No (numbers and weapons only)
Enter a death save, or stabilise Yes Yes No
Set death-save tallies by hand, revive from dead No Yes No
Spend a spell slot Yes Yes No
Give a spell slot back, or all of them No Yes No
Call a short or long rest No Yes No
Change the Hit Dice left No Yes No
Spend a class counter (Rage, Ki…) Yes Yes No
Give a class counter back, or all of them No Yes No
Give inspiration, or take it away No Yes No
Spend inspiration Yes Yes No
Set exhaustion; give or remove a condition No Yes No
Approve a level up, level a character directly, change the Level field No Yes No
Take an approved level (the checklist): pick the subclass, Boon, spells, weapon Yes, once approved Yes No
Set or change the subclass on the sheet (in a campaign that uses subclasses) No Yes No
Switch subclasses on or off for the campaign No Yes No
Edit special abilities, background, appearance (after the build) No Yes No
Tick Equipped / Prepared Yes Yes No
Give, remove or re-count weapons, spells and items No Yes No
Level a weapon or item up or down No Yes No
Record a money gain or spend No Yes No
Exchange coins (gold, silver, copper) Yes Yes No
Give gold, weapons, items or spells to another character Yes Yes No
Change gold and cash with an NPC, or buy what is for sale, in a quest in progress Yes Yes No
View the money log, gold and inventory Yes Yes No
Change level, XP, location or speed override No Yes No
See a character's XP Yes Yes Yes
Post a character note Yes Yes Yes
Copy to another campaign Yes Yes No
Delete the character No Yes No

People outside the campaign cannot see a character at all.

18. Deleting

  • Only the DM can delete a character (from the campaign page).
  • Deleting removes its proficiencies, inventory, weapon and spell assignments, money log and notes. Encounter entries that pointed at it stay in the encounter, with the name and the last HP seen, but lose everything else.
  • Deleting a campaign deletes every character in it.

19. What is not modelled

Use special abilities (via the DM), items or notes for these; the app does no calculations for them.

  • The effects of special abilities: species traits and class features are written on the sheet for the DM to apply, but nothing is calculated from them
  • A multiclassed warlock's pact slots are counted at the table: the sheet says how many there are, and the tracker keeps the other classes' slots
  • Spell preparation limits and concentration
  • Ability score increases and feats on level-up (a Boon is given in their place, and Weapon Mastery and Arcane Focus are added by the player, not by the site)
  • What a class counter or a condition does: the site counts Rages, Ki and the rest and lists conditions, but applies none of their effects
  • Counters for species traits, talents and Boons, and uses the special abilities give "a few times per day" beyond the ones in section 7
  • Armor proficiency, a Strength score needed for heavy armor, and disadvantage on Stealth (these are notes on the armor)
  • Weapon proficiency (everyone is proficient with everything)
  • Shared rolls: a roll made from the sheet is seen only by whoever clicked, and is not recorded
  • Applying a roll: damage, healing and initiative rolled this way are still entered by hand
  • The effects of exhaustion (its level is recorded; speed, HP maximum and rolls are not changed)
  • Automatic levelling from XP
  • Alignment, languages, tool proficiencies and backgrounds-as-rules
  • Encumbrance and item weight
  • Cents, and changing silver or copper for cash

20. Everything the builder offers

Every motivation, special ability, talent, background answer and appearance answer a player can end up with.

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.

Motivations

  • Revenge for a past wrong
  • Seeking fortune or wealth
  • Protecting someone they love
  • Redemption for a past mistake
  • Driven by curiosity or knowledge
  • Duty or oath to a cause or order

Special abilities granted by species

Species Abilities
Human Versatile — Once per day, reroll one skill check you just failed and keep the new result.
Half-Elf Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Fey Ancestry — Advantage on saves against being charmed, and magic cannot put you to sleep.
Elf Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Fey Ancestry — Advantage on saves against being charmed, and magic cannot put you to sleep.
Trance — You do not sleep. Four hours of meditation rests you as well as a full night.
Gnome Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Gnome Cunning — Advantage on Intelligence, Wisdom and Charisma saves against magic.
Dwarf Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Dwarven Resilience — Advantage on saves against poison, and poison damage against you is halved.
Halfling Lucky — When you roll a 1 on a d20 for an attack, check or save, reroll it and use the new roll.
Brave — Advantage on saves against being frightened.
Dragonborn Breath Weapon — Once per rest, exhale destructive energy: creatures in a 15-foot cone take 2d6 damage (Dexterity save for half).
Draconic Resistance — Damage of your breath weapon’s type against you is halved.
Tiefling Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Hellish Resistance — Fire damage against you is halved.
Half-Orc Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Relentless Endurance — Once per day, when you would drop to 0 hit points, drop to 1 instead.
Orc Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Aggressive — As a bonus action, move up to your speed toward an enemy you can see.
Aasimar Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Celestial Resistance — Necrotic and radiant damage against you is halved.
Healing Hands — Once per long rest, touch a creature and restore hit points: roll a d4 for each point of your proficiency bonus.
Light Bearer — You know the Light cantrip (the DM grants it).
Celestial Revelation — From level 3, once per long rest, transform for a minute (bonus action), choosing: spectral wings (fly at your speed), an inner radiance (light, and radiant damage to those near you each turn) or a fearful shroud (enemies nearby make a Charisma save or are frightened). While transformed, one hit each turn deals extra damage equal to your proficiency bonus.
Goliath Giant Ancestry — Choose a giant with your DM; use its gift your proficiency bonus times per long rest. Cloud: bonus-action teleport 30 ft. Fire: +1d10 fire on a hit. Frost: +1d6 cold on a hit and the target is slowed by 10 ft. Hill: knock a Large or smaller target you hit prone. Stone: reaction, reduce damage you take by 1d12 + Constitution modifier. Storm: reaction, deal 1d8 thunder to a creature that damaged you.
Large Form — From level 5, once per long rest, grow Large for 10 minutes (bonus action): advantage on Strength checks and +10 ft speed.
Powerful Build — You count as one size larger when working out what you can carry, push, drag or lift.
Aarakocra Flight — You can fly at your walking speed, but not while wearing medium or heavy armor.
Talons — Your unarmed strikes deal 1d6 + Strength modifier slashing damage.
Wind Caller — From level 3, cast Gust of Wind once per long rest without a spell slot.
Bugbear Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Fey Ancestry — Advantage on saves against being charmed, and magic cannot put you to sleep.
Long-Limbed — On your turn, your melee attacks reach 5 feet further than normal.
Powerful Build — You count as one size larger when working out what you can carry, push, drag or lift.
Sneaky — You are proficient in Stealth (add the bonus by hand) and can squeeze through spaces made for Small creatures.
Surprise Attack — Hit a creature that has not yet taken a turn in the fight: it takes an extra 2d6 damage (once per combat).
Centaur Charge — Move at least 30 feet straight toward a target and hit it with a melee attack: make a Hooves attack against it as a bonus action.
Equine Build — You count as one size larger for carrying, pushing and dragging. Climbing costs 4 extra feet for each foot you climb.
Hooves — Your unarmed strikes deal 1d6 + Strength modifier bludgeoning damage.
Natural Affinity — You are proficient in one of Animal Handling, Medicine, Nature or Survival (agree it with your DM).
Changeling Shapechanger — Action: change your appearance and voice (height, features, hair, skin) to look like another humanoid of your size. Your gear does not change.
Changeling Instincts — You are proficient in two of Deception, Insight, Intimidation, Performance and Persuasion (agree them with your DM).
Deep Gnome Darkvision — See in dim light within 120 feet as if it were bright, and in darkness as if it were dim.
Gnomish Magic Resistance — Advantage on Intelligence, Wisdom and Charisma saves against spells.
Svirfneblin Camouflage — Your proficiency bonus times per long rest, give yourself advantage on a Stealth check.
Gift of the Svirfneblin — From level 3, cast Disguise Self once per long rest; from level 5, Nondetection on yourself once per long rest.
Duergar Darkvision — See in dim light within 120 feet as if it were bright, and in darkness as if it were dim.
Dwarven Resilience — Advantage on saves against poison, and poison damage against you is halved.
Psionic Fortitude — Advantage on saves against being charmed or stunned.
Duergar Magic — From level 3, cast Enlarge/Reduce on yourself once per long rest; from level 5, Invisibility on yourself once per long rest.
Eladrin Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Fey Ancestry — Advantage on saves against being charmed, and magic cannot put you to sleep.
Trance — You do not sleep. Four hours of meditation rests you as well as a full night.
Keen Senses — You are proficient in Perception (add the bonus by hand).
Fey Step — Your proficiency bonus times per long rest, bonus action: teleport up to 30 feet. From level 3 it also has your season’s effect (agree it with your DM): autumn charms, winter frightens, spring lets you teleport an ally instead, summer burns those nearby.
Fairy Flight — You can fly at your walking speed, but not while wearing medium or heavy armor.
Fairy Magic — You know Druidcraft. From level 3 cast Faerie Fire, and from level 5 Enlarge/Reduce, each once per long rest without a slot.
Small — You are Small: heavy weapons are hard for you to wield (disadvantage).
Firbolg Firbolg Magic — Cast Detect Magic and Disguise Self, each once per long rest without a slot.
Hidden Step — Your proficiency bonus times per long rest, bonus action: turn invisible until the start of your next turn or until you attack.
Powerful Build — You count as one size larger when working out what you can carry, push, drag or lift.
Speech of Beast and Leaf — Beasts and plants understand the meaning of your words, and you have advantage on Charisma checks to influence them.
Air Genasi Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Unending Breath — You can hold your breath indefinitely.
Lightning Resistance — Lightning damage against you is halved.
Mingle with the Wind — You know Shocking Grasp. From level 3 cast Feather Fall, and from level 5 Levitate, each once per long rest without a slot.
Earth Genasi Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Earth Walk — Difficult terrain made of earth or stone does not slow you.
Merge with Stone — You know Blade Ward and can cast it as a bonus action your proficiency bonus times per long rest. From level 5 cast Pass without Trace once per long rest without a slot.
Fire Genasi Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Fire Resistance — Fire damage against you is halved.
Reach to the Blaze — You know Produce Flame. From level 3 cast Burning Hands, and from level 5 Flame Blade, each once per long rest without a slot.
Water Genasi Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Acid Resistance — Acid damage against you is halved.
Amphibious — You can breathe air and water, and you have a swimming speed equal to your walking speed.
Call to the Wave — You know Acid Splash. From level 3 cast Create or Destroy Water, and from level 5 Water Walk, each once per long rest without a slot.
Githyanki Astral Knowledge — After each long rest, pick one skill and one weapon or tool to be proficient in until the next (agree them with your DM).
Githyanki Psionics — You know Mage Hand (and the hand is invisible). From level 3 cast Jump, and from level 5 Misty Step, each once per long rest without a slot.
Psychic Resilience — Psychic damage against you is halved.
Githzerai Mental Discipline — Advantage on saves against being charmed or frightened.
Githzerai Psionics — You know Mage Hand (and the hand is invisible). From level 3 cast Shield, and from level 5 Detect Thoughts, each once per long rest without a slot.
Psychic Resilience — Psychic damage against you is halved.
Goblin Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Fey Ancestry — Advantage on saves against being charmed, and magic cannot put you to sleep.
Fury of the Small — Your proficiency bonus times per long rest, when you hit a creature larger than you, deal extra damage equal to your proficiency bonus.
Nimble Escape — Bonus action: Disengage or Hide.
Small — You are Small: heavy weapons are hard for you to wield (disadvantage).
Harengon Hare-Trigger — Add your proficiency bonus to your initiative rolls.
Leporine Senses — You are proficient in Perception (add the bonus by hand).
Lucky Footwork — Reaction, when you fail a Dexterity save: add a d4 to it, which may turn it into a success.
Rabbit Hop — Your proficiency bonus times per long rest, bonus action: jump 5 × your proficiency bonus feet without provoking opportunity attacks.
Hobgoblin Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Fey Ancestry — Advantage on saves against being charmed, and magic cannot put you to sleep.
Fey Gift — Your proficiency bonus times per long rest, take the Help action as a bonus action. From level 3 it also gives temporary HP, speed, or makes the target’s next attack against you harder (agree which with your DM).
Fortune from the Many — Once per long rest, when you miss an attack or fail a check or save, add +1 for each ally you can see within 30 feet (up to +3).
Kenku Expert Duplication — Advantage on checks to copy handwriting or craftwork.
Kenku Recall — You are proficient in two skills of your choice. Your proficiency bonus times per long rest, give yourself advantage on a check with a skill you are proficient in.
Mimicry — You can copy any sound or voice you have heard; telling it apart takes an Insight check against yours.
Kobold Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Draconic Cry — Your proficiency bonus times per long rest, bonus action: until the start of your next turn, you and your allies have advantage on attacks against enemies within 10 feet of you.
Kobold Legacy — Choose one with your DM: Craftiness (proficiency in Arcana, Investigation, Medicine, Sleight of Hand or Survival), Defiance (advantage on saves against being frightened), or Draconic Sorcery (one sorcerer cantrip).
Small — You are Small: heavy weapons are hard for you to wield (disadvantage).
Lizardfolk Bite — Your unarmed strikes can be bites: 1d6 + Strength modifier piercing damage.
Hold Breath — You can hold your breath for up to 15 minutes, and you swim at your walking speed.
Hungry Jaws — Your proficiency bonus times per long rest, bonus action: a Bite attack that, on a hit, gives you temporary HP equal to your proficiency bonus.
Natural Armor — Without armor your AC is 13 + your Dexterity modifier (ask your DM to set your armor bonus). A shield still adds.
Nature’s Intuition — You are proficient in two of Animal Handling, Medicine, Nature, Perception, Stealth and Survival (agree them with your DM; add the bonus by hand).
Minotaur Horns — Your unarmed strikes can gore: 1d6 + Strength modifier piercing damage.
Goring Rush — Right after you Dash and move at least 20 feet, make one Horns attack as a bonus action.
Hammering Horns — After you hit with a melee attack as part of the Attack action, shove the target up to 10 feet away as a bonus action (Strength save to resist).
Labyrinthine Recall — You always know which way is north, and you have advantage on checks to navigate or track.
Sea Elf Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Fey Ancestry — Advantage on saves against being charmed, and magic cannot put you to sleep.
Trance — You do not sleep. Four hours of meditation rests you as well as a full night.
Child of the Sea — You breathe air and water, swim at your walking speed, and cold damage against you is halved.
Friend of the Sea — You can share simple ideas with beasts that breathe water.
Shadar-kai Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Fey Ancestry — Advantage on saves against being charmed, and magic cannot put you to sleep.
Trance — You do not sleep. Four hours of meditation rests you as well as a full night.
Necrotic Resistance — Necrotic damage against you is halved.
Blessing of the Raven Queen — Your proficiency bonus times per long rest, bonus action: teleport up to 30 feet. From level 3 you also halve all damage against you until the start of your next turn.
Shifter Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Bestial Instincts — You are proficient in one of Acrobatics, Athletics, Intimidation or Survival (agree it with your DM).
Shifting — Your proficiency bonus times per long rest, bonus action: shift for one minute and gain 2 × your proficiency bonus temporary HP, plus your kind’s benefit (agree it with your DM): Beasthide +1 AC, Longtooth a bonus-action bite, Swiftstride +10 ft speed, Wildhunt advantage on Wisdom checks.
Tabaxi Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Cat’s Claws — Your unarmed strikes deal 1d6 + Strength modifier slashing damage, and you climb at your walking speed.
Cat’s Talent — You are proficient in Perception and Stealth (add the bonus by hand).
Feline Agility — On your turn, double your speed until the end of the turn. You can do it again after a turn in which you do not move.
Tortle Claws — Your unarmed strikes deal 1d6 + Strength modifier slashing damage.
Hold Breath — You can hold your breath for up to an hour.
Natural Armor — Your shell gives you AC 17, whatever your Dexterity; you cannot wear armor, but a shield still adds (ask your DM to set your armor bonus).
Shell Defense — Action: withdraw into your shell: +4 AC and advantage on Strength and Constitution saves, but speed 0, disadvantage on Dexterity saves and no reactions, until you come out (bonus action).
Nature’s Intuition — You are proficient in two of Animal Handling, Medicine, Nature, Perception, Stealth and Survival (agree them with your DM; add the bonus by hand).
Triton Amphibious — You can breathe air and water, and you have a swimming speed equal to your walking speed.
Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Control Air and Water — Cast Fog Cloud; from level 3 Gust of Wind, and from level 5 Water Walk, each once per long rest without a slot.
Emissary of the Sea — You can share simple ideas with beasts, elementals and monstrosities that breathe water.
Guardian of the Depths — Cold damage against you is halved.
Yuan-ti Darkvision — See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.
Magic Resistance — Advantage on saves against spells.
Poison Resilience — Advantage on saves against being poisoned, and poison damage against you is halved.
Serpentine Spellcasting — You know Poison Spray, and you can cast Animal Friendship on snakes at will. From level 3 cast Suggestion once per long rest without a slot.
Owlin Darkvision — See in dim light within 120 feet as if it were bright, and in darkness as if it were dim.
Flight — You can fly at your walking speed, but not while wearing medium or heavy armor.
Silent Feathers — You are proficient in Stealth (add the bonus by hand).
Satyr Ram — Your unarmed strikes can headbutt: 1d6 + Strength modifier bludgeoning damage.
Magic Resistance — Advantage on saves against spells.
Mirthful Leaps — Whenever you jump, roll a d8 and add it to the distance in feet.
Reveler — You are proficient in Performance and Persuasion (add the bonus by hand).

Special abilities granted by class

Class Abilities
Artificer Magical Tinkering — Touch a tiny object to give it a small magic: it shines, plays a recorded message, gives off a smell or sound, or shows a picture. You can keep as many going as your Intelligence modifier.
Spellcasting — You cast artificer spells through tools: thieves’ tools, artisan’s tools or an infused item serve as your focus.
Barbarian Rage — Twice per day, for one minute: +2 melee damage, advantage on Strength checks and saves, and physical damage against you is halved.
Unarmored Defense — Without armor, add your Constitution modifier to your AC (counted on your sheet). A shield still adds.
Bard Bardic Inspiration — A few times per day, as a bonus action, give an ally a d6 to add to one attack, check or save.
Jack of Many Tales — You have heard a story about nearly everything: ask your DM for one useful rumour per session.
Cleric Divine Domain — Choose with your DM what your god stands for (life, light, war, knowledge…). It shapes the favours you can ask.
Healing Hands — Once per rest, touch a creature to restore 1d8 + your Wisdom modifier hit points.
Druid Druidic — You know the secret language of druids and can leave hidden messages in it.
Nature’s Voice — You can calm and make simple requests of ordinary animals.
Fighter Second Wind — Once per rest, as a bonus action, recover 1d10 + your level hit points.
Fighting Style — Choose one with your DM: +2 to ranged attacks, +1 AC in armor, or +2 damage with a one-handed weapon.
Monk Martial Arts — Your unarmed strikes deal 1d4 damage and can use Dexterity. After attacking, make one unarmed strike as a bonus action.
Unarmored Defense — Without armor or a shield, add your Wisdom modifier to your AC (counted on your sheet).
Paladin Divine Sense — A few times per day, sense any celestial, fiend or undead within 60 feet.
Lay on Hands — A pool of healing equal to 5 × your level per day, spent by touch however you like.
Ranger Favored Enemy — Choose a kind of creature with your DM. Advantage on checks to track them and to recall what you know about them.
Natural Explorer — In the wild you cannot get lost, you find twice as much food, and difficult terrain does not slow your group.
Rogue Sneak Attack — Once per turn, deal an extra 1d6 damage to a target you have advantage against, or that has one of your allies next to it.
Thieves’ Cant — You know the secret slang and signs of the criminal underworld.
Sorcerer Innate Magic — Your magic comes from within: you need no spellbook and no prayers.
Wild Talent — Once per day, reroll the damage dice of one spell and keep the better result.
Warlock Otherworldly Patron — Choose with your DM who granted your power, and what they want in return.
Pact Magic — Your magic returns after a short rest, not only a long one.
Wizard Spellbook — Your spells are written in a book. You can copy new spells into it when you find them.
Arcane Recovery — Once per day, after a short rest, regain some of your spent magic.

Talents (pick 2)

Talent What it does
Alert You cannot be surprised while you are awake.
Keen Eye Advantage on checks to spot hidden doors, traps and things out of place.
Silver Tongue Once per day, reroll a Persuasion or Deception check and keep the better result.
Light Sleeper You wake at the slightest sound, and keeping watch does not tire you.
Iron Stomach Advantage on saves against spoiled food, strong drink and swallowed poisons.
Animal Friend Ordinary animals are calm around you unless provoked.
Quick Hands Once per turn, draw, stow or pick up an object without using your action.
Sure-Footed Advantage on checks to keep your balance or avoid being knocked down.
Linguist You speak two extra languages of your choice, agreed with your DM.
Field Medic Steadying a dying creature is automatic for you; no roll needed.
Strong Back You can carry, lift and drag twice as much as your size suggests.
Good Memory You recall exactly anything you have seen or heard in the last month.
Streetwise In any town you can find a place to sleep, a rumour, and someone who buys things without asking questions.
Tough as Nails Once per day, shrug off a blow: reduce one instance of damage by 1d6.

Background questions

Upbringing — What were you before you became an adventurer? (pick 1)

Option What it adds
Soldier Served in an army or militia, and still thinks in terms of orders and watches.
Acolyte Raised in a temple, tending shrines and copying scripture.
Criminal Made a living outside the law, and knows who to ask for what.
Noble Born to wealth and a family name that opens doors — and makes enemies.
Scholar Spent years among books, chasing answers to old questions.
Farmer Worked the land from dawn to dusk, and knows the value of a good harvest.
Sailor Grew up on deck, at home with rope, salt and bad weather.
Guild artisan Learned a craft in a workshop and takes pride in good work.
Entertainer Sang, juggled or acted for coin in taverns and market squares.
Outlander Raised far from towns, among hunters, herders or nomads.
Urchin Grew up alone on city streets, surviving on wits and quick feet.
Hermit Lived apart from the world for years, with only thoughts for company.
Merchant Travelled the trade roads buying low and selling high.
Village healer Set bones, brewed remedies and sat with the sick.

Home — Where did you grow up? (pick 1)

Option What it adds
A crowded city Noise, alleys and a thousand strangers.
A small village Everyone knew everyone, and nothing stayed secret.
A harbour town Ships, gulls and news from far away.
A mountain hold Thin air, stone halls and long winters.
Deep in the forest Under old trees, far from any road.
A frontier fort The last wall before the wild.
On the road Never in one place long enough to call it home.
A remote monastery Bells, silence and routine.

Turning point — What set you on the road? (pick 1)

Option What it adds
Lost someone dear And have not been the same since.
Was betrayed By someone they trusted completely.
Survived a disaster Fire, flood, plague or war — and walked away when others did not.
Found a secret Something they were never meant to see.
Owes a debt One that cannot be repaid by staying home.
Was cast out Rightly or wrongly, there is no going back.
Was saved by a stranger And means to pass the favour on.
Heard a calling A dream, a sign or a voice that would not let them rest.
Could not stand the quiet An ordinary life was never going to be enough.

Personality — How do others describe you? Pick one or two. (pick 1 to 2)

Option What it adds
Brave —
Cautious —
Curious —
Kind —
Hot-headed —
Sarcastic —
Loyal —
Honest to a fault —
Cheerful —
Quiet —
Proud —
Superstitious —
Generous —
Stubborn —

Flaw — What gets you into trouble? (pick 1)

Option What it adds
Greedy Cannot walk past treasure.
Reckless Acts first and thinks later.
Holds grudges Never forgets a slight.
Too trusting Believes a good story.
Loses their nerve When it matters most.
Boastful Promises more than they can deliver.
Secretive Keeps things even from friends.
Soft-hearted Cannot refuse someone in need.
Short temper Easily provoked.

Appearance questions

Build — What shape are you? (pick 1)

Option What it adds
Slight —
Lean —
Average —
Stocky —
Muscular —
Heavyset —

Height — For your species, are you… (pick 1)

Option What it adds
Short —
Average height —
Tall —
Towering —

Hair — Hair (or what you have instead). (pick 1)

Option What it adds
Black —
Brown —
Blonde —
Red —
Grey —
White —
An unusual colour —
Bald —
None — scales, horns or crest —

Eyes — Eye colour. (pick 1)

Option What it adds
Brown —
Blue —
Green —
Grey —
Amber —
Black —
Violet —
Mismatched —

Skin — Skin or scales. (pick 1)

Option What it adds
Pale —
Fair —
Tanned —
Brown —
Dark —
Weathered —
Ashen grey —
Green-tinged —
Deep red —
Scaled —

Distinguishing features — What would a stranger remember? Pick up to two, or none. (pick 0 to 2)

Option What it adds
A scar across the face —
A tattoo —
Freckles —
A broken nose —
An eyepatch —
A braided beard —
Piercings —
A birthmark —
An old burn —
A missing finger —
A slight limp —
An easy grin —

Usually wears — What are you usually seen in? (pick 1)

Option What it adds
Travel-worn leathers —
Well-kept armor —
A hooded cloak —
Fine clothes —
Patched and mended clothes —
Long robes —
Furs and hides —
Bright colours —
Plain, practical clothes —

21. What each class gains as it levels

What "⬆ Level Up…" writes into Special Abilities at each level (section 6), the Boons, and under each class what each of its subclasses adds, with its book. "Replaces" means the line the character already has by that name is rewritten.

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.

Boons

Boon First time Can be taken
Weapon Mastery +1 to attack and damage rolls with weapons (add it to the numbers the site shows). 2 times
Arcane Focus +1 to spell save DC and spell attack bonus (add it to the numbers the site shows). 2 times
Toughened +1 AC (counted in your Extra AC). Once
Hardy +5 maximum HP: gain 5 Temp HP after each long rest. 2 times
Resolve +1 to every saving throw (add it to the numbers the site shows). 2 times

Artificer

Level Written into Special Abilities
2 Infuse Item: After a long rest, infuse up to two items with magic (you know four infusions; choose them with your DM): an enhanced weapon (+1 to hit and damage), enhanced armor (+1 AC), a bag of holding, a glowing focus (+1 spell attacks), and more.
3 The Right Tool for the Job: With an hour’s work and thieves’ or artisan’s tools, make any set of artisan’s tools you need.
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 Tool Expertise: Double your proficiency bonus on any check that uses a tool (add it by hand).
Infuse Item (replaces): You know six infusions and keep up to three infused items at once.
7 Flash of Genius: A few times per long rest (your Intelligence modifier, at least once), reaction: add your Intelligence modifier to a check or save made by you or a creature within 30 ft.
8 Boon (choose one)
9 No new feature
10 Magic Item Adept: Attune to four magic items, and craft common or uncommon ones in a quarter of the time for half the gold.
Infuse Item (replaces): You know eight infusions and keep up to four infused items at once.
11 Spell-Storing Item: After a long rest, store a 1st- or 2nd-level artificer spell in an item. Whoever holds it can cast it from the item, twice your Intelligence modifier times.
12 Boon (choose one)
13 No new feature
14 Magic Item Savant: Attune to five magic items, and ignore class, species, spell and level requirements on them.
Infuse Item (replaces): You know ten infusions and keep up to five infused items at once.
15 No new feature
16 Boon (choose one)
17 No new feature
18 Magic Item Master: Attune to six magic items.
Infuse Item (replaces): You know twelve infusions and keep up to six infused items at once.
19 Boon (choose one)
20 Soul of Artifice: +1 to every saving throw for each magic item you are attuned to. When you drop to 0 HP, end one of your infusions to drop to 1 instead.

Artificer subclasses (chosen at level 3). What each adds to the table above:

Subclass Level Written into Special Abilities
Alchemist
Brews elixirs and bolsters healing and acid with chemistry.
Eberron: Rising from the Last War
3 Experimental Elixir: Alchemist. After a long rest, brew an elixir (roll a d6: healing, swiftness, resilience, boldness, flight or transformation); spend a spell slot to brew more and choose.
Tool Proficiency: You are proficient with alchemist’s supplies.
— 5 Alchemical Savant: Add your Intelligence modifier to one roll of acid, fire, necrotic or poison damage, or of healing, from your spells.
— 9 Restorative Reagents: Your elixirs give 2d6 + Intelligence modifier Temp HP, and a few times per long rest you cast Lesser Restoration without a slot.
— 15 Chemical Mastery: Acid and poison damage against you is halved, and you are immune to being poisoned. Once per long rest each, cast Greater Restoration and Heal without a slot.
Armorer
Wears a suit of arcane power armor: guardian or infiltrator.
Tasha’s Cauldron of Everything
3 Arcane Armor: Armorer. Your armor becomes your focus, covers your whole body, and you are proficient with heavy armor.
Armor Model: Choose with your DM, changeable after a rest. Guardian: thunder gauntlets (1d8 thunder; the target has disadvantage against others) and a defensive field (bonus action, Temp HP equal to your level). Infiltrator: a lightning launcher (1d6 lightning, +1d6 once per turn), +5 ft speed and advantage on Stealth.
— 5 Extra Attack: Attack twice when you take the Attack action.
— 9 Armor Modifications: Your armor counts as four items for your infusions (helmet, chest, boots, weapon), and you can keep two more infused items.
— 15 Perfected Armor: Guardian: reaction, pull a Huge or smaller creature 30 ft and attack it. Infiltrator: lightning hits make the target glow and give advantage on the next attack against it, plus 1d6 lightning.
Artillerist
Builds an eldritch cannon that blasts, burns or shields.
Eberron: Rising from the Last War
3 Eldritch Cannon: Artillerist. Once per long rest (or by spending a spell slot), action: make a Small or Tiny cannon (the DM adds it). Bonus action: it fires a Flamethrower (2d8 fire cone), a Force Ballista (2d8 force and a push) or a Protector (1d8 + Intelligence modifier Temp HP to allies nearby).
Tool Proficiency: You are proficient with woodcarver’s tools.
— 5 Arcane Firearm: Carve a wand, staff or rod into an arcane firearm: your artificer spells cast through it add 1d8 to one damage roll.
— 9 Explosive Cannon: Your cannon deals 1d8 more, and you can detonate it (3d8 force to creatures within 20 ft, Dexterity save for half).
— 15 Fortified Position: You can have two cannons at once, and you and allies within 10 ft of a cannon have half cover.
Battle Smith
Fights with a steel defender at your side and a magic weapon in hand.
Eberron: Rising from the Last War
3 Battle Ready: Battle Smith. Proficient with martial weapons, and you can use Intelligence for attack and damage with magic weapons.
Steel Defender: A mechanical companion fights beside you (the DM adds it): it acts on your turn, can repair itself, and uses its reaction to give an attacker disadvantage against someone near it. Bonus action: command it to attack.
— 5 Extra Attack: Attack twice when you take the Attack action.
— 9 Arcane Jolt: A few times per long rest (Intelligence modifier), when you or your defender hit: +2d6 force, or heal a creature within 30 ft 2d6.
— 15 Improved Defender: Arcane Jolt deals or heals 4d6; your defender gains +2 AC, and when it deflects an attack the attacker takes 1d4 + Intelligence modifier force.

Barbarian

Level Written into Special Abilities
2 Reckless Attack: On your first attack each turn you may attack with advantage; attacks against you have advantage until your next turn.
Danger Sense: Advantage on Dexterity saves against effects you can see (traps, breath, spells).
3 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.
4 Boon (choose one)
5 Extra Attack: Attack twice when you take the Attack action.
Fast Movement: +10 ft speed when not in heavy armor (counted on your sheet).
6 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.
7 Feral Instinct: Advantage on initiative; you can act normally in a surprise round if you rage first.
8 Boon (choose one)
9 Brutal Critical: Roll one extra weapon damage die on a critical hit.
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.
10 No new feature
11 Relentless Rage: While raging, when you drop to 0 HP but are not killed outright, make a DC 10 Constitution save to drop to 1 HP instead. The DC rises by 5 each time, back to 10 after a rest.
12 Boon (choose one)
Rage (replaces): Five times per day, for one minute: +3 melee damage, advantage on Strength checks and saves, and physical damage against you is halved.
13 Brutal Critical (replaces): Roll two extra weapon damage dice on a critical hit.
14 No new feature
15 Persistent Rage: Your rage only ends early if you fall unconscious or choose to end it.
16 Boon (choose one)
Rage (replaces): Five times per day, for one minute: +4 melee damage, advantage on Strength checks and saves, and physical damage against you is halved.
17 Brutal Critical (replaces): Roll three extra weapon damage dice on a critical hit.
Rage (replaces): Six times per day, for one minute: +4 melee damage, advantage on Strength checks and saves, and physical damage against you is halved.
18 Indomitable Might: If a Strength check comes up lower than your Strength score, use the score instead.
19 Boon (choose one)
20 Primal Champion: Your Strength and Constitution each count 4 higher (to 24 at most): add +2 to those modifiers by hand.
Rage (replaces): As often as you like, for one minute: +4 melee damage, advantage on Strength checks and saves, and physical damage against you is halved.

Barbarian subclasses (chosen at level 3). What each adds to the table above:

Subclass Level Written into Special Abilities
Path of the Berserker
Rage as pure fury: extra attacks now, exhaustion after.
Player’s Handbook
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.
— 6 Mindless Rage: You can’t be charmed or frightened while raging.
— 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.
— 14 Retaliation: Reaction: when a creature within 5 ft damages you, make a melee weapon attack against it.
Path of the Totem Warrior
A spirit animal walks with you and lends its strength.
Player’s Handbook
3 Spirit Seeker: Path of the Totem Warrior. You can speak with beasts and sense what they sense, as a ritual with your DM.
Totem Spirit: Choose one with your DM. Bear: while raging, all damage but psychic is halved. Eagle: while raging, opportunity attacks against you have disadvantage and you can Dash as a bonus action. Wolf: while raging, allies have advantage on melee attacks against enemies next to you.
— 6 Aspect of the Beast: Choose one with your DM. Bear: carry twice as much, advantage on Strength checks to push, pull or lift. Eagle: see clearly up to a mile, no penalty in dim light. Wolf: track at a fast pace and move stealthily at a normal one.
— 10 Spirit Walker: As a ritual, ask the spirits of a place for what they know (the DM answers as a nature spirit would).
— 14 Totemic Attunement: Choose one with your DM. Bear: while raging, enemies next to you have disadvantage on attacks against anyone else. Eagle: while raging, fly at your speed for the turn. Wolf: while raging, a melee hit can knock a Large or smaller creature prone as a bonus action.
Path of the Zealot
A god’s fury in your blows, and death has trouble keeping you.
Xanathar’s Guide to Everything
3 Divine Fury: Path of the Zealot. While raging, the first creature you hit each turn takes an extra 1d6 + half your level radiant or necrotic damage.
Warrior of the Gods: Spells that bring you back from the dead cost nothing to cast on you.
— 6 Fanatical Focus: Once per rage, reroll a saving throw you just failed.
— 10 Zealous Presence: Once per long rest, bonus action: up to ten allies within 60 ft have advantage on attacks and saves until your next turn.
— 14 Rage Beyond Death: While raging, dropping to 0 HP does not knock you out. You still make death saves; you die only when the rage ends with you at 0 HP.
Path of the Ancestral Guardian
Ancestor spirits shield your friends from whatever you hit.
Xanathar’s Guide to Everything
3 Ancestral Protectors: Path of the Ancestral Guardian. While raging, the first creature you hit each turn has disadvantage on attacks against anyone but you, and anyone else it hits takes only half damage, until your next turn.
— 6 Spirit Shield: While raging, reaction: when a creature within 30 ft takes damage, reduce it by 2d6 (3d6 from level 10, 4d6 from level 14).
— 10 Consult the Spirits: Once per short rest, cast Augury or Clairvoyance without a slot, the spirits doing the seeing.
— 14 Vengeful Ancestors: When Spirit Shield reduces damage, the attacker takes force damage equal to the amount reduced.
Path of the Battlerager
Spiked armor and a reckless charge into the middle of everything.
Sword Coast Adventurer’s Guide
3 Battlerager Armor: Path of the Battlerager. In spiked armor while raging: bonus action, a spike attack (1d4 + Strength piercing); and when you grapple a creature it takes 3 piercing damage.
— 6 Reckless Abandon: When you attack recklessly while raging, gain Temp HP equal to your Constitution modifier.
— 10 Battlerager Charge: While raging, you can Dash as a bonus action.
— 14 Spiked Retribution: While raging in spiked armor, a creature within 5 ft that hits you with a melee attack takes 3 piercing damage.
Path of the Beast
Your rage brings out claws, a bite or a lashing tail.
Tasha’s Cauldron of Everything
3 Form of the Beast: Path of the Beast. Each time you rage, choose a natural weapon: Bite (1d8; once per turn heal your proficiency bonus when below half HP), Claws (1d6 each; one extra claw attack when you attack with one) or Tail (1d8, 10 ft reach; reaction +1d8 to your AC against a hit).
— 6 Bestial Soul: Your natural weapons count as magical. After a long rest choose: swim speed and water breathing, climb speed, or extra jump distance.
— 10 Infectious Fury: A few times per long rest (proficiency bonus), when your natural weapon hits: the target makes a Wisdom save or uses its reaction to attack someone else, or takes 2d12 psychic damage.
— 14 Call the Hunt: A few times per long rest (proficiency bonus), when you rage: up to your Constitution modifier allies gain 1d6 extra damage once per turn, and you gain 5 Temp HP for each.
Path of the Giant
Grow huge in your rage, and hurl weapons and foes alike.
Bigby Presents: Glory of the Giants
3 Giant’s Power: Path of the Giant. You speak Giant and know Druidcraft or Thaumaturgy.
Giant’s Havoc: While raging your reach grows by 5 ft, and you can grow Large if there is room.
— 6 Elemental Cleaver: While raging, your weapon carries acid, cold, fire, lightning or thunder: +1d6 of that damage, and it can be thrown 20/60 ft and flies back.
— 10 Mighty Impel: Bonus action while raging: throw a Medium or smaller creature within reach up to 30 ft (Strength save if unwilling); it lands prone and takes 1d8 bludgeoning.
— 14 Demiurgic Colossus: Your rage reach grows by 10 ft, you can grow Large or Huge, Mighty Impel throws Large creatures, and Elemental Cleaver deals 2d6.
Path of the Storm Herald
A storm of desert, sea or tundra rages around you.
Xanathar’s Guide to Everything
3 Storm Aura: Path of the Storm Herald. While raging, a 10 ft aura (choose with your DM). Desert: each turn, others in it take fire damage (2 at level 3, rising). Sea: each turn, one creature in it takes 1d6 lightning (Dexterity save for half). Tundra: each turn, you and allies in it gain Temp HP (2 at level 3, rising).
— 6 Storm Soul: Desert: fire resistance. Sea: lightning resistance, breathe underwater, swim speed. Tundra: cold resistance, and you can freeze a little water.
— 10 Shielding Storm: Allies in your Storm Aura gain the resistance your Storm Soul gives.
— 14 Raging Storm: Desert: reaction, a creature in your aura that hits you takes fire damage of half your level. Sea: reaction, a creature you hit makes a Strength save or is knocked prone. Tundra: each turn, one creature in your aura makes a Strength save or has speed 0.
Path of Wild Magic
Raw magic erupts every time you rage.
Tasha’s Cauldron of Everything
3 Magic Awareness: Path of Wild Magic. A few times per long rest (proficiency bonus), action: sense spells and magic items within 60 ft.
Wild Surge: When you rage, roll a d8 for a wild effect (the DM reads it): necrotic tendrils, a teleport, an exploding spirit, a magic weapon, a retaliating aura, a light that blinds, flowers and vines, or a bolt of light.
— 6 Bolstering Magic: A few times per long rest (proficiency bonus), action: a creature you touch adds a d3 to attacks and checks for 10 minutes, or regains a spent spell slot of up to a d3’s level.
— 10 Unstable Backlash: While raging, reaction when you take damage or fail a save: roll a new Wild Surge in place of the current one.
— 14 Controlled Surge: When you roll a Wild Surge, roll twice and choose (any doubles, choose any effect).
Path of the Wild Heart
The 2024 totem path: a beast’s spirit rages with you.
Player’s Handbook (2024), updates Path of the Totem Warrior
3 Animal Speaker: Path of the Wild Heart. Cast Beast Sense and Speak with Animals as rituals.
Rage of the Wilds: Each time you rage, choose. Bear: all damage but force, necrotic, psychic and radiant is halved. Eagle: Dash and Disengage as one bonus action when you rage and on later turns. Wolf: allies have advantage on attacks against enemies next to you.
— 6 Aspect of the Wilds: After each long rest choose: Owl (darkvision 60 ft, or 60 ft more), Panther (climb speed), or Salmon (swim speed).
— 10 Nature Speaker: Cast Commune with Nature as a ritual.
— 14 Power of the Wilds: Each time you rage, choose. Falcon: fly at your speed. Lion: enemies next to you have disadvantage on attacks against anyone else. Ram: a melee hit can knock a Large or smaller creature prone.
Path of the World Tree
The cosmic tree’s roots and branches move with you and your allies.
Player’s Handbook (2024)
3 Vitality of the Tree: Path of the World Tree. When you rage, gain Temp HP equal to your level. While raging, at the start of each turn give an ally within 10 ft Temp HP: d6s equal to your rage damage bonus.
— 6 Branches of the Tree: While raging, reaction: a creature within 30 ft makes a Strength save or is teleported next to you, and its speed is 0 until the turn ends.
— 10 Battering Roots: Your reach with Heavy or Versatile melee weapons grows by 10 ft, and a hit can push the target 15 ft or knock it prone.
— 14 Travel Along the Tree: When you rage, and as a bonus action while raging, teleport up to 60 ft. Once per rage, teleport up to 150 ft and take up to six willing creatures within 10 ft with you.

Bard

Level Written into Special Abilities
2 Jack of All Trades: Add half your proficiency bonus (round down) to any check you are not proficient in (counted on your sheet for skills and initiative).
Song of Rest: During a short rest, allies who spend Hit Dice heal an extra 1d6.
3 Expertise: Double proficiency on two proficient skills (add by hand).
4 Boon (choose one)
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.
Font of Inspiration: Regain Bardic Inspiration on a short rest.
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 Countercharm: Action: allies within 30 ft get advantage on saves against fear and charm until your next turn.
7 No new feature
8 Boon (choose one)
9 Song of Rest (replaces): During a short rest, allies who spend Hit Dice heal an extra 1d8.
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.
Expertise (replaces): Double proficiency on four proficient skills (add by hand).
Magical Secrets: Learn two more spells from any class (the DM grants them within the unlock schedule).
11 No new feature
12 Boon (choose one)
13 Song of Rest (replaces): During a short rest, allies who spend Hit Dice heal an extra 1d10.
14 Magical Secrets (replaces): Learn four spells from any class in all (the DM grants two more within the unlock schedule).
15 Bardic Inspiration (replaces): A few times per day, as a bonus action, give an ally a d12 to add to one attack, check or save.
16 Boon (choose one)
17 Song of Rest (replaces): During a short rest, allies who spend Hit Dice heal an extra 1d12.
18 Magical Secrets (replaces): Learn six spells from any class in all (the DM grants two more within the unlock schedule).
19 Boon (choose one)
20 Superior Inspiration: When you roll initiative with no Bardic Inspiration left, you get one back.

Bard subclasses (chosen at level 3). What each adds to the table above:

Subclass Level Written into Special Abilities
College of Lore
Knows a bit of everything, and a word to trip anyone up.
Player’s Handbook
3 Cutting Words: College of Lore. Reaction: spend a Bardic Inspiration to subtract the die from an enemy’s attack, check or damage roll.
Bonus Proficiencies: Treat three extra skills of your choice as proficient (add your proficiency bonus by hand).
— 6 Additional Magical Secrets: Learn two spells from any class list (the DM grants them within the unlock schedule).
— 14 Peerless Skill: When you make an ability check, spend a Bardic Inspiration and add the die to it.
College of Valor
A skald in the front line, inspiring by example.
Player’s Handbook
3 Combat Inspiration: College of Valor. A creature with your Bardic Inspiration may add the die to a weapon damage roll, or to its AC against one attack as a reaction.
Battle Training: You fight in medium armor and with a shield (the DM raises Extra AC to match what you wear).
— 6 Extra Attack: Attack twice when you take the Attack action.
— 14 Battle Magic: When you cast a bard spell with your action, make one weapon attack as a bonus action.
College of Swords
A blade dancer whose performance is the fight itself.
Xanathar’s Guide to Everything
3 Fighting Style: College of Swords. Choose one with your DM: +2 damage with a one-handed weapon and nothing in the other hand, or add your ability modifier to the damage of a second weapon (added by hand).
Blade Flourish: When you attack on your turn, +10 ft speed that turn. On a hit, spend a Bardic Inspiration and add the die to the damage, and choose: add it to your AC until your next turn, hit a second creature next to you for the die’s roll, or push the target 5 ft + the roll and follow it.
— 6 Extra Attack: Attack twice when you take the Attack action.
— 14 Master’s Flourish: Use a d6 for a Blade Flourish instead of spending a Bardic Inspiration.
College of Creation
Sings things into being, and makes objects dance.
Tasha’s Cauldron of Everything
3 Mote of Potential: College of Creation. Your Bardic Inspiration comes with a mote: on an ability check roll the die twice and keep either; on an attack, a thunderclap hits creatures near the target for the die’s roll; on a save, gain Temp HP of the roll + your Charisma modifier.
Performance of Creation: Once per long rest (or by spending a 2nd-level slot), action: create a non-magical object worth up to 20 × your level gold, for a few hours.
— 6 Animating Performance: Once per long rest (or by spending a 3rd-level slot), action: animate a Large or smaller object as a Dancing Item that fights for you for an hour (the DM adds it as a monster).
— 14 Creative Crescendo: Performance of Creation makes several objects at once (your Charisma modifier), and with no limit on their value.
College of Dance
A whirling dancer who fights unarmored and moves the whole party.
Player’s Handbook (2024)
3 Dazzling Footwork: College of Dance. Without armor or a shield: AC is 10 + Dexterity + Charisma (ask your DM to set it), advantage on Performance for dancing, unarmed strikes use Dexterity and deal your Bardic Inspiration die + Dexterity bludgeoning, and when you give Bardic Inspiration you may make an unarmed strike as part of it.
— 6 Inspiring Movement: Reaction when an enemy ends its turn within 5 ft: spend a Bardic Inspiration to move half your speed, and one ally within 30 ft can do the same, without provoking.
Tandem Footwork: When you roll initiative, spend a Bardic Inspiration: you and allies within 30 ft add the die to initiative.
— 14 Leading Evasion: On a Dexterity save for half damage, take none on a success and half on a failure; allies within 5 ft making the same save get the same.
College of Eloquence
The master orator: words that never fall flat.
Tasha’s Cauldron of Everything
3 Silver Tongue: College of Eloquence. Treat a Persuasion or Deception roll of 9 or lower as a 10.
Unsettling Words: Bonus action: spend a Bardic Inspiration; a creature within 60 ft subtracts the die from its next save.
— 6 Unfailing Inspiration: A creature that adds your Bardic Inspiration and still fails keeps the die.
Universal Speech: Once per long rest, up to your Charisma modifier creatures understand you for an hour, whatever language you speak.
— 14 Infectious Inspiration: A few times per long rest (Charisma modifier), reaction when a creature succeeds with your Bardic Inspiration: give a free Bardic Inspiration to another creature.
College of Glamour
Fey beauty that charms crowds and commands attention.
Xanathar’s Guide to Everything
3 Mantle of Inspiration: College of Glamour. Bonus action, spend a Bardic Inspiration: up to your Charisma modifier creatures within 60 ft gain Temp HP (5, rising with level) and can move their speed without provoking.
Enthralling Performance: After performing for a minute, up to your Charisma modifier listeners make a Wisdom save or are charmed by you for an hour.
— 6 Mantle of Majesty: Once per long rest, bonus action: for a minute, cast Command as a bonus action each turn without a slot; a creature you charmed fails it automatically.
— 14 Unbreakable Majesty: Once per short rest, bonus action for a minute: a creature that attacks you makes a Charisma save or must pick another target.
College of Spirits
A storyteller who channels the tales of the dead.
Van Richten’s Guide to Ravenloft
3 Guiding Whispers: College of Spirits. You know Guidance, and it reaches 60 ft.
Spiritual Focus: A candle, crystal ball or skull serves as your focus; from level 6, add a d6 to the damage or healing of your bard spells through it.
Tales from Beyond: Bonus action, spend a Bardic Inspiration: roll it to learn a tale (the DM reads the effect). Bonus action later: tell it to a creature within 30 ft for its effect.
— 6 Spirit Session: With an hour-long ritual, learn a divination or necromancy spell from any class for the day.
— 14 Mystical Connection: When you roll a tale, roll twice and choose.
College of Whispers
Secrets, fear and poison words: a bard who frightens.
Xanathar’s Guide to Everything
3 Psychic Blades: College of Whispers. When you hit with a weapon, spend a Bardic Inspiration: +2d6 psychic damage (3d6 at level 5, 5d6 at 10, 8d6 at 15), once per turn.
Words of Terror: Once per short rest, after a minute alone talking with a creature: Wisdom save or frightened of you or someone you name for an hour.
— 6 Mantle of Whispers: Once per short rest, reaction when a humanoid dies within 30 ft: take its shadow and wear its appearance for an hour, knowing what it knew of its life.
— 14 Shadow Lore: Once per long rest, action: whisper to a creature; it makes a Wisdom save or is charmed by you for 8 hours, believing you know its darkest secret.

Cleric

Level Written into Special Abilities
2 Channel Divinity: Once per short rest, use Turn Undead or your domain’s Channel Divinity.
Turn Undead: Channel Divinity. Action: undead within 30 ft make a Wisdom save or flee from you for 1 minute.
3 No new feature
4 Boon (choose one)
5 Destroy Undead: Undead of CR 1/2 or lower that fail against your Turn Undead are destroyed.
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 Channel Divinity (replaces): Twice per short rest, use Turn Undead or your domain’s Channel Divinity.
7 No new feature
8 Boon (choose one)
Destroy Undead (replaces): Undead of CR 1 or lower that fail against your Turn Undead are destroyed.
9 No new feature
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).
11 Destroy Undead (replaces): Undead of CR 2 or lower that fail against your Turn Undead are destroyed.
12 Boon (choose one)
13 No new feature
14 Destroy Undead (replaces): Undead of CR 3 or lower that fail against your Turn Undead are destroyed.
15 No new feature
16 Boon (choose one)
17 Destroy Undead (replaces): Undead of CR 4 or lower that fail against your Turn Undead are destroyed.
18 Channel Divinity (replaces): Three times per short rest, use Turn Undead or your domain’s Channel Divinity.
19 Boon (choose one)
20 Divine Intervention (replaces): Once per week, call on your god and it answers: no roll needed (the DM decides how it helps).

Cleric subclasses (chosen at level 2). What each adds to the table above:

Subclass Level Written into Special Abilities
Life Domain
The healer: more from every cure, and healing in a burst.
Player’s Handbook
2 Preserve Life: Channel Divinity. Action: share out healing of 5 × your level among creatures within 30 ft (up to half their max HP each).
— 6 Blessed Healer: When you heal someone else with a spell, you heal yourself 2 + the spell’s level.
— 8 Divine Strike: Once per turn, a weapon hit deals +1d8 radiant damage.
— 14 Divine Strike (replaces): Once per turn, a weapon hit deals +2d8 radiant damage.
— 17 Supreme Healing: Your healing spells heal the most their dice can roll, instead of rolling.
Light Domain
Fire and radiance: blinds attackers and burns the dark away.
Player’s Handbook
2 Warding Flare: Light Domain. Reaction, a few times per day (your Wisdom modifier, at least once): a creature within 30 ft that attacks you has disadvantage on that attack.
Radiance of the Dawn: Channel Divinity. Action: magical darkness within 30 ft is dispelled, and each enemy there takes 2d10 + your level radiant damage (Constitution save for half).
— 6 Improved Flare: Use Warding Flare when a creature attacks someone else within 30 ft of you.
— 8 Potent Spellcasting: Add your Wisdom modifier to the damage of your cleric cantrips.
— 17 Corona of Light: Action: shine like the sun for a minute (60 ft bright light); enemies in it have disadvantage on saves against fire and radiant spells.
War Domain
A soldier of the faith: extra strikes and blows that land.
Player’s Handbook
2 War Priest: War Domain. A few times per day (your Wisdom modifier, at least once), after you take the Attack action, make one weapon attack as a bonus action.
Guided Strike: Channel Divinity. When you make an attack roll, add +10 to it after seeing the roll.
— 6 War God’s Blessing: Channel Divinity. Reaction: give +10 to an attack roll made by a creature within 30 ft.
— 8 Divine Strike: Once per turn, a weapon hit deals +1d8 damage of the weapon’s type.
— 14 Divine Strike (replaces): Once per turn, a weapon hit deals +2d8 damage of the weapon’s type.
— 17 Avatar of Battle: Bludgeoning, piercing and slashing damage from non-magical attacks against you is halved.
Arcana Domain
A scholar of the god of magic, at home with wizard spells.
Sword Coast Adventurer’s Guide
2 Arcane Initiate: Arcana Domain. Treat Arcana as proficient (add the bonus by hand) and learn two wizard cantrips (the DM grants them).
Arcane Abjuration: Channel Divinity. Action: a celestial, elemental, fey or fiend within 30 ft makes a Wisdom save or is turned for a minute; from level 5, weak ones are banished.
— 6 Spell Breaker: When you heal an ally with a spell, also end one spell on them of a level no higher than the slot you used.
— 8 Potent Spellcasting: Add your Wisdom modifier to the damage of your cleric cantrips.
— 17 Arcane Mastery: Add one wizard spell of each of 6th, 7th, 8th and 9th level to your domain spells (the DM grants them).
Death Domain
A priest of endings: necrotic magic that ignores resistance.
Dungeon Master’s Guide
2 Reaper: Death Domain. Learn a necromancy cantrip; when you cast one that targets one creature, you may target two within 5 ft of each other.
Touch of Death: Channel Divinity. When you hit with a melee attack, deal an extra 5 + 2 × your level necrotic damage.
— 6 Inescapable Destruction: Your necrotic damage ignores resistance to necrotic.
— 8 Divine Strike: Once per turn, a weapon hit deals +1d8 necrotic damage (2d8 from level 14).
— 17 Improved Reaper: When you cast a necromancy spell of 1st to 5th level that targets one creature, you may target a second within 5 ft of the first.
Forge Domain
A smith-priest in heavy armor, blessing weapons and walking through fire.
Xanathar’s Guide to Everything
2 Blessing of the Forge: Forge Domain. After a long rest, touch a weapon or suit of armor: it gets +1 to attack and damage, or +1 AC, until your next long rest.
Artisan’s Blessing: Channel Divinity. An hour’s ritual creates a metal object worth up to 100 gold.
— 6 Soul of the Forge: Fire damage against you is halved, and you gain +1 AC in heavy armor (the DM raises Extra AC by 1).
— 8 Divine Strike: Once per turn, a weapon hit deals +1d8 fire damage (2d8 from level 14).
— 17 Saint of Forge and Fire: Immune to fire, and in heavy armor non-magical weapon damage against you is halved.
Grave Domain
Guards the line between life and death, and pulls friends back from it.
Xanathar’s Guide to Everything
2 Circle of Mortality: Grave Domain. Healing spells on a creature at 0 HP heal their maximum. You know Spare the Dying, at 30 ft, as a bonus action.
Eyes of the Grave: A few times per long rest (Wisdom modifier), action: sense undead within 60 ft.
Path to the Grave: Channel Divinity. Action: curse a creature within 30 ft; the next attack to hit it deals double damage.
— 6 Sentinel at Death’s Door: A few times per long rest (Wisdom modifier), reaction: turn a critical hit on a creature within 30 ft into a normal hit.
— 8 Potent Spellcasting: Add your Wisdom modifier to the damage of your cleric cantrips.
— 17 Keeper of Souls: Once per round, when an enemy dies within 60 ft, you or an ally within 60 ft regains HP equal to its number of Hit Dice.
Knowledge Domain
A seeker of secrets who reads minds and past events.
Player’s Handbook
2 Blessings of Knowledge: Knowledge Domain. Two extra languages, and expertise in two of Arcana, History, Nature or Religion (add double proficiency by hand).
Knowledge of the Ages: Channel Divinity. For 10 minutes, be proficient with a skill or tool of your choice.
— 6 Read Thoughts: Channel Divinity. Read the surface thoughts of a creature within 60 ft (Wisdom save); you may then cast Suggestion on it without a slot.
— 8 Potent Spellcasting: Add your Wisdom modifier to the damage of your cleric cantrips.
— 17 Visions of the Past: After a minute of meditation, see recent events around an object you hold or the place you are in.
Nature Domain
A green priest who charms beasts and commands plants.
Player’s Handbook
2 Acolyte of Nature: Nature Domain. Learn a druid cantrip, and treat one of Animal Handling, Nature or Survival as proficient.
Charm Animals and Plants: Channel Divinity. Action: beasts and plant creatures within 30 ft make a Wisdom save or are charmed by you for a minute.
— 6 Dampen Elements: Reaction: give yourself or a creature within 30 ft resistance to one instance of acid, cold, fire, lightning or thunder damage.
— 8 Divine Strike: Once per turn, a weapon hit deals +1d8 cold, fire or lightning damage (2d8 from level 14).
— 17 Master of Nature: Bonus action: command the creatures you have charmed with Charm Animals and Plants.
Order Domain
A herald of law whose spells make allies strike.
Tasha’s Cauldron of Everything
2 Voice of Authority: Order Domain. When you cast a spell of 1st level or higher on an ally, they may use their reaction to make one weapon attack.
Order’s Demand: Channel Divinity. Action: creatures of your choice within 30 ft make a Wisdom save or are charmed until your next turn and drop what they hold.
— 6 Embodiment of the Law: A few times per long rest (Wisdom modifier), cast an enchantment spell of 1st level or higher as a bonus action.
— 8 Divine Strike: Once per turn, a weapon hit deals +1d8 psychic damage (2d8 from level 14).
— 17 Order’s Wrath: Once per turn, a creature you hit with Divine Strike is cursed: the next ally to hit it before your next turn deals +2d8 psychic.
Peace Domain
Binds friends together so they protect one another.
Tasha’s Cauldron of Everything
2 Emboldening Bond: Peace Domain. A few times per long rest (proficiency bonus), bond up to your proficiency bonus creatures for 10 minutes: once per turn each may add a d4 to an attack, check or save while within 30 ft of another.
Balm of Peace: Channel Divinity. Action: move up to your speed without provoking; each creature you pass within 5 ft of heals 2d6 + your Wisdom modifier.
— 6 Protective Bond: When a bonded creature is about to take damage, another within 30 ft can teleport next to it and take the damage instead.
— 8 Potent Spellcasting: Add your Wisdom modifier to the damage of your cleric cantrips.
— 17 Expansive Bond: Your bonds reach 60 ft, and a creature taking damage for another resists it.
Tempest Domain
Thunder and lightning at the god’s command.
Player’s Handbook
2 Wrath of the Storm: Tempest Domain. A few times per long rest (Wisdom modifier), reaction when a creature within 5 ft hits you: it takes 2d8 lightning or thunder (Dexterity save for half).
Destructive Wrath: Channel Divinity. When you roll lightning or thunder damage, deal the maximum instead.
— 6 Thunderbolt Strike: When you deal lightning damage to a Large or smaller creature, push it up to 10 ft away.
— 8 Divine Strike: Once per turn, a weapon hit deals +1d8 thunder damage (2d8 from level 14).
— 17 Stormborn: You can fly at your walking speed whenever you are outdoors and not underground.
Trickery Domain
A god of mischief’s agent: illusions, duplicates and blessings of stealth.
Player’s Handbook
2 Blessing of the Trickster: Trickery Domain. Action: give a creature advantage on Stealth checks for an hour.
Invoke Duplicity: Channel Divinity. Create an illusory double of yourself within 30 ft for a minute; you can cast spells as if from its space, and have advantage on attacks against creatures next to it.
— 6 Cloak of Shadows: Channel Divinity. Action: turn invisible until the end of your next turn.
— 8 Divine Strike: Once per turn, a weapon hit deals +1d8 poison damage (2d8 from level 14).
— 17 Improved Duplicity: Invoke Duplicity makes up to four doubles, and you can move them all at once.
Twilight Domain
A guardian of the night who keeps fear away and friends topped up.
Tasha’s Cauldron of Everything
2 Eyes of Night: Twilight Domain. You see in darkness to 300 ft, and can share it with allies for an hour.
Vigilant Blessing: Action: a creature has advantage on its next initiative roll.
Twilight Sanctuary: Channel Divinity. Action: a 30 ft sphere of dim light around you for a minute; each turn, a creature in it may gain 1d6 + your level Temp HP or end being charmed or frightened.
— 6 Steps of Night: A few times per long rest (proficiency bonus), bonus action in dim light or darkness: fly at your speed for a minute.
— 8 Divine Strike: Once per turn, a weapon hit deals +1d8 radiant damage (2d8 from level 14).
— 17 Twilight Shroud: You and allies in your Twilight Sanctuary have half cover.

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.
3 No new feature
4 Boon (choose one)
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 No new feature
7 No new feature
8 Boon (choose one)
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 No new feature
11 No new feature
12 Boon (choose one)
13 No new feature
14 No new feature
15 No new feature
16 Boon (choose one)
17 No new feature
18 Timeless Body: You age one year for every ten that pass.
Beast Spells: You can cast spells while in Wild Shape (anything that needs no costly material).
19 Boon (choose one)
20 Archdruid: Wild Shape as often as you like, and cast druid spells without words, gestures or simple materials.

Druid subclasses (chosen at level 2). What each adds to the table above:

Subclass Level Written into Special Abilities
Circle of the Land
A keeper of old magic, at home in the wild places.
Player’s Handbook
2 Natural Recovery: Once per day on a short rest, recover spent spell slots totalling up to half your level (rounded up).
Bonus Cantrip: Learn one extra cantrip (the DM grants it).
— 6 Land’s Stride: Ordinary difficult terrain and plants do not slow you; advantage on saves against magical plants.
— 10 Nature’s Ward: Immune to poison and disease; you can’t be charmed or frightened by fey or elementals.
— 14 Nature’s Sanctuary: Beasts and plant creatures must make a Wisdom save to attack you; on a failure they pick another target.
Circle of the Moon
A shapeshifter who fights as the beast.
Player’s Handbook
2 Combat Wild Shape: Circle of the Moon. Use Wild Shape as a bonus action. While in beast form, bonus action: spend a spell slot to heal 1d8 per slot level.
Circle Forms: Your Wild Shape can be a beast of up to CR 1; from level 6, up to CR equal to a third of your level (rounded down).
— 6 Primal Strike: Your attacks in beast form count as magical.
— 10 Elemental Wild Shape: Spend both uses of Wild Shape at once to become an air, earth, fire or water elemental.
— 14 Thousand Forms: Cast Alter Self at will.
Circle of Stars
Reads the night sky and wears its constellations.
Tasha’s Cauldron of Everything
2 Star Map: Circle of Stars. You know the Guidance cantrip, and cast Guiding Bolt without a slot a number of times per day equal to your proficiency bonus (the DM grants both).
Starry Form: Bonus action: spend a Wild Shape use to take a starry form for 10 minutes. Choose Archer (bonus action: ranged spell attack, 60 ft, 1d8 + Wisdom modifier radiant), Chalice (when you cast a healing spell, another creature within 30 ft heals 1d8 + Wisdom modifier) or Dragon (treat a roll of 9 or lower as 10 on Intelligence and Wisdom checks and on concentration saves).
— 6 Cosmic Omen: After a long rest roll a die. Even (Weal): reaction, add 1d6 to a creature’s attack, check or save. Odd (Woe): reaction, subtract 1d6. Usable a number of times per day equal to your proficiency bonus, on creatures within 30 ft.
— 10 Twinkling Constellations: Archer and Chalice use 2d8. In Dragon form you can fly 20 ft. At the start of each turn in Starry Form you may change constellation.
— 14 Full of Stars: In Starry Form, bludgeoning, piercing and slashing damage against you is halved.
Circle of Dreams
Fey-touched healer who opens safe paths through the night.
Xanathar’s Guide to Everything
2 Balm of the Summer Court: Circle of Dreams. A pool of d6s equal to your level per long rest. Bonus action: spend up to half your level of them to heal a creature within 120 ft, who also gains 1 Temp HP per die.
— 6 Hearth of Moonlight and Shadow: During a rest, a 30 ft sphere around you gives +5 to Stealth and Perception checks and hides your camp’s light.
— 10 Hidden Paths: A few times per long rest (Wisdom modifier), bonus action: teleport 60 ft, or action: teleport a willing creature you touch 30 ft.
— 14 Walker in Dreams: Once per long rest, right after a short rest: cast Dream, Scrying or Teleportation Circle without a slot.
Circle of the Sea
Wears the ocean’s fury as a stinging, storm-wrapped aura.
Player’s Handbook (2024)
2 Wrath of the Sea: Circle of the Sea. Bonus action, spend a Wild Shape use: a 5 ft emanation of ocean spray for 10 minutes. Each turn, one creature in it takes cold damage (d6s equal to your Wisdom modifier, Constitution save for half) and may be pushed 15 ft.
— 6 Aquatic Affinity: Your Wrath of the Sea grows to 10 ft, and you gain a swim speed equal to your walking speed.
— 10 Stormborn: While Wrath of the Sea is active you fly at your speed and resist cold, lightning and thunder damage.
— 14 Oceanic Gift: You can put your Wrath of the Sea around an ally instead, or around both of you by spending two uses.
Circle of the Shepherd
A summoner whose spirits and beasts are stronger than anyone’s.
Xanathar’s Guide to Everything
2 Speech of the Woods: Circle of the Shepherd. You speak Sylvan and can cast Speak with Animals at will.
Spirit Totem: Once per short rest, bonus action: a spirit aura of 30 ft for a minute. Bear: allies gain 5 + your level Temp HP and advantage on Strength checks. Hawk: reaction, give an ally advantage on an attack. Unicorn: advantage on checks to detect creatures, and your healing spells heal everyone in it your level more.
— 6 Mighty Summoner: Beasts and fey you summon have 2 extra HP per Hit Die, and their attacks count as magical.
— 10 Guardian Spirit: Creatures you summon that end a turn in your Spirit Totem heal half your level.
— 14 Faithful Summons: Once per long rest, when you drop to 0 HP or are incapacitated: four CR 2 beasts appear to protect you (as Conjure Animals).
Circle of Spores
Rot and fungus: poison the living and raise the fallen.
Guildmasters’ Guide to Ravnica
2 Halo of Spores: Circle of Spores. Reaction: a creature within 10 ft takes 1d4 necrotic (1d6 at level 6, 1d8 at 10, 1d10 at 14; Constitution save negates).
Symbiotic Entity: Action, spend a Wild Shape use: gain 4 × your level Temp HP for 10 minutes; while they last your Halo of Spores dice double and your melee hits deal +1d6 necrotic.
— 6 Fungal Infestation: A few times per long rest (Wisdom modifier), reaction when a beast or humanoid dies within 10 ft: it rises as a 1 HP zombie under your command for an hour.
— 10 Spreading Spores: Bonus action while Symbiotic Entity is active: hurl your spores into a 10 ft cube up to 30 ft away, which deals your Halo damage to anyone who enters or starts there.
— 14 Fungal Body: You can’t be blinded, deafened, frightened or poisoned, and critical hits against you are normal hits unless you are incapacitated.
Circle of Wildfire
A fire spirit companion that burns and renews in equal measure.
Tasha’s Cauldron of Everything
2 Summon Wildfire Spirit: Circle of Wildfire. Action, spend a Wild Shape use: a wildfire spirit appears for an hour, dealing 2d6 fire to creatures within 10 ft of it as it arrives (the DM adds it as a monster). It can teleport allies and fight beside you.
— 6 Enhanced Bond: While your spirit is summoned, your fire spells and healing spells add +1d8, and spells can come from the spirit’s position.
— 10 Cauterizing Flames: A few times per long rest (proficiency bonus), when a creature dies within 30 ft of you or your spirit: a flame appears there; anyone entering it can be healed or burned 2d10 + your Wisdom modifier, your choice.
— 14 Blazing Revival: Once per long rest, when you drop to 0 HP with your spirit within 120 ft: it vanishes and you regain half your HP and stand up.

Fighter

Level Written into Special Abilities
2 Action Surge: Once per short rest, take one extra action on your turn.
3 No new feature
4 Boon (choose one)
5 Extra Attack: Attack twice when you take the Attack action.
6 Boon (choose one)
7 No new feature
8 Boon (choose one)
9 Indomitable: Once per long rest, reroll a failed saving throw.
10 No new feature
11 Extra Attack (replaces): Attack three times when you take the Attack action.
12 Boon (choose one)
13 Indomitable (replaces): Twice per long rest, reroll a failed saving throw.
14 Boon (choose one)
15 No new feature
16 Boon (choose one)
17 Action Surge (replaces): Twice per short rest (but once per turn), take one extra action on your turn.
Indomitable (replaces): Three times per long rest, reroll a failed saving throw.
18 No new feature
19 Boon (choose one)
20 Extra Attack (replaces): Attack four times when you take the Attack action.

Fighter subclasses (chosen at level 3). What each adds to the table above:

Subclass Level Written into Special Abilities
Champion
Simple and deadly: more critical hits, more athletic.
Player’s Handbook
3 Improved Critical: Your weapon attacks score a critical hit on a roll of 19 or 20.
— 7 Remarkable Athlete: Add half your proficiency bonus to Strength, Dexterity and Constitution checks you are not proficient in; long jump + Strength modifier feet.
— 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.)
— 15 Superior Critical: Your weapon attacks score a critical hit on a roll of 18 to 20.
— 18 Survivor: At the start of each turn, if you are below half HP but above 0, regain 5 + your Constitution modifier HP.
Battle Master
A tactician who turns each swing into a manoeuvre.
Player’s Handbook
3 Combat Superiority: Battle Master. Four superiority dice (d8), back on a short rest. Spend one on a manoeuvre; where a save is called for the DC is 8 + proficiency bonus + Strength or Dexterity modifier.
Manoeuvres: Choose three with your DM: Trip Attack (add the die to damage; Strength save or prone), Disarming Attack (add the die; Strength save or it drops what it holds), Pushing Attack (add the die; Strength save or pushed 15 ft), Precision Attack (add the die to an attack roll), Riposte (reaction when a creature misses you: attack it and add the die), Parry (reaction: reduce melee damage by the die + Dexterity modifier), Rally (bonus action: an ally gains the die + Charisma modifier Temp HP), Menacing Attack (add the die; Wisdom save or frightened until your next turn).
— 7 Know Your Enemy: After a minute watching a creature, the DM tells you whether it is your equal, better or worse in two of: Strength, Dexterity, Constitution, AC, current HP, level.
Combat Superiority (replaces): Battle Master. Five superiority dice (d8), back on a short rest. Spend one on a manoeuvre; where a save is called for the DC is 8 + proficiency bonus + Strength or Dexterity modifier.
Manoeuvres: Choose two more with your DM (five in all) from the list on your level 3 line.
— 10 Combat Superiority (replaces): Battle Master. Five superiority dice (d10), back on a short rest. Spend one on a manoeuvre; where a save is called for the DC is 8 + proficiency bonus + Strength or Dexterity modifier. Choose two more manoeuvres with your DM (seven in all).
— 15 Relentless: When you roll initiative with no superiority dice left, regain one.
Combat Superiority (replaces): Battle Master. Six superiority dice (d10), back on a short rest. Spend one on a manoeuvre; where a save is called for the DC is 8 + proficiency bonus + Strength or Dexterity modifier. Choose two more manoeuvres with your DM (nine in all).
— 18 Combat Superiority (replaces): Battle Master. Six superiority dice (d12), back on a short rest. Spend one on a manoeuvre; where a save is called for the DC is 8 + proficiency bonus + Strength or Dexterity modifier. Nine manoeuvres in all.
Samurai
Unbreakable resolve: strikes with advantage and shrugs off blows.
Xanathar’s Guide to Everything
3 Fighting Spirit: Samurai. Three times per long rest, bonus action: advantage on all weapon attacks this turn and gain 5 Temp HP.
Bonus Proficiency: Treat one of History, Insight, Performance or Persuasion as proficient (add your proficiency bonus by hand).
— 7 Elegant Courtier: Add your Wisdom modifier to Persuasion checks, and treat Wisdom saves as proficient (both added by hand).
— 10 Tireless Spirit: If you roll initiative with no uses of Fighting Spirit left, you regain one.
Fighting Spirit (replaces): Samurai. Three times per long rest, bonus action: advantage on all weapon attacks this turn and gain 10 Temp HP.
— 15 Rapid Strike: Once per turn, when you have advantage on an attack, give it up to make one extra attack.
Fighting Spirit (replaces): Samurai. Three times per long rest, bonus action: advantage on all weapon attacks this turn and gain 15 Temp HP.
— 18 Strength Before Death: Once per long rest, when you drop to 0 HP: take a full extra turn right away before you fall.
Arcane Archer
Elven archery that wraps each arrow in a spell.
Xanathar’s Guide to Everything
3 Arcane Archer Lore: Arcane Archer. Treat Arcana or Nature as proficient, and learn Prestidigitation or Druidcraft.
Arcane Shot: Twice per short rest, when you hit with a bow: add an arcane effect (choose two to know, more later): Banishing, Beguiling, Bursting (2d6 force to all within 10 ft), Enfeebling, Grasping, Piercing (a 30 ft line), Seeking (finds a hidden target), Shadow (blinds).
— 7 Magic Arrow: Your arrows count as magical.
Curving Shot: Bonus action when you miss with a magic arrow: reroll the attack against another target within 60 ft of the first.
— 10 Arcane Shot: Learn one more Arcane Shot option (three in all); damage from shots grows to 4d6 at level 18.
— 15 Ever-Ready Shot: When you roll initiative with no Arcane Shots left, regain one.
— 18 Arcane Shot: Your Arcane Shot effects deal their improved damage.
Cavalier
A mounted guardian who holds the line and punishes anyone who ignores them.
Xanathar’s Guide to Everything
3 Born to the Saddle: Cavalier. Advantage on saves against falling off your mount; mounting or dismounting costs 5 ft of movement.
Unwavering Mark: When you hit a creature, mark it until your next turn: it has disadvantage on attacks against anyone else, and if it damages someone else you may attack it as a bonus action with advantage, adding half your level to the damage.
— 7 Warding Maneuver: A few times per long rest (Constitution modifier), reaction: add 1d8 to an adjacent ally’s AC against an attack; if it still hits, it takes half damage.
— 10 Hold the Line: Creatures provoke opportunity attacks from you when they move 5 ft or more within your reach; a hit stops them.
— 15 Ferocious Charger: Once per turn, after moving 10 ft straight before a hit, the target makes a Strength save or is knocked prone.
— 18 Vigilant Defender: You get a special reaction on every other creature’s turn, used only for opportunity attacks.
Echo Knight
Fights from two places at once with an echo of a possible self.
Explorer’s Guide to Wildemount
3 Manifest Echo: Echo Knight. Bonus action: a translucent echo of you appears within 15 ft (AC 14 + proficiency bonus, 1 HP). You can attack from its space, swap places with it (15 ft of movement), and it moves 30 ft as a bonus action.
Unleash Incarnation: A few times per long rest (Constitution modifier), when you take the Attack action: make one extra attack from your echo’s position.
— 7 Echo Avatar: Action: see and hear through your echo for 10 minutes; it can travel up to 1,000 ft away.
— 10 Shadow Martyr: Once per short rest, reaction: your echo teleports in front of an ally and takes the attack instead.
— 15 Reclaim Potential: A few times per long rest (Constitution modifier), when your echo is destroyed: gain 2d6 + Constitution modifier Temp HP.
— 18 Legion of One: You can have two echoes at once, and you regain a use of Unleash Incarnation when you roll initiative with none.
Eldritch Knight
A warrior who weaves wizard spells between sword strokes.
Player’s Handbook
3 Spellcasting: Eldritch Knight. You cast wizard spells (mostly abjuration and evocation) with Intelligence, as a third caster: the DM grants spells within the unlock schedule.
Weapon Bond: Bond with up to two weapons: they can’t be disarmed from you, and you can summon one to your hand as a bonus action.
— 7 War Magic: When you cast a cantrip with your action, make one weapon attack as a bonus action.
— 10 Eldritch Strike: A creature you hit with a weapon has disadvantage on its next save against a spell you cast before the end of your next turn.
— 15 Arcane Charge: When you use Action Surge, teleport up to 30 ft.
— 18 Improved War Magic: When you cast a spell with your action, make one weapon attack as a bonus action.
Psi Warrior
Telekinetic force behind every blow and shield.
Tasha’s Cauldron of Everything
3 Psionic Power: Psi Warrior. Psionic dice (twice your proficiency bonus, d6, growing to d12), back on a long rest. Protective Field: reaction, reduce damage to someone within 30 ft by a die + Intelligence modifier. Psionic Strike: +a die + Intelligence modifier force on a hit. Telekinetic Movement: move an object or ally 30 ft.
— 7 Telekinetic Adept: Psi-Powered Leap: bonus action, fly twice your speed this turn. Telekinetic Thrust: when you use Psionic Strike, the target makes a Strength save or is pushed 10 ft or knocked prone.
— 10 Guarded Mind: Psychic damage against you is halved; spend a psionic die to end being charmed or frightened.
— 15 Bulwark of Force: Once per long rest, bonus action: up to your Intelligence modifier creatures gain half cover for a minute.
— 18 Telekinetic Master: Once per long rest, cast Telekinesis without a slot; while concentrating on it, make one weapon attack as a bonus action each turn.
Purple Dragon Knight (Banneret)
A battlefield leader whose second winds heal the whole squad.
Sword Coast Adventurer’s Guide
3 Rallying Cry: Purple Dragon Knight. When you use Second Wind, up to three allies within 60 ft regain HP equal to your level.
— 7 Royal Envoy: Treat Persuasion as proficient, and double your proficiency bonus on it (add by hand).
— 10 Inspiring Surge: When you use Action Surge, one ally within 60 ft can make a weapon attack with its reaction.
— 15 Bulwark: When you use Indomitable on an Intelligence, Wisdom or Charisma save, an ally within 60 ft who failed the same save can reroll too.
— 18 Inspiring Surge (replaces): When you use Action Surge, two allies within 60 ft can each make a weapon attack with their reaction.
Rune Knight
Giant runes carved into your gear, and the strength to grow giant-sized.
Tasha’s Cauldron of Everything
3 Rune Carver: Rune Knight. Learn two runes (Cloud, Fire, Frost, Stone, Hill, Storm; more later) and inscribe them on your gear. Each has a passive gift and a once-per-short-rest power.
Giant’s Might: A few times per long rest (proficiency bonus), bonus action for a minute: grow Large, advantage on Strength checks and saves, and +1d6 damage once per turn.
— 7 Runic Shield: A few times per long rest (proficiency bonus), reaction: force an attacker to reroll its attack against an ally within 60 ft.
— 10 Great Stature: You grow taller, and Giant’s Might deals 1d8 extra damage.
— 15 Master of Runes: Each rune’s power can be used twice per short rest.
— 18 Runic Juggernaut: Giant’s Might deals 1d10, lets you grow Huge, and adds 5 ft of reach.

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.
Flurry of Blows: 1 ki: two unarmed strikes as a bonus action.
Patient Defense: 1 ki: Dodge as a bonus action.
Step of the Wind: 1 ki: Dash or Disengage as a bonus action, jump distance doubled.
Unarmored Movement: +10 ft speed without armor (counted on your sheet).
3 Deflect Missiles: Reaction: reduce ranged weapon damage by 1d10 + Dexterity modifier + your level.
4 Boon (choose one)
Slow Fall: Reaction: reduce falling damage by 5 × your level.
5 Extra Attack: Attack twice when you take the Attack action.
Stunning Strike: 1 ki after a melee hit: the target makes a Constitution save or is stunned until your next turn.
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.
Unarmored Movement (replaces): +15 ft speed without armor (counted on your sheet).
7 Evasion: On a Dexterity save for half damage, take none on a success and half on a failure.
Stillness of Mind: Action: end charm or fear on yourself.
8 Boon (choose one)
9 Unarmored Movement (replaces): +15 ft speed without armor (counted on your sheet). You can run along walls and across water during your move.
10 Purity of Body: Immune to poison and disease.
Unarmored Movement (replaces): +20 ft speed without armor (counted on your sheet). You can run along walls and across water during your move.
11 Martial Arts (replaces): Your unarmed strikes deal 1d8 damage and can use Dexterity. After attacking, make one unarmed strike as a bonus action.
12 Boon (choose one)
13 Tongue of the Sun and Moon: You understand every spoken language, and anyone who speaks one understands you.
14 Diamond Soul: You are proficient in every saving throw (counted on your sheet); 1 ki rerolls a failed save.
Unarmored Movement (replaces): +25 ft speed without armor (counted on your sheet). You can run along walls and across water during your move.
15 Timeless Body: You need no food or water and suffer none of the frailty of old age.
16 Boon (choose one)
17 Martial Arts (replaces): Your unarmed strikes deal 1d10 damage and can use Dexterity. After attacking, make one unarmed strike as a bonus action.
18 Empty Body: 4 ki: invisible for one minute, and all damage but force against you is halved. 8 ki: cast Astral Projection on yourself.
Unarmored Movement (replaces): +30 ft speed without armor (counted on your sheet). You can run along walls and across water during your move.
19 Boon (choose one)
20 Perfect Self: When you roll initiative with no ki left, regain 4 ki.

Monk subclasses (chosen at level 3). What each adds to the table above:

Subclass Level Written into Special Abilities
Way of the Open Hand
Pure martial arts: knocks down, pushes away, heals itself.
Player’s Handbook
3 Open Hand Technique: Flurry hits can knock a target prone (Dexterity save), push it 15 ft (Strength save) or stop its reactions.
— 6 Wholeness of Body: Once per long rest, heal 3 × your level as an action.
— 11 Tranquility: After a long rest you are under Sanctuary until your next long rest or until you attack or cast on someone.
— 17 Quivering Palm: 3 ki on an unarmed hit: set up vibrations. Later, as an action, end them: the target makes a Constitution save or drops to 0 HP; on a success it takes 10d10 necrotic.
Way of Shadow
A ninja: steps between shadows and strikes unseen.
Player’s Handbook
3 Shadow Arts: Way of Shadow. 2 ki: cast Darkness, Darkvision, Pass without Trace or Silence without a slot. You can also make a small illusion at will.
— 6 Shadow Step: Bonus action, while in dim light or darkness: teleport up to 60 ft to another dim or dark spot you can see, and have advantage on your first melee attack this turn.
— 11 Cloak of Shadows: Action, in dim light or darkness: turn invisible until you attack, cast or step into bright light.
— 17 Opportunist: Reaction: when a creature within 5 ft is hit by someone else’s attack, make a melee attack against it.
Way of the Four Elements
Bends fire, water, earth and air with ki.
Player’s Handbook
3 Elemental Attunement: Way of the Four Elements. Action: a harmless trick of fire, water, earth or air within 30 ft (light or snuff a flame, chill or warm, shape a little earth or mist).
Elemental Disciplines: Choose one with your DM: Fangs of the Fire Snake (1 ki: your unarmed reach is 10 ft this turn and hits deal fire damage; +1 ki for +1d10 fire), Fist of Unbroken Air (2 ki: one creature within 30 ft takes 3d10 bludgeoning, is pushed 20 ft and knocked prone; Strength save for half and no push), Water Whip (2 ki: one creature within 30 ft takes 3d10 bludgeoning and is pulled 25 ft or knocked prone; Dexterity save for half), Shape the Flowing River (1 ki: reshape or freeze water or ice in a 30 ft cube).
— 6 Elemental Disciplines: Choose one more with your DM (two in all). New at this level: Gong of the Summit (3 ki: cast Shatter), Clench of the North Wind (3 ki: cast Hold Person).
— 11 Elemental Disciplines (replaces): Choose one more with your DM (three in all). New at this level: Flames of the Phoenix (4 ki: cast Fireball), Eternal Mountain Defense (5 ki: cast Stoneskin on yourself).
— 17 Elemental Disciplines (replaces): Choose one more with your DM (four in all). New at this level: Breath of Winter (6 ki: cast Cone of Cold), River of Hungry Flame (5 ki: cast Wall of Fire), Wave of Rolling Earth (6 ki: cast Wall of Stone).
Way of the Ascendant Dragon
Draconic breath and wings, channelled through ki.
Fizban’s Treasury of Dragons
3 Draconic Disciple: Way of the Ascendant Dragon. Your unarmed strikes can deal acid, cold, fire, lightning or poison damage; you can reroll a failed Intimidation or Persuasion check once per long rest.
Breath of the Dragon: Replace one attack with a 20 ft cone or 30 ft line of draconic breath: two martial arts dice of your element (Dexterity save for half). Free a few times per long rest (proficiency bonus), then 2 ki.
— 6 Wings Unfurled: When you use Step of the Wind, sprout wings and fly until the end of the turn (a few times per long rest).
— 11 Aspect of the Wyrm: Bonus action, 3 ki: a 10 ft aura of frightful presence or elemental resistance for a minute.
— 17 Ascendant Aspect: Blindsight 10 ft; Breath of the Dragon uses three dice; when you hit with the breath, deal extra damage to creatures in your aura.
Way of the Astral Self
Summons spectral arms, then a whole astral body, to fight.
Tasha’s Cauldron of Everything
3 Arms of the Astral Self: Way of the Astral Self. Bonus action, 1 ki: spectral arms for 10 minutes. Wisdom replaces Strength for checks and saves, your reach is 10 ft, and arm strikes deal force using Dexterity or Wisdom.
— 6 Visage of the Astral Self: Bonus action, 1 ki: an astral mask for 10 minutes: darkvision 120 ft, advantage on Insight and Intimidation, and you can speak to one creature alone.
— 11 Body of the Astral Self: With arms and visage summoned: reaction, reduce acid, cold, fire, force, lightning or thunder damage by 1d10 + Wisdom modifier; once per turn an arm hit deals +1 martial arts die.
— 17 Awakened Astral Self: Bonus action, 5 ki: your whole astral self appears for 10 minutes: +2 AC, and three arm attacks when you take the Attack action.
Way of the Drunken Master
Sways, staggers and somehow never gets hit.
Xanathar’s Guide to Everything
3 Bonus Proficiencies: Way of the Drunken Master. Treat Performance as proficient, and you are proficient with brewer’s supplies.
Drunken Technique: When you use Flurry of Blows, you also gain Disengage and +10 ft speed this turn.
— 6 Tipsy Sway: Leap to Your Feet: standing up costs only 5 ft. Redirect Attack: reaction, 1 ki, when a creature misses you, turn its attack onto another creature next to you.
— 11 Drunkard’s Luck: 2 ki: cancel disadvantage on a check, attack or save.
— 17 Intoxicated Frenzy: When you use Flurry of Blows, make up to three extra attacks, each against a different creature.
Way of the Kensei
A weapon master who makes chosen weapons part of their martial arts.
Xanathar’s Guide to Everything
3 Path of the Kensei: Way of the Kensei. Choose two kensei weapons with your DM (one melee, one ranged): they count as monk weapons. Agile Parry: after an unarmed strike, +2 AC while holding a kensei weapon. Kensei’s Shot: bonus action, +1d4 to ranged kensei weapon damage this turn.
— 6 One with the Blade: Your kensei weapons count as magical.
Deft Strike: Once per turn, 1 ki on a kensei weapon hit: add a martial arts die to the damage.
— 11 Sharpen the Blade: Bonus action, up to 3 ki: a kensei weapon gains that much to attack and damage for a minute.
— 17 Unerring Accuracy: Once per turn, reroll a missed monk weapon attack.
Way of the Long Death
Studies death itself: feeds on the dying and refuses to fall.
Sword Coast Adventurer’s Guide
3 Touch of Death: Way of the Long Death. When you reduce a creature within 5 ft to 0 HP, gain Temp HP equal to your Wisdom modifier + your level.
— 6 Hour of Reaping: Action: creatures within 30 ft that can see you make a Wisdom save or are frightened of you until your next turn.
— 11 Mastery of Death: When you drop to 0 HP, spend 1 ki to drop to 1 HP instead.
— 17 Touch of the Long Death: Action, 1 to 10 ki: touch a creature; it takes 2d10 necrotic per ki (Constitution save for half).
Way of Mercy
A masked healer whose touch mends friends and harms foes.
Tasha’s Cauldron of Everything
3 Implements of Mercy: Way of Mercy. Treat Insight and Medicine as proficient, and you are proficient with an herbalism kit.
Hand of Healing: 1 ki (or in place of one Flurry strike): a creature you touch heals a martial arts die + Wisdom modifier.
Hand of Harm: Once per turn, 1 ki on an unarmed hit: +a martial arts die + Wisdom modifier necrotic.
— 6 Physician’s Touch: Hand of Healing also ends a disease or a condition (blinded, deafened, paralyzed, poisoned, stunned); Hand of Harm also poisons the target until your next turn.
— 11 Flurry of Healing and Harm: Each Flurry of Blows strike can use Hand of Healing for free, and once per turn Hand of Harm for free.
— 17 Hand of Ultimate Mercy: Once per long rest, 5 ki: return to life a creature dead no more than 24 hours, with 4d10 + Wisdom modifier HP.
Way of the Sun Soul
Hurls bolts of radiant ki from range.
Xanathar’s Guide to Everything
3 Radiant Sun Bolt: Way of the Sun Soul. A ranged spell attack (30 ft) using Dexterity: a martial arts die + Dexterity radiant. It can replace your attacks, and Flurry can be bolts for 1 ki.
— 6 Searing Arc Strike: After the Attack action, 2 ki (+1 per extra level): cast Burning Hands as a bonus action.
— 11 Searing Sunburst: Action: a 20 ft burst of radiance within 150 ft: 2d6 radiant (Constitution save negates), +2d6 per 1 ki spent (up to 3).
— 17 Sun Shield: Shed bright light at will; when a creature hits you with a melee attack, it takes 5 + Wisdom modifier radiant.
Warrior of the Elements
The 2024 elemental monk: elemental reach and bursts, simpler to run.
Player’s Handbook (2024), updates Way of the Four Elements
3 Elemental Attunement: Warrior of the Elements. 1 ki: for 10 minutes your unarmed reach grows 10 ft, your strikes can deal acid, cold, fire, lightning or thunder, and a hit can push or pull the target 10 ft (Strength save).
Manipulate Elements: You know Elementalism.
— 6 Elemental Burst: Action, 2 ki: a 20 ft sphere within 120 ft; three martial arts dice of an element (Dexterity save for half).
— 11 Stride of the Elements: While attuned, you have a fly and swim speed equal to your walking speed.
— 17 Elemental Epitome: While attuned: resistance to one element, Step of the Wind adds 20 ft and damages those you pass, and once per turn a strike deals +a martial arts die.

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).
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).
Spellcasting: Paladin spells unlock: you now have spell slots.
3 Divine Health: Immune to disease.
4 Boon (choose one)
5 Extra Attack: Attack twice when you take the Attack action.
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 (yours is counted on your sheet).
7 No new feature
8 Boon (choose one)
9 No new feature
10 Aura of Courage: You and allies within 10 ft can’t be frightened.
11 Improved Divine Smite: Every melee weapon hit deals an extra 1d8 radiant damage.
12 Boon (choose one)
13 No new feature
14 Cleansing Touch: A few times per day (your Charisma modifier, at least once), action: end one spell on yourself or a willing creature you touch.
15 No new feature
16 Boon (choose one)
17 No new feature
18 Aura of Protection (replaces): You and allies within 30 ft add your Charisma modifier to all saving throws while you are conscious (yours is counted on your sheet).
Aura of Courage (replaces): You and allies within 30 ft can’t be frightened.
19 Boon (choose one)
20 No new feature

Paladin subclasses (chosen at level 3). What each adds to the table above:

Subclass Level Written into Special Abilities
Oath of Devotion
The shining knight: honesty, courage, a blessed blade.
Player’s Handbook
3 Sacred Weapon: Oath of Devotion, Channel Divinity. Add your Charisma modifier to attack rolls with your weapon for 1 minute; it sheds light.
Turn the Unholy: Channel Divinity. Fiends and undead within 30 ft make a Wisdom save or flee for 1 minute.
— 7 Aura of Devotion: You and allies within 10 ft can’t be charmed.
— 15 Purity of Spirit: You are always under Protection from Evil and Good.
— 20 Holy Nimbus: Once per long rest, action for a minute: bright light 30 ft; enemies starting a turn in it take 10 radiant, and you have advantage on saves against fiend and undead spells.
Oath of the Ancients
A green knight who guards life, light and laughter.
Player’s Handbook
3 Nature’s Wrath: Oath of the Ancients, Channel Divinity. Spectral vines restrain a creature within 10 ft (Strength or Dexterity save; it repeats the save at the end of each of its turns).
Turn the Faithless: Channel Divinity. Fey and fiends within 30 ft make a Wisdom save or flee for 1 minute.
— 7 Aura of Warding: You and allies within 10 ft take half damage from spells.
— 15 Undying Sentinel: Once per long rest, when you drop to 0 HP and are not killed, drop to 1 HP instead. You no longer suffer the frailty of old age.
— 20 Elder Champion: Once per long rest, action for a minute: regain 10 HP each turn, cast paladin spells as a bonus action, and enemies within 10 ft have disadvantage on saves against your spells and Channel Divinity.
Oath of Vengeance
A relentless hunter of one sworn enemy at a time.
Player’s Handbook
3 Vow of Enmity: Oath of Vengeance, Channel Divinity. Bonus action: for 1 minute you have advantage on attack rolls against one creature within 10 ft.
Abjure Enemy: Channel Divinity. One creature within 60 ft makes a Wisdom save or is frightened and cannot move for 1 minute; on a success its speed is halved.
— 7 Relentless Avenger: When you hit with an opportunity attack, move up to half your speed straight afterwards without provoking attacks.
— 15 Soul of Vengeance: Reaction: when the target of your Vow of Enmity attacks, make a melee attack against it.
— 20 Avenging Angel: Once per long rest, action for an hour: wings (fly 60 ft) and a 30 ft aura; enemies entering it make a Wisdom save or are frightened, and attacks against them have advantage.
Oath of Conquest
Rules through fear: enemies who can’t run and can’t win.
Xanathar’s Guide to Everything
3 Conquering Presence: Oath of Conquest, Channel Divinity. Action: creatures of your choice within 30 ft make a Wisdom save or are frightened for a minute.
Guided Strike: Channel Divinity. Add +10 to an attack roll after seeing it.
— 7 Aura of Conquest: A creature frightened of you within 10 ft has speed 0 and takes psychic damage of half your level when it starts its turn there.
— 15 Scornful Rebuke: A creature that hits you takes psychic damage equal to your Charisma modifier.
— 20 Invincible Conqueror: Once per long rest, action for a minute: all damage against you is halved, you attack one extra time with the Attack action, and you crit on 19–20.
Oath of the Crown
A loyal protector who takes the blows meant for others.
Sword Coast Adventurer’s Guide
3 Champion Challenge: Oath of the Crown, Channel Divinity. Bonus action: creatures of your choice within 30 ft make a Wisdom save or can’t willingly move more than 30 ft away from you.
Turn the Tide: Channel Divinity. Bonus action: each creature of your choice within 30 ft below half HP heals 1d6 + your Charisma modifier.
— 7 Divine Allegiance: Reaction: when a creature within 5 ft takes damage, take it yourself instead.
— 15 Unyielding Spirit: Advantage on saves against being paralyzed or stunned.
— 20 Exalted Champion: Once per long rest, action for an hour: non-magical weapon damage against you is halved, and you and allies within 30 ft have advantage on death saves and Wisdom saves.
Oath of Glory
A hero of legend: athletic feats and inspiring smites.
Tasha’s Cauldron of Everything
3 Peerless Athlete: Oath of Glory, Channel Divinity. Bonus action for 10 minutes: advantage on Athletics and Acrobatics, carry twice as much, and jump 10 ft further.
Inspiring Smite: Channel Divinity. Right after a Divine Smite: share 2d8 + your level Temp HP among creatures within 30 ft.
— 7 Aura of Alacrity: +10 ft speed; allies who start their turn within 5 ft of you gain +10 ft too.
— 15 Glorious Defense: A few times per long rest (Charisma modifier), reaction: add your Charisma modifier to the AC of someone within 10 ft against an attack; if it misses, you may attack the attacker.
— 20 Living Legend: Once per long rest, bonus action for a minute: advantage on Charisma checks, once per turn turn a miss into a hit, and reroll a failed save.
Oathbreaker
A fallen paladin who commands the undead and feeds on fear.
Dungeon Master’s Guide
3 Control Undead: Oathbreaker, Channel Divinity. Action: an undead within 30 ft makes a Wisdom save or obeys you for 24 hours.
Dreadful Aspect: Channel Divinity. Action: creatures of your choice within 30 ft make a Wisdom save or are frightened for a minute.
— 7 Aura of Hate: You, and fiends and undead within 10 ft, add your Charisma modifier to melee weapon damage.
— 15 Supernatural Resistance: Non-magical bludgeoning, piercing and slashing damage against you is halved.
— 20 Dread Lord: Once per long rest, action for a minute: a 30 ft aura of gloom; enemies starting in it take 4d10 psychic, and you can attack with shadows as a bonus action (3d10 necrotic).
Oath of Redemption
Prefers peace, and makes violence hurt the one who started it.
Xanathar’s Guide to Everything
3 Emissary of Peace: Oath of Redemption, Channel Divinity. +5 to Persuasion checks for 10 minutes.
Rebuke the Violent: Channel Divinity. Reaction: when an attacker damages someone within 30 ft, it takes radiant damage equal to the damage it dealt (Wisdom save for half).
— 7 Aura of the Guardian: Reaction: when a creature within 10 ft takes damage, take it yourself instead.
— 15 Protective Spirit: At the end of each turn, if below half HP, heal 1d6 + half your level.
— 20 Emissary of Redemption: All damage against you is halved, and a creature that damages you takes radiant damage equal to half of it (until you attack or cast on it).
Oath of the Watchers
Guards the world from extraplanar intruders, alert to every threat.
Tasha’s Cauldron of Everything
3 Watcher’s Will: Oath of the Watchers, Channel Divinity. Up to your Charisma modifier creatures within 30 ft have advantage on Intelligence, Wisdom and Charisma saves for a minute.
Abjure the Extraplanar: Channel Divinity. Aberrations, celestials, elementals, fey and fiends within 30 ft make a Wisdom save or are turned for a minute.
— 7 Aura of the Sentinel: You and allies within 10 ft add your proficiency bonus to initiative.
— 15 Vigilant Rebuke: Reaction: when someone within 30 ft succeeds on an Intelligence, Wisdom or Charisma save, the creature that forced it takes 2d8 + Charisma modifier force.
— 20 Mortal Bulwark: Once per long rest, bonus action for a minute: truesight 120 ft, advantage on attacks against extraplanar creatures, and a hit can banish one (Charisma save).

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).
Spellcasting: Ranger spells unlock: you now have spell slots.
3 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.
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.
Natural Explorer: Choose a second favored terrain with your DM.
7 No new feature
8 Boon (choose one)
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.
Natural Explorer: Choose a third favored terrain with your DM.
11 No new feature
12 Boon (choose one)
13 No new feature
14 Vanish: Hide as a bonus action, and you can’t be tracked by non-magical means unless you choose to leave a trail.
Favored Enemy (replaces): Choose a third favored enemy with your DM.
15 No new feature
16 Boon (choose one)
17 No new feature
18 Feral Senses: Within 30 ft, invisibility gives no advantage against you, and you know where invisible creatures are.
19 Boon (choose one)
20 Foe Slayer: Once per turn, add your Wisdom modifier to the attack or damage roll against a favored enemy.

Ranger subclasses (chosen at level 3). What each adds to the table above:

Subclass Level Written into Special Abilities
Hunter
Brings down the biggest thing in the room.
Player’s Handbook
3 Colossus Slayer: Hunter’s Prey. Once per turn, +1d8 damage to a creature that is already below its max HP.
— 7 Escape the Horde: Defensive Tactics. Opportunity attacks against you have disadvantage.
— 11 Volley: Multiattack. Action: make a ranged attack against every creature within 10 ft of a point you can see in range.
— 15 Uncanny Dodge: Superior Hunter’s Defense. Reaction: halve the damage of an attack that hits you.
Beast Master
Fights beside an animal companion.
Player’s Handbook
3 Ranger’s Companion: Beast Master. A beast of CR 1/4 or lower fights beside you (the DM adds it to encounters as a monster). It acts on your turn: it can move freely, and attacks, Dashes, Disengages or Helps when you use your action to tell it to. Add your proficiency bonus to its AC, attacks and damage. If it dies, bond with another over 8 hours.
— 7 Exceptional Training: On a turn your companion does not attack, it can Dash, Disengage or Help as your bonus action. Its attacks count as magical.
— 11 Bestial Fury: When you command your companion to attack, it can attack twice.
— 15 Share Spells: When you cast a spell targeting yourself, it can also affect your companion if within 30 ft.
Gloom Stalker
An ambusher who owns the first round and the dark.
Xanathar’s Guide to Everything
3 Dread Ambusher: Gloom Stalker. Add your Wisdom modifier to initiative (ask your DM to count it). On your first turn of a fight: +10 ft speed and one extra weapon attack, which deals +1d8 damage on a hit.
Umbral Sight: You see in darkness to 60 ft, and creatures that rely on darkvision cannot see you in the dark.
— 7 Iron Mind: Treat Wisdom saves as proficient (add your proficiency bonus by hand).
— 11 Stalker’s Flurry: Once per turn, when you miss with a weapon attack, make another weapon attack.
— 15 Shadowy Dodge: Reaction, when an attack without advantage targets you: give it disadvantage.
Drakewarden
Raises a drake that grows into a mount and a breath weapon.
Fizban’s Treasury of Dragons
3 Draconic Gift: Drakewarden. You speak Draconic and know Thaumaturgy.
Drake Companion: Action: summon a drake (acid, cold, fire, lightning or poison) that fights beside you (the DM adds it as a monster). It acts on your turn and attacks when you command it with a bonus action; its bite deals an extra 1d6 of its element.
— 7 Bond of Fang and Scale: Your drake grows Medium; you can ride it if you are Small, it can fly, you resist its element, and its bite counts as magical and deals +1d6 more.
— 11 Drake’s Breath: Once per long rest (or by spending a 3rd-level slot), action: you or the drake exhale a 30 ft cone: 8d6 of its element (Dexterity save for half; 10d6 at level 15).
— 15 Perfected Bond: Your drake grows Large and can carry you in flight; its bite deals +1d6 more; reaction, halve damage it takes or you take while near it.
Fey Wanderer
Fey charm and psychic strikes: the bewitching ranger.
Tasha’s Cauldron of Everything
3 Dreadful Strikes: Fey Wanderer. Once per turn per creature, a weapon hit deals +1d4 psychic (1d6 from level 11).
Otherworldly Glamour: Add your Wisdom modifier to Charisma checks, and treat one of Deception, Performance or Persuasion as proficient.
— 7 Beguiling Twist: Advantage on saves against being charmed or frightened. Reaction when someone near you resists one: another creature makes a Wisdom save or is charmed or frightened for a minute.
— 11 Fey Reinforcements: Cast Summon Fey once per long rest without a slot or material, and you may skip concentration (lasting a minute).
— 15 Misty Wanderer: A few times per long rest (Wisdom modifier), cast Misty Step without a slot, bringing one willing creature within 5 ft along.
Horizon Walker
Guards the borders between worlds, stepping through space itself.
Xanathar’s Guide to Everything
3 Detect Portal: Horizon Walker. Once per short rest, sense the distance and direction of the nearest planar portal within 1 mile.
Planar Warrior: Bonus action: your next hit on a creature within 30 ft this turn deals all force damage and +1d8 (2d8 from level 11).
— 7 Ethereal Step: Once per short rest, bonus action: step into the Ethereal Plane until the end of the turn.
— 11 Distant Strike: When you take the Attack action, teleport 10 ft before each attack; hitting two different creatures gives one extra attack against a third.
— 15 Spectral Defense: Reaction: halve the damage of an attack that hits you.
Monster Slayer
A specialist in one dangerous quarry at a time.
Xanathar’s Guide to Everything
3 Hunter’s Sense: Monster Slayer. A few times per long rest (Wisdom modifier), action: learn a creature’s immunities, resistances and vulnerabilities.
Slayer’s Prey: Bonus action: mark a creature within 60 ft; the first hit on it each turn deals +1d6.
— 7 Supernatural Defense: When your prey forces you to save or tries to escape your grapple, add 1d6.
— 11 Magic-User’s Nemesis: Once per short rest, reaction: a creature casting a spell or teleporting within 60 ft makes a Wisdom save or the attempt fails.
— 15 Slayer’s Counter: Reaction when your prey forces a save: attack it; on a hit you succeed on the save automatically.
Swarmkeeper
A cloud of spirit insects or birds moves foes and lifts you.
Tasha’s Cauldron of Everything
3 Gathered Swarm: Swarmkeeper. Once per turn after a hit, your swarm either deals +1d6 piercing, pushes the target 15 ft (Strength save), or moves you 5 ft.
Swarmkeeper Magic: You know Mage Hand, and gain extra spells from your swarm as you level.
— 7 Writhing Tide: A few times per long rest (proficiency bonus), bonus action: your swarm lifts you to fly 10 ft for a minute.
— 11 Mighty Swarm: Gathered Swarm deals 1d8, a pushed creature can also be knocked prone, and moving yourself gives you half cover.
— 15 Swarming Dispersal: A few times per long rest (proficiency bonus), reaction when you take damage: halve it and teleport 30 ft.

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.
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.
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.
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.
10 Boon (choose one)
11 Sneak Attack (replaces): Once per turn, deal an extra 6d6 damage to a target you have advantage against, or that has one of your allies next to it.
Reliable Talent: On a check with a skill you are proficient in, treat a d20 roll of 9 or lower as a 10.
12 Boon (choose one)
13 Sneak Attack (replaces): Once per turn, deal an extra 7d6 damage to a target you have advantage against, or that has one of your allies next to it.
14 Blindsense: If you can hear, you know where any hidden or invisible creature within 10 ft is.
15 Sneak Attack (replaces): Once per turn, deal an extra 8d6 damage to a target you have advantage against, or that has one of your allies next to it.
Slippery Mind: You are proficient in Wisdom saves (counted on your sheet).
16 Boon (choose one)
17 Sneak Attack (replaces): Once per turn, deal an extra 9d6 damage to a target you have advantage against, or that has one of your allies next to it.
18 Elusive: No attack against you has advantage while you are not incapacitated.
19 Boon (choose one)
Sneak Attack (replaces): Once per turn, deal an extra 10d6 damage to a target you have advantage against, or that has one of your allies next to it.
20 Stroke of Luck: Once per short rest, turn a missed attack into a hit, or a failed check into a 20.

Rogue subclasses (chosen at level 3). What each adds to the table above:

Subclass Level Written into Special Abilities
Thief
Quick fingers, rooftops and anything that can be used.
Player’s Handbook
3 Fast Hands: Bonus action: Sleight of Hand, pick a lock, disarm a trap or Use an Object.
Second-Story Work: Climbing costs no extra movement; running jumps + Dexterity modifier feet.
— 9 Supreme Sneak: Advantage on Stealth if you move no more than half your speed.
— 13 Use Magic Device: Ignore class, species and level requirements on magic items.
— 17 Thief’s Reflexes: In the first round of a fight you take two turns: one at your initiative, one at your initiative − 10.
Assassin
Strikes first, and the first strike is the worst.
Player’s Handbook
3 Assassinate: Assassin. Advantage on attacks against any creature that has not yet taken a turn in this fight, and any hit on a surprised creature is a critical hit.
Tools of the Trade: You are practised with disguises and poisons: advantage on checks to make or use them.
— 9 Infiltration Expertise: With a week and 25 gold you build a false identity with papers and a history; nobody doubts it without an obvious reason.
— 13 Impostor: After three hours of study, mimic a person’s speech, writing and manner perfectly; advantage on checks to avoid being found out.
— 17 Death Strike: When you hit a surprised creature, it makes a Constitution save or takes double damage.
Swashbuckler
A duellist: in, strike, out, and a smile.
Xanathar’s Guide to Everything
3 Fancy Footwork: Swashbuckler. A creature you made a melee attack against this turn cannot make opportunity attacks against you until the turn ends.
Rakish Audacity: Add your Charisma modifier to initiative (ask your DM to count it). You can Sneak Attack a creature with nobody else next to you or it, without needing advantage.
— 9 Panache: Action: Persuasion against a creature’s Insight. A hostile one has disadvantage on attacks against anyone but you for 1 minute; any other is charmed by you for 1 minute.
— 13 Elegant Maneuver: Bonus action: advantage on your next Acrobatics or Athletics check this turn.
— 17 Master Duelist: Once per short rest, reroll a missed attack with advantage.
Arcane Trickster
A thief with wizard tricks and an invisible hand.
Player’s Handbook
3 Spellcasting: Arcane Trickster. You cast wizard spells (mostly enchantment and illusion) with Intelligence, as a third caster: the DM grants spells within the unlock schedule.
Mage Hand Legerdemain: Your Mage Hand is invisible, and can pick locks, disarm traps and pick pockets (bonus action to control it).
— 9 Magical Ambush: When you cast a spell while hidden, the target has disadvantage on its save.
— 13 Versatile Trickster: Bonus action: your Mage Hand distracts a creature within 5 ft of it, giving you advantage on attacks against it this turn.
— 17 Spell Thief: Once per long rest, reaction when a spell targets you: the caster makes a save; on a failure the spell fails and you can cast it for 8 hours.
Inquisitive
A detective who reads lies and finds the weak spot.
Xanathar’s Guide to Everything
3 Ear for Deceit: Inquisitive. Treat an Insight roll of 7 or lower as an 8 when sensing lies.
Eye for Detail: Bonus action: Perception to spot a hidden creature or object, or Investigation to uncover clues.
Insightful Fighting: Bonus action: Insight against a creature’s Deception; on a success you can Sneak Attack it without advantage for a minute.
— 9 Steady Eye: Advantage on Perception and Investigation if you move no more than half your speed.
— 13 Unerring Eye: A few times per long rest (Wisdom modifier), action: sense illusions, shapechangers and other magical deceptions within 30 ft.
— 17 Eye for Weakness: Sneak Attack deals +3d6 against a creature you have read with Insightful Fighting.
Mastermind
A schemer who helps from afar and reads everyone.
Xanathar’s Guide to Everything
3 Master of Intrigue: Mastermind. Proficient with disguise and forgery kits and one gaming set; two extra languages; mimic accents perfectly.
Master of Tactics: Help as a bonus action, and at a range of 30 ft.
— 9 Insightful Manipulator: After a minute of watching or talking, learn how a creature compares to you in two of: Intelligence, Wisdom, Charisma, class levels.
— 13 Misdirection: Reaction: when you are attacked while a creature gives you cover, the attack targets that creature instead.
— 17 Soul of Deceit: Your thoughts can’t be read unless you allow it, you can show false thoughts, and magic can’t compel you to tell the truth.
Phantom
Walks with the dead and borrows their skills.
Tasha’s Cauldron of Everything
3 Whispers of the Dead: Phantom. After a rest, gain proficiency in one skill or tool of your choice until your next rest.
Wails from the Grave: A few times per long rest (proficiency bonus), right after Sneak Attack: a second creature within 30 ft takes half your Sneak Attack dice as necrotic.
— 9 Tokens of the Departed: Reaction when a creature dies within 30 ft: make a soul trinket. While you carry one you have advantage on death and Constitution saves, and can spend it on a free Wails from the Grave.
— 13 Ghost Walk: Bonus action: become spectral for 10 minutes: fly 10 ft, pass through objects, and attacks against you have disadvantage.
— 17 Death’s Friend: Wails from the Grave hits both creatures with necrotic damage, and you always have a soul trinket after a long rest.
Scout
A skirmisher of the wilds, always first to move.
Xanathar’s Guide to Everything
3 Skirmisher: Scout. Reaction when an enemy ends its turn within 5 ft: move half your speed without provoking.
Survivalist: Treat Nature and Survival as proficient, with double your proficiency bonus (add by hand).
— 9 Superior Mobility: +10 ft to your walking speed (and climb or swim speeds).
— 13 Ambush Master: Advantage on initiative; in the first round, the first creature you hit is easier for everyone to hit until your next turn.
— 17 Sudden Strike: After the Attack action, make one more attack as a bonus action; it can Sneak Attack even if you already have, against a different target.
Soulknife
Psychic blades conjured from the mind, and telepathy to match.
Tasha’s Cauldron of Everything
3 Psionic Power: Soulknife. Psionic dice (twice your proficiency bonus, d6, growing to d12), back on a long rest. Psi-Bolstered Knack: add a die to a failed proficient check. Psychic Whispers: link minds with allies for hours.
Psychic Blades: Manifest blades: 1d6 psychic (finesse, thrown 60 ft), and a second blade as a bonus action for 1d4.
— 9 Soul Blades: Homing Strikes: add a psionic die to a missed blade attack. Psychic Teleportation: bonus action, throw a blade and teleport up to 10 × the die’s roll in feet.
— 13 Psychic Veil: Once per long rest (or by spending a psionic die), action: invisible for an hour, until you damage or force a save.
— 17 Rend Mind: Once per long rest (or by spending three psionic dice), when your blade Sneak Attacks: the target makes a Wisdom save or is stunned for a minute.

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 No new feature
7 No new feature
8 Boon (choose one)
9 No new feature
10 Metamagic: Choose a third option with your DM.
11 No new feature
12 Boon (choose one)
13 No new feature
14 No new feature
15 No new feature
16 Boon (choose one)
17 Metamagic: Choose a fourth option with your DM.
18 No new feature
19 Boon (choose one)
20 Sorcerous Restoration: Regain 4 sorcery points after each short rest.

Sorcerer subclasses (chosen at level 3). What each adds to the table above:

Subclass Level Written into Special Abilities
Draconic Bloodline
Dragon blood: tougher skin and one element at your call.
Player’s Handbook
3 Dragon Ancestor: Draconic Bloodline. Choose a kind of dragon with your DM; its element is yours (red: fire, white: cold, blue: lightning, green: poison, black: acid). Thin scales make you hardier: without armor your AC is 13 + Dexterity, and you have 1 more maximum HP for each sorcerer level (both counted on your sheet).
— 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.
— 14 Dragon Wings: Bonus action: sprout dragon wings and fly at your speed until you dismiss them.
— 18 Draconic Presence: Action, 5 sorcery points: for a minute, creatures within 60 ft make a Wisdom save or are charmed (awe) or frightened (fear) of you.
Wild Magic
Raw chaos: luck you can bend, and surprises you cannot.
Player’s Handbook
3 Wild Magic Surge: Wild Magic. After you cast a sorcerer spell of 1st level or higher, the DM may have you roll a d20: on a 1, something strange happens (the DM decides, or rolls on a table of their own).
Tides of Chaos: Once per long rest, gain advantage on one attack, check or save. The DM may give it back by calling for a Wild Magic Surge.
— 6 Bend Luck: Reaction, 2 sorcery points: add or subtract 1d4 from another creature’s attack, check or save.
— 14 Controlled Chaos: When you roll on the wild magic table, roll twice and use either.
— 18 Spell Bombardment: Once per turn, when a spell’s damage dice roll their highest on a die, roll that die again and add it.
Storm Sorcery
Wind and lightning: never stands still for long.
Xanathar’s Guide to Everything
3 Tempestuous Magic: Storm Sorcery. Bonus action, just before or after casting a spell of 1st level or higher: fly 10 ft without provoking opportunity attacks.
Wind Speaker: You speak the tongue of air, water, earth and fire elementals.
— 6 Heart of the Storm: You resist lightning and thunder damage. When you start casting a lightning or thunder spell of 1st level or higher, creatures of your choice within 10 ft take half your level in lightning or thunder damage.
Storm Guide: Action: stop rain falling within 20 ft of you. Bonus action: choose which way the wind blows within 100 ft until your next turn.
— 14 Storm’s Fury: Reaction when a creature hits you in melee: it takes lightning damage equal to your level and is pushed up to 20 ft (Strength save negates the push).
— 18 Wind Soul: Immune to lightning and thunder; fly 60 ft. Once per short rest, give up to three creatures a 30 ft fly speed for an hour.
Aberrant Mind
A psionic mind touched by the Far Realm.
Tasha’s Cauldron of Everything
3 Psionic Spells: Aberrant Mind. Learn psionic spells as you level (Arms of Hadar, Dissonant Whispers, Mind Sliver and more; the DM grants them).
Telepathic Speech: Bonus action: speak mind to mind with a creature within 30 ft for minutes equal to your level.
— 6 Psionic Sorcery: Cast a psionic spell with sorcery points equal to its level instead of a slot, with no words or gestures.
Psychic Defenses: Psychic damage against you is halved; advantage on saves against being charmed or frightened.
— 14 Revelation in Flesh: Bonus action, 1+ sorcery points, for 10 minutes: see invisible things, fly, breathe and swim underwater, or squeeze through tiny gaps.
— 18 Warping Implosion: Once per long rest (or 5 sorcery points), action: teleport 120 ft; creatures within 30 ft of where you were take 3d10 force and are pulled in (Strength save for half).
Clockwork Soul
The cosmic order of Mechanus balances luck and shields friends.
Tasha’s Cauldron of Everything
3 Clockwork Magic: Clockwork Soul. Learn order-themed spells as you level (Alarm, Protection from Evil and Good, Aid…; the DM grants them).
Restore Balance: A few times per long rest (proficiency bonus), reaction: cancel advantage or disadvantage on a roll within 60 ft.
— 6 Bastion of Law: Action, 1 to 5 sorcery points: a ward of that many d8s on a creature within 30 ft, which it spends to reduce damage.
— 14 Trance of Order: Once per long rest (or 5 sorcery points), bonus action for a minute: attacks against you lack advantage, and your attack rolls, checks and saves of 9 or lower count as 10.
— 18 Clockwork Cavalcade: Once per long rest (or 7 sorcery points), action: a 30 ft cube of spirits restores 100 HP among those inside, repairs objects and ends spells of 6th level or lower.
Divine Soul
A god’s spark: sorcery with the cleric’s spell list.
Xanathar’s Guide to Everything
3 Divine Magic: Divine Soul. You can learn cleric spells as sorcerer spells, and gain one affinity spell (Cure Wounds, Inflict Wounds, Bless, Bane or Protection from Evil and Good).
Favored by the Gods: Once per short rest, add 2d4 to a failed save or missed attack.
— 6 Empowered Healing: 1 sorcery point: reroll healing dice for you or an ally within 5 ft.
— 14 Otherworldly Wings: Bonus action: sprout feathered or bat-like wings and fly 30 ft until dismissed.
— 18 Unearthly Recovery: Once per long rest, bonus action while below half HP: regain HP equal to half your maximum.
Lunar Sorcery
Draws power from the moon’s phases: full, new and crescent.
Dragonlance: Shadow of the Dragon Queen
3 Lunar Embodiment: Lunar Sorcery. Learn moon spells as you level, and choose a phase after each long rest (full, new or crescent); once per long rest cast that phase’s 1st-level spell without a slot.
Moon Fire: You know Sacred Flame, and can target two creatures within 5 ft of each other with it.
— 6 Lunar Boons: A few times per long rest (proficiency bonus), reduce a spell’s sorcery-point cost for the current phase’s school by 1.
— 14 Waxing and Waning: Bonus action, 1 sorcery point: change your phase.
— 18 Lunar Phenomenon: Once per long rest, bonus action: unleash your phase (full: blinding light; new: dark cloud and invisibility; crescent: teleport and resistance).
Shadow Magic
Shadowfell-touched: darkness you can see through and a hound of ill omen.
Xanathar’s Guide to Everything
3 Eyes of the Dark: Shadow Magic. Darkvision 120 ft; cast Darkness with 2 sorcery points and see through it.
Strength of the Grave: Once per long rest, when you drop to 0 HP (not from radiant or a crit), make a Charisma save to drop to 1 HP instead.
— 6 Hound of Ill Omen: Bonus action, 3 sorcery points: a shadow hound hunts a creature within 120 ft (the DM adds it); while it is near, the target has disadvantage on saves against your spells.
— 14 Shadow Walk: Bonus action, in dim light or darkness: teleport up to 120 ft to another dim or dark spot.
— 18 Umbral Form: Bonus action, 6 sorcery points, for a minute: become shadow, resisting all damage but force and radiant, and move through creatures and objects.

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).
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 No new feature
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 No new feature
11 Mystic Arcanum: Choose a 6th-level warlock spell with your DM: cast it once per long rest without a slot. One more spell is added at 13 (7th), 15 (8th) and 17 (9th).
12 Boon (choose one)
Eldritch Invocations: Choose one more with your DM (six 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).
13 Mystic Arcanum (replaces): Choose a 7th-level spell too: each arcanum spell is cast once per long rest without a slot.
14 No new feature
15 Mystic Arcanum (replaces): Choose an 8th-level spell too: each arcanum spell is cast once per long rest without a slot.
Eldritch Invocations: Choose one more with your DM (seven 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).
16 Boon (choose one)
17 Mystic Arcanum (replaces): Choose a 9th-level spell too: each arcanum spell (6th to 9th) is cast once per long rest without a slot.
18 Eldritch Invocations: Choose one more with your DM (eight 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).
19 Boon (choose one)
20 Eldritch Master: Once per long rest, spend a minute pleading with your patron to regain all your pact slots.

Warlock subclasses (chosen at level 3). What each adds to the table above:

Subclass Level Written into Special Abilities
The Fiend
A pact with something from the hells: power fed by the fallen.
Player’s Handbook
3 Dark One’s Blessing: The Fiend. When you bring a hostile creature to 0 HP, gain Temp HP equal to your Charisma modifier + your level (the DM adds it).
— 6 Patron’s Luck: Once per short rest, add a d10 to an ability check or saving throw after seeing the roll.
— 10 Patron’s Resilience: After each rest, choose one damage type: you resist it until you choose another.
— 14 Hurl Through Hell: Once per long rest, when you hit a creature: it vanishes into the lower planes until your next turn and takes 10d10 psychic (unless it is a fiend).
The Archfey
A fey lord’s favourite: glamour, vanishing and beguilement.
Player’s Handbook
3 Fey Presence: The Archfey. Once per short rest, action: each creature in a 10 ft cube from you makes a Wisdom save or is charmed or frightened (your choice) until the end of your next turn.
— 6 Misty Escape: Once per short rest, reaction when you take damage: turn invisible and teleport up to 60 ft. You stay invisible until your next turn, or until you attack or cast.
— 10 Beguiling Defenses: You can’t be charmed. When a creature tries, turn it back: it makes a Wisdom save or is charmed by you for 1 minute.
— 14 Dark Delirium: Once per short rest, action: a creature within 60 ft makes a Wisdom save or is lost in an illusory realm for a minute, charmed or frightened by you.
The Great Old One
Something vast and unknowable whispers through you.
Player’s Handbook
3 Awakened Mind: The Great Old One. Speak mind to mind with any creature you can see within 30 ft; it needs no shared language, only to know one.
— 6 Entropic Ward: Once per short rest, reaction: an attack against you has disadvantage. If it misses, your next attack against that creature has advantage.
— 10 Thought Shield: Nobody reads your thoughts unless you allow it. You resist psychic damage, and whoever deals it to you takes the same amount.
— 14 Create Thrall: Action: touch an incapacitated humanoid; it is charmed by you until Remove Curse is cast, and you can speak to it telepathically on the same plane.
The Celestial
A patron of light: the warlock who heals.
Xanathar’s Guide to Everything
3 Bonus Cantrips: The Celestial. You know Light and Sacred Flame.
Healing Light: A pool of d6s equal to 1 + your level per long rest. Bonus action: heal a creature within 60 ft with up to your Charisma modifier of them.
— 6 Radiant Soul: Radiant damage against you is halved; add your Charisma modifier to one radiant or fire damage roll of your spells.
— 10 Celestial Resilience: After a rest, you gain your level + Charisma modifier Temp HP, and up to five allies gain half your level + Charisma modifier.
— 14 Searing Vengeance: Once per long rest, when you would make a death save: stand up with half your HP, and enemies within 30 ft take 2d8 + Charisma modifier radiant and are blinded until the turn ends.
The Fathomless
A patron of the deep sea, with a spectral tentacle at your call.
Tasha’s Cauldron of Everything
3 Tentacle of the Deeps: The Fathomless. A few times per long rest (proficiency bonus), bonus action: a 10 ft spectral tentacle within 60 ft for a minute; it strikes for 1d8 cold and slows by 10 ft.
Gift of the Sea: Swim speed 40 ft, and you can breathe underwater.
— 6 Oceanic Soul: Cold damage against you is halved; you can speak with anything underwater.
Guardian Coil: Reaction: your tentacle reduces damage to a creature within 10 ft of it by 1d8 (2d8 from level 10).
— 10 Grasping Tentacles: Learn Evard’s Black Tentacles and cast it once per long rest without a slot; while casting it you gain Temp HP equal to your level, and damage cannot break your concentration on it.
— 14 Fathomless Plunge: Once per short rest, action: you and up to five willing creatures within 30 ft teleport to a body of water you have seen within 1 mile.
The Genie
A noble genie’s vassal, with a bottle to hide in.
Tasha’s Cauldron of Everything
3 Genie’s Vessel: The Genie. A tiny vessel serves as your focus. Bottled Respite: hide inside it for hours. Genie’s Wrath: once per turn a hit deals extra damage equal to your proficiency bonus, of your genie’s element.
— 6 Elemental Gift: Resist your genie’s element, and a few times per long rest (proficiency bonus) fly 30 ft for 10 minutes as a bonus action.
— 10 Sanctuary Vessel: Up to five willing creatures can join you in your vessel, and those who rest there for 10 minutes gain the benefits of a short rest plus extra healing.
— 14 Limited Wish: Once every 1d4 long rests, action: ask your patron for a 6th-level or lower spell from any list, cast without material.
The Hexblade
A sentient weapon from the Shadowfell: the warlock who melees.
Xanathar’s Guide to Everything
3 Hexblade’s Curse: The Hexblade. Once per short rest, bonus action: curse a creature within 30 ft for a minute: +proficiency bonus damage against it, crit on 19–20, and you heal your level + Charisma modifier if it dies.
Hex Warrior: Proficient with medium armor, shields and martial weapons; one-handed (later pact) weapons can use Charisma for attack and damage.
— 6 Accursed Specter: Once per long rest, when you slay a humanoid: its spirit rises as a specter under your command until your next long rest.
— 10 Armor of Hexes: When the target of your Hexblade’s Curse hits you, roll a d6: on 4 or higher, it misses.
— 14 Master of Hexes: When the cursed creature dies, move the curse to another creature within 30 ft (no healing from that move).
The Undead
A deathless patron: a terrifying form and necrotic power.
Van Richten’s Guide to Ravenloft
3 Form of Dread: The Undead. A few times per long rest (proficiency bonus), bonus action for a minute: gain 1d10 + your level Temp HP, you can’t be frightened, and once per turn a hit can frighten the target (Wisdom save).
— 6 Grave Touched: You need no food, water or air. Once per turn, a hit can become necrotic; in Form of Dread it deals one extra die.
— 10 Necrotic Husk: Necrotic damage against you is halved (immune in Form of Dread). Once per long rest, when you drop to 0 HP, drop to 1 and blast creatures within 30 ft with necrotic damage.
— 14 Spirit Projection: Once per long rest, action: project your spirit for an hour; it can fly, pass through objects, and resist damage.
The Undying
A patron who cheated death, and teaches you to.
Sword Coast Adventurer’s Guide
3 Among the Dead: The Undying. You know Spare the Dying; advantage on saves against disease; undead must make a Wisdom save to attack you.
— 6 Defy Death: Once per long rest, when you succeed on a death save or stabilize someone with Spare the Dying, heal 1d8 + Constitution modifier.
— 10 Undying Nature: You can hold your breath indefinitely, need no food, water or sleep, and age a tenth as fast.
— 14 Indestructible Life: Once per short rest, bonus action: heal 1d8 + your level and reattach a severed body part.

Wizard

Level Written into Special Abilities
2 No new feature
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 No new feature
7 No new feature
8 Boon (choose one)
9 No new feature
10 No new feature
11 No new feature
12 Boon (choose one)
13 No new feature
14 No new feature
15 No new feature
16 Boon (choose one)
17 No new feature
18 Spell Mastery: Choose a 1st- and a 2nd-level spell in your book with your DM: cast them at their lowest level without a slot.
19 Boon (choose one)
20 Signature Spells: Choose two 3rd-level spells with your DM: each can be cast once per short rest without a slot.

Wizard subclasses (chosen at level 2). What each adds to the table above:

Subclass Level Written into Special Abilities
School of Evocation
Blasting, with friends left standing in the middle of it.
Player’s Handbook
2 Evocation Savant: School of Evocation. Copying evocation spells costs half the time and gold.
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.
— 6 Potent Cantrip: Creatures that save against your damaging cantrips still take half damage.
— 10 Empowered Evocation: Add your Intelligence modifier to the damage of your evocation spells.
— 14 Overchannel: When you cast a damaging spell of 1st to 5th level, deal maximum damage. Doing it again before a long rest costs you necrotic damage that grows each time.
School of Abjuration
Wards and counters: a shield of magic that takes the hits.
Player’s Handbook
2 Abjuration Savant: School of Abjuration. Copying abjuration spells costs half the time and gold.
Arcane Ward: When you cast an abjuration spell of 1st level or higher, a ward appears with HP of twice your level + your Intelligence modifier; it takes damage before you do (the DM tracks it as Temp HP). It lasts until a long rest; later abjuration spells restore twice their level to it.
— 6 Projected Ward: Reaction: when a creature within 30 ft takes damage, your Arcane Ward takes it instead.
— 10 Improved Abjuration: Add your proficiency bonus to ability checks made as part of an abjuration spell (Counterspell, Dispel Magic).
— 14 Spell Resistance: Advantage on saves against spells, and spell damage against you is halved.
School of Illusion
Tricks of light and sound that hold up to a second look.
Player’s Handbook
2 Illusion Savant: School of Illusion. Copying illusion spells costs half the time and gold.
Improved Minor Illusion: You know Minor Illusion (the DM grants it), and it makes a sound and an image with one casting.
— 6 Malleable Illusions: Action: change what an illusion of yours looks like while it lasts, if it lasts a minute or more.
— 10 Illusory Self: Once per short rest, reaction when a creature attacks you: a copy of you takes the blow and the attack misses.
— 14 Illusory Reality: Bonus action, when you cast an illusion of 1st level or higher: make one inanimate, harmless object in it real for a minute.
Bladesinging
An elven sword-dance: a wizard who fights up close.
Tasha’s Cauldron of Everything
2 Training in War and Song: Bladesinging. Proficient with light armor and one one-handed melee weapon, and treat Performance as proficient.
Bladesong: A few times per long rest (proficiency bonus), bonus action for a minute (in light or no armor): +Intelligence modifier to AC and concentration saves, +10 ft speed, advantage on Acrobatics.
— 6 Extra Attack: Attack twice when you take the Attack action; one attack can be a cantrip instead.
— 10 Song of Defense: Reaction while in Bladesong: spend a spell slot to reduce damage by five times its level.
— 14 Song of Victory: While in Bladesong, add your Intelligence modifier to melee weapon damage.
Chronurgy Magic
Bends time: rerolls fate and freezes foes.
Explorer’s Guide to Wildemount
2 Chronal Shift: Chronurgy Magic. Twice per long rest, reaction: force a creature within 30 ft to reroll an attack, check or save.
Temporal Awareness: Add your Intelligence modifier to initiative.
— 6 Momentary Stasis: A few times per long rest (Intelligence modifier), action: a Large or smaller creature within 60 ft makes a Constitution save or is frozen in time until the end of your next turn.
— 10 Arcane Abeyance: Once per short rest, cast a spell of 4th level or lower into a bead; anyone can release it later as an action.
— 14 Convergent Future: Reaction: decide that an attack, check or save within 60 ft succeeds or fails; you gain a level of exhaustion each time.
School of Conjuration
Summons, teleports and makes objects out of nothing.
Player’s Handbook
2 Conjuration Savant: School of Conjuration. Copying conjuration spells costs half the time and gold.
Minor Conjuration: Action: conjure a non-magical object up to 3 ft across and 10 lb, for an hour.
— 6 Benign Transposition: Action: teleport 30 ft, or swap places with a willing creature; again after a long rest or casting a conjuration spell.
— 10 Focused Conjuration: Damage can’t break your concentration on a conjuration spell.
— 14 Durable Summons: Creatures you summon gain 30 Temp HP.
School of Divination
Sees the future: replaces rolls with dice foretold at dawn.
Player’s Handbook
2 Divination Savant: School of Divination. Copying divination spells costs half the time and gold.
Portent: After a long rest roll two d20s and note them. You can swap any attack, check or save you can see for one of those rolls, before it is made.
— 6 Expert Divination: Casting a divination spell of 2nd level or higher gives back a spell slot of a lower level (up to 5th).
— 10 The Third Eye: Action, until your next rest: darkvision, see into the Ethereal, read any language, or see invisible things within 10 ft.
— 14 Greater Portent: Roll three d20s for Portent instead of two.
School of Enchantment
Charm and compulsion: makes enemies forget, freeze or fight each other.
Player’s Handbook
2 Enchantment Savant: School of Enchantment. Copying enchantment spells costs half the time and gold.
Hypnotic Gaze: Action: a creature within 5 ft makes a Wisdom save or is charmed and incapacitated until the end of your next turn; you can extend it each turn.
— 6 Instinctive Charm: Reaction when attacked: the attacker makes a Wisdom save or must attack someone else nearby (or waste the attack).
— 10 Split Enchantment: An enchantment spell that targets one creature can target a second.
— 14 Alter Memories: A creature you charm doesn’t know it was charmed, and can be made to forget up to a few hours of what happened (Intelligence save).
Graviturgy Magic
Commands gravity: makes things heavy, light, or pulled together.
Explorer’s Guide to Wildemount
2 Adjust Density: Graviturgy Magic. Action: halve or double the weight of a Large or smaller creature or object within 30 ft for a minute, changing its speed and Strength rolls.
— 6 Gravity Well: When you cast a spell on a creature, you can move it 5 ft to a free space.
— 10 Violent Attraction: A few times per long rest (Intelligence modifier), reaction: +1d10 damage to a weapon hit within 60 ft, or +2d10 to a creature’s fall damage.
— 14 Event Horizon: Once per long rest, action for a minute: hostile creatures within 30 ft take 2d10 force each turn and have speed 0 (Strength save for half and partial speed).
School of Necromancy
Drains life to heal itself, and raises stronger undead.
Player’s Handbook
2 Necromancy Savant: School of Necromancy. Copying necromancy spells costs half the time and gold.
Grim Harvest: Once per turn, when your spell kills a creature, heal twice the spell’s level (three times for necromancy).
— 6 Undead Thralls: Animate Dead raises one extra corpse, and your undead have extra HP (your level) and add your proficiency bonus to damage.
— 10 Inured to Undeath: Necrotic damage against you is halved, and your maximum HP can’t be reduced.
— 14 Command Undead: Action: an undead within 60 ft makes a Charisma save or becomes friendly and obeys you.
Order of Scribes
Your spellbook is alive, and rewrites your spells’ damage.
Tasha’s Cauldron of Everything
2 Wizardly Quill: Order of Scribes. A magic quill: copy spells in 2 minutes per level, and erase writing.
Awakened Spellbook: Your book is your focus. When you cast with a slot, change the spell’s damage type to another from your book. Once per long rest, cast a ritual at normal speed.
— 6 Manifest Mind: Bonus action: a spectral mind within 60 ft; see and hear through it, and cast spells from it a few times per long rest (proficiency bonus).
— 10 Master Scrivener: After a long rest, make a scroll of a 1st- or 2nd-level spell from your book; cast from it, it counts one level higher.
— 14 One with the Word: Advantage on Arcana. Once per long rest, reaction when you take damage with your mind manifested: take none, and instead lose spells from your book worth 3d6 spell levels until the book is restored.
School of Transmutation
Changes matter: a philosopher’s stone and shapechanging.
Player’s Handbook
2 Transmutation Savant: School of Transmutation. Copying transmutation spells costs half the time and gold.
Minor Alchemy: Spend 10 minutes per cubic foot to turn wood, stone, iron, copper or silver into another of them for an hour.
— 6 Transmuter’s Stone: Make a stone that grants one benefit to whoever holds it: darkvision, +10 ft speed, Constitution save proficiency, or resistance to one element.
— 10 Shapechanger: Cast Polymorph on yourself once per short rest without a slot, as a beast of CR 1 or lower.
— 14 Master Transmuter: Destroy your stone for a great effect: transmute an object, cure all ailments, cast Raise Dead without a slot, or restore youth.
War Magic
Battle wizardry: deflects attacks and surges with power.
Xanathar’s Guide to Everything
2 Arcane Deflection: War Magic. Reaction when hit or failing a save: +2 AC or +4 to the save; you can then cast only cantrips until your next turn.
Tactical Wit: Add your Intelligence modifier to initiative.
— 6 Power Surge: Store surges (up to your Intelligence modifier): spend one to add half your level as force damage to a spell; you gain one when you end a spell with Dispel Magic or Counterspell.
— 10 Durable Magic: +2 to AC and saves while concentrating on a spell.
— 14 Deflecting Shroud: When you use Arcane Deflection, up to three creatures within 60 ft take force damage of half your level.