CLASSES quick reference - Joseph Keen

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CLASSES quick reference D&D 5E

Transcript of CLASSES quick reference - Joseph Keen

Page 1: CLASSES quick reference - Joseph Keen

CLASSESquick reference

— D&D 5E —

Page 2: CLASSES quick reference - Joseph Keen

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ContentsBarbarian . . . . . . . . . . . 1

Primal Paths . . . . . . . . . . 2

Bard . . . . . . . . . . . . . .3Bard College . . . . . . . . . . 4Bard Spell List . . . . . . . . . 5

Cleric . . . . . . . . . . . . .8Divine Domains . . . . . . . . . 9Cleric Spell List . . . . . . . . 13

Druid . . . . . . . . . . . . . 14Druid Circle . . . . . . . . . 15Druidic Spells . . . . . . . . 17

Fighter . . . . . . . . . . . . 18Martial Archetypes . . . . . . 18Eldritch Knight Spells . . . . . 21

Monk . . . . . . . . . . . . . 22Monastic Tradition . . . . . . . 23

Paladin . . . . . . . . . . . . 26Sacred Oath . . . . . . . . . 27Paladin Spells . . . . . . . . 30

Ranger . . . . . . . . . . . . 31Favored Enemy . . . . . . . . 31Ranger Archetype . . . . . . . 32Ranger Spells . . . . . . . . 34

Rogue . . . . . . . . . . . . 35Roguish Archetypes . . . . . . 36Arcane Trickster Spells . . . . 38

Sorcerer . . . . . . . . . . . 39Sorcerous Origin . . . . . . . 40Sorcerer Spells . . . . . . . . 42Wild Magic Table . . . . . . . 43

Warlock . . . . . . . . . . . 44Otherworldly Patron . . . . . . 46Warlock Spells . . . . . . . . 49

Wizard . . . . . . . . . . . . 50Arcane Traditions . . . . . . . 51Wizard Spells . . . . . . . . . 54

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BarbarianHit PointsHit Dice: 1d12 per Barbarian levelHit Points at 1st Level: 12 + Constitution modifierHit Points at Higher Levels: 1d12 (or 7) + your

Constitution modifier per Barbarian level after 1st

ProficienciesArmor: Light Armor, Medium Armor, ShieldsWeapons: Simple weapons, Martial weaponsSaving Throws: Strength, ConstitutionSkills: Two from Animal Handling, Athletics,

Intimidation, Nature, Perception, and Survival

EquipmentYou start with the following equipment:

• (a) a greataxe or (b) any martial melee weapon• (a) two handaxes or (b) any simple weapon• An explorer’s pack and four javelins

RageOn your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armour:

• Advantage on Strength checks and saving throws.• When making melee weapon attacks with Strength, add bonus damage as per the Barbarian table.• Resistance to bludgeoning, piercing, and slashing.• You are unable to cast spells or concentrate on them.Rage lasts 1 minute. Ends early if incapacitated, or

if your turn ends and you haven’t attacked a hostile creature or taken damage since your last turn. You can also end it on your turn as a bonus action.

You have a limited number of rages, as shown on the Barbarian table. You regain all your rages when you finish a long rest.

LevelProf.

Bonus Features RagesRage

Damage

1st +2 Rage, Unarmored Defense 2 +2

2nd +2 Reckless Attack, Danger Sense 2 +2

3rd +2 Primal Path 3 +24th +2 Ability Score Increase 3 +2

5th +3 Extra Attack, Fast Movement 3 +2

6th +3 Path Feature 4 +27th +3 Feral Instinct 4 +28th +3 Ability Score Increase 4 +29th +4 Brutal Critical (1 Die) 4 +3

10th +4 Path Feature 4 +311th +4 Relentless Age 4 +312th +4 Ability Score Increase 5 +313th +5 Brutal Critical (2 Dice) 5 +314th +5 Path Feature 5 +315th +5 Persistent Rage 5 +316th +5 Ability Score Increase 5 +417th +6 Brutal Critical (3 Dice) 6 +418th +6 Indomitable Might 6 +419th +6 Ability Score Increase 6 +4

20th +6 Primal Champion ∞ +4

Unarmored DefenseWhile not wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You may still use a shield.

Reckless AttackAt 2nd level, you may attack recklessly on your first attack each turn. You gain advantage on melee weapon attack rolls using Strength this turn, but attack rolls against you have advantage until your next turn.

Danger SenseAt 2nd level, you have advantage on Dexterity saving throws against effects you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Ability Score IncreaseAt 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Extra AttackAt 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast MovementAt 5th level, your speed increases by 10 ft when not wearing heavy armor.

Feral InstinctAt 7th level, you gain advantage on initiative rolls. If you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter a rage at the start of your turn.

Brutal CriticalAt 9th level, you can roll one additional weapon damage die when you crit with a melee attack. This increases by one additional dice at 13th and 17th level.

Relentless RageAt 11th level, if you drop to 0 hit points when raging and don’t die outright, you can make a DC 10 Constitution saving throw. On a success, drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a rest, the DC resets.

Persistent RageAt 15th level, your rage only ends early if you fall unconscious or choose to end it.

Indomitable MightAt 18th level, if your total for a Strength check is less than your Strength score, you can use that score instead.

Primal ChampionAt 20th level, your Strength and Constitution scores increase by 4. Your max for those scores are now 24.

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Primal PathsAt 3rd level, choose a path that shapes your rage. You gain different features for this path at 3rd, 6th, 10th, and 14th level.

Path of the BerserkerFrenzyAt 3rd level, you can go into a frenzy when you rage. If you do, you can make a single melee weapon attack as a bonus action of each subsequent turn. When your rage ends, you suffer one level of exhaustion.

Mindless RageAt 6th level, you can’t be charmed or frightened while raging. If you are already charmed or frightened when entering a rage, the effects are suspended for the duration of the rage.

Intimidating PresenceAt 10th level, you can use your action to frighten one creature within 30 ft of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you till the end of your next turn.

On subsequent turns, you can use your action to extend the duration for another turn. This effect ends if the creature ends its turn out of line of sight or more than 60 ft away from you. If the creature succeeds on its save, you can’t use this feature on it again for 24 hrs.

RetaliationAt 14th level, when you take damage from a creature within 5 ft of you, you can use your reaction to make a melee weapon attack against it.

Path of the Totem WarriorSpirit SeekerAt 3rd level, you gain the ability to cast the Beast Sense (PHB .217) and Speak with Animals (PHB .277) spells, but only as rituals.

Totem SpiritAt 3rd level, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object that incorporates something from the animal.

Bear: While raging, you gain resistance to all damage except psychic.

Eagle: While raging and not wearing heavy armor, other creatures have disadvantage on opportunity attacks against you, and you can use the Dash action as a bonus action on your turn.

Wolf: While raging, your allies have advantage on melee attack rolls against any hostile creature within 5 ft of you.

Elk (SCAG .122): While raging and not wearing heavy armor, your walking speed is increased by 15 ft.

Tiger (SCAG .122): While raging, you can add 10 ft to your long jump distance, and 3 ft to your high jump distance.

Aspect of the BeastAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal as before, or a different one.

Bear: Your carrying capacity is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle: You can see up to 1 mile with no difficulty,

able to discern fine details as though they were 100 ft away. Dim light no longer imposes disadvantage on Perception checks.

Wolf: You can track creatures while travelling at a fast pace, and can move stealthily while travelling at a normal pace.

Elk (SCAG .122): While mounted or on foot, your travel pace is doubled, as is the travel pace of up to 10 companions within 60 ft and not incapacitated.

Tiger (SCAG .122): You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, Survival

Spirit WalkerAt 10th level, you can cast the Commune with Nature (PHB .224) spell, but only as a ritual. When you do, a spiritual version of one of your totem animals appears to convey the information you speak.

Totemic AttunementAt 14th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal as before, or a different one.

Bear: While raging, any hostile within 5 ft has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you, or if it can’t be frightened.

Eagle: While raging, you have a flying speed equal to your current walking speed. This only works in short burts, and you fall if you end your turn in the air.

Wolf: While raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit with a melee weapon attack.

Elk (SCAG .122): While raging, you can use a bonus ac-tion while moving to pass through the space of a Large or smaller creature. They must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Tiger (SCAG .122): While raging, if you move at least 20 ft in a straight line towards a Large or smaller creature right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Path of the Battlerager scag .121Restriction: Dwarves OnlyBattlerager ArmorAt 3rd level, while wearing Spiked Armor and raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 ft. The spikes deal 1d4 piercing damage. Use your Strength modifier for the attack and damage rolls.

When you successfully grapple a creature, it takes 3 piercing damage.

Reckless AbandonAt 6th level, when you use Reckless Attack while raging, you gain temporary hit points equal to your Constitution modifier (min. 1). They vanish when your rage ends.

Battlerager ChargeAt 10th level, you can take the Dash action as a bonus action while raging.

Spiked RetributionAt 14th level, when a creature within 5 ft hits you with melee, it takes 3 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor.

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BardHit PointsHit Dice: 1d8 per bard levelHit Points at 1st Level: 8 + Constitution modifierHit Points at Higher Levels: 1d8 (or 5) + your

Constitution modifier per bard level after 1st

ProficienciesArmor: Light armorWeapons: Simple weapons, hand crossbows,

longswords, rapiers, shortswordsTools: Three musical instruments of your choiceSaving Throws: Dexterity, CharismaSkills: Choose any three

EquipmentYou start with the following equipment:

• (a) a rapier, (b) a longsword, or (c) any simple weapon• (a) a diplomat’s pack or (b) an entertainer’s pack• (a) a lute or (b) any other musical instrument• Leather armor and a dagger

SpellcastingCantripsYou know two cantrips of your choice from the bard spell list. You learn more as you level up, as per the Bard table.

Spell SlotsThe bard table shows how many spell slots you have for spells 1st level or higher. To cast a spell, you must expend a slot. You regain all spell slots when you finish a long rest.

Spells Known of 1st level and higherYou know four 1st level spells of your choice from the bard spell list. The bard table shows when you learn more spells. Each of these spells must be of a level for which you have spell slots. When you gain a level in this class, you may replace a spell you know with another one you don’t know.

Spellcasting AbilityCharisma is your spellcasting ability for bard spells.

Spell save DC = 8 + Proficiency + Charisma Modifier

Spell attack modifier = Proficiency + Charisma Modifier

Ritual CastingYou can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting FocusYou can use a musical instrument as a spellcasting focus for your bard spells.

Bardic InspirationYou can use a bonus action on your turn to choose another creature within 60 ft who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add it to one ability check, attack roll, or saving throw. Can wait until after it rolls the d20, but before the DM says whether the roll succeeds or fails. Once it is rolled it is lost. A creature can only have one die at a time.

You can use this feature a number of times equal to your Charisma modifier (min 1). You regain all charges on a long rest.

The bonus increases to a d8 at 5th level, d10 at 10th level, d12 at 15th level.

LevelProf.

Bonus Features 0thSpells Knwn 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 — — — — — — — —

2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3 — — — — — — — —

3rd +2 Bard College, Expertise 2 6 4 2 — — — — — — —

4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —

5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2 — — — — — —

6th +3 Countercharm, Bard College Feature 3 9 4 3 3 — — — — — —

7th +3 — 3 10 4 3 3 1 — — — — —

8th +3 Ability Score Increase 3 11 4 3 3 2 — — — — —

9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 — — — —

10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2 — — — —

11th +4 — 4 15 4 3 3 3 2 1 — — —

12th +4 Ability Score Increase 4 15 4 3 3 3 2 1 — — —

13th +5 Song of Rest (d10) 4 15 4 3 3 3 2 1 1 — —

14th +5 Magical Secrets, Bard College Feature 4 18 4 3 3 3 2 1 1 — —

15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 —

16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 —

17th +6 Song of Rest (d12) 4 20 4 3 3 3 3 1 1 1 118th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 119th +6 Ability Score Increase 4 22 4 3 3 3 3 2 1 1 120th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

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Jack of All TradesAt 2nd level, you can add half your proficiency to any ability check you aren’t proficient in.

Song of RestAt 2nd level, you can use music to heal your allies during a short rest. Any friendly creatures who use a hit dice at this time regains an extra 1d6 hit points.

This increases to 1d8 at 9th level, 1d10 at 13th level, 1d12 at 17th level.

ExpertiseAt 3rd level, choose two of your skill proficiencies, and double your proficiency bonus for them. At 10th level, choose an addition two skills for this effect.

Ability Score IncreaseAt 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Font of InspirationAt 5th level, you regain all charges of Bardic Inspiration on a short rest.

CountercharmAt 6th level, you can use an action to start a song that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 ft of you who can hear you have advantage on saving throws against being frightened or charmed. Ends early if you are incapacitated, silenced, or if you voluntarily end it.

Magical SecretsAt 10th level, choose two spells from any class at a level you can cast. These spells count as bard spells for you, and are included in the number of spells known on the bard table.

You learn an additional two spells from any class at 14th level, and 18th level.

Superior InspirationAt 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Bard CollegeAt 3rd level, you may choose a Bard College. It grants you features at 3rd level, 6th level, and 14th level.

College of LoreBonus ProficienciesAt 3rd level, gain proficiency with three skills.

Cutting WordsAt 3rd level, when a creature you can see within 60 ft of you makes an attack roll, ability check, or damage roll, you can use your reaction to expend a use of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting it from the creatures roll. You can choose to use it after the roll is made, but before the DM determines the outcome. The creature is immune if it cant hear you, or if its immune to being charmed.

Additional Magical SecretsAt 6th level, you learn two spells of your choice from any class. Must be of a level you can cast. Chosen spells count as bard spells, but don’t count against the number of spells you know.

Peerless SkillAt 14th level, when you make an ability check, you can use Bardic Inspiration on yourself

College of ValorBonus ProficienciesAt 3rd level, gain proficiency with medium armor, shields, and martial weapons.

Combat InspirationAt 3rd level, a creature that has a Bardic Inspiration die from you can add the die to a weapon damage roll. Alternatively, it can use its reaction to use the die to gain AC against an attack, before knowing if it hits.

Extra AttackAt 6th level, you can attack twice per turn.

Battle MagicAt 14th level, when you use your action to cast a bard spell, you can make an weapon attack as a bonus action.

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Bard Spell List

Cantrips (0 Level)Blade Ward PHB .218Dancing Lights PHB .230Friends PHB .244Light PHB .255Mage Hand PHB .256Mending PHB .259Message PHB .259Minor Illusion PHB .260Prestidigitation PHB .267Thunderclap EE .22True Strike PHB .284Vicious Mockery PHB .285

1st LevelAnimal Friendship

PHB .212Bane PHB .216Charm Person PHB .221Comprehend Languages

PHB .224Cure Wounds PHB .230Detect Magic PHB .231Disguise Self PHB .233Dissonant Whispers

PHB .234Earth Tremor EE .17Faerie Fire PHB .239Feather Fall PHB .239Healing Word PHB .250Heroism PHB .250Identify PHB .252Illusory Script PHB .252Longstrider PHB .256Silent Image PHB .276Sleep PHB .276Speak with Animals

PHB .277Tasha’s Hideous

Laughter PHB .280Thunderwave PHB .282Unseen Servant PHB .284

2nd LevelAnimal Messenger

PHB .212Blindness/Deafness

PHB .219Calm Emotions PHB .221Cloud of Daggers PHB .222Crown of Madness

PHB .229Detect Thoughts PHB .231Enhance Ability PHB .237Enthrall PHB .238Heat Metal PHB .250Hold Person PHB .251Invisibility PHB .254Knock PHB .254Lesser Restoration

PHB .255Locate Animals or

Plants PHB .256Locate Object PHB .256Magic Mouth PHB .257Phantasmal Force

PHB .264Pyrotechnics EE .21See Invisibility PHB .274Shatter PHB .275Silence PHB .275Skywrite EE .22Suggestion PHB .279Warding Wind EE .23Zone of Truth PHB .289

3rd LevelBestow Curse PHB .218Clairvoyance PHB .222Dispel Magic PHB .234Fear PHB .239Feign Death PHB .240Glyph of Warding

PHB .245Hypnotic Pattern PHB .252Leomund’s Tiny Hut

PHB .255

Major Image PHB .258Nondetection PHB .263Plant Growth PHB .266Sending PHB .274Speak with Dead PHB .277Speak with Plants

PHB .277Stinking Cloud PHB .278Tongues PHB .283

4th LevelCompulsion PHB .224Confusion PHB .224Dimension Door PHB .233Freedom of Movement

PHB .244Greater Invisibility

PHB .246Hallucinatory Terrain

PHB .249Locate Creature PHB .256Polymorph PHB .266

5th LevelAnimate Objects PHB .213Awaken PHB .216Dominate Person

PHB .235Dream PHB .236Geas PHB .244Greater Restoration

PHB .246Hold Monster PHB .251Legend Lore PHB .254Mass Cure Wounds

PHB .258Mislead PHB .260Modify Memory PHB .261Planar Binding PHB .265Raise Dead PHB .270Scrying PHB .273Seeming PHB .274Teleportation Circle

PHB .282

6th LevelEyebite PHB .238Find the Path PHB .240Guards and Wards

PHB .248Mass Suggestion PHB .258Otto’s Irresistible Dance

PHB .264Programmed Illusion

PHB .269True Seeing PHB .284

7th LevelEtherealness PHB .238Forcecage PHB .243Mirage Arcane PHB .260Mordenkainen’s

Magnificent Mansion PHB .261

Mordenkainen’s Sword PHB .262

Project Image PHB .270Regenerate PHB .271Resurrection PHB .272Symbol PHB .280Teleport PHB .281

8th LevelDominate Monster

PHB .235Feeblemind PHB .239Glibness PHB .245Mind Blank PHB .259Power Word Stun

PHB .267

9th LevelForesight PHB .244Power Word Heal

PHB .266Power Word Kill PHB .266True Polymorph PHB .283

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ClericHit PointsHit Dice: 1d8 per cleric levelHit Points at 1st level: 8 + your Constitution modifierHit Points at Higher levels: 1d8 (or 5) + your

Constitution modifier per cleric level after 1st

ProficienciesArmor: Light armor, medium armor, shieldsWeapons: All simple weaponsSaving Throws: Wisdom, CharismaSkills: Choose two from History, Insight, Medicine,

Persuasion, and Religion

EquipmentYou start with the following equipment:

• (a) a mace or (b) a warhammer (if proficient)• (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)• (a) a light crossbow and 20 bolts or (b) any simple weapon• (a) a priest’s pack or (b) an explorer’s pack• A shield and a holy symbol

SpellcastingCantripsAt 1st level, you know three cantrips of your choice from the cleric spell list. You learn more cleric cantrips at higher levels, as shown in the Cleric table.

Preparing And Casting SpellsThe Cleric table shows how many spell slots you have of 1st level and higher. Casting spells expends a slot of the spell’s level or higher. You regain all spell slots when you take a long rest.

You prepare a list of cleric spells that are available for you to cast, choosing from all cleric spells. When you do, choose a number of cleric spells equal to

your Wisdom modifier + your cleric level (min 1). The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your prepared spells when you finish a long rest. Changing spells requires time: at least 1 minute per spell level for each spell on your list.

Spellcasting AbilityWisdom is your spellcasting ability for your cleric spells.

Spell Save DC = 8 + proficiency + Wisdom modifier

Spell Attack Modifier = proficiency + Wisdom modifier

Ritual CastingYou can cast cleric spells as a ritual if that spell has the ritual tag and you have it prepared.

Spellcasting FocusYour holy symbol is a spellcasting focus for cleric spells.

Channel DivinityAt 2nd level, you gain the ability to channel divine energy with one of two such effects: Turn Undead and an effect determined by your domain. When you use your Channel Divinity, you choose which effect to create.

At 6th level, you can use it twice, and at 18th level, you can use it thrice. Regain charges on a short or long rest.

Channel Divinity: Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 ft of you must make a Wisdom saving throw. If they fails its saving throw, it is turned for 1 minute or until it takes any damage.

Turned creatures must spend its turns trying to move away from you, and it can’t willingly move to a space within 30 ft of you. It can’t take reactions. It can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

LevelProf.

Bonus Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — —

2nd +2 Channel Divinity (1/ rest), Divine Domain Feature 3 3 — — — — — — — —

3rd +2 — 3 4 2 — — — — — — —

4th +2 Ability Score Increase 4 4 3 — — — — — — —

5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —

6th +3 Channel Divinity (2/ rest), Divine Domain Feature 4 4 3 3 — — — — — —

7th +3 — 4 4 3 3 1 — — — — —

8th +3 Ability Score Increase, Destroy Undead (CR 1), Divine Domain Feature 4 4 3 3 2 — — — — —

9th +4 — 4 4 3 3 3 1 — — — —

10th +4 Divine Intervention 5 4 3 3 3 2 — — — —

11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — —

12th +4 Ability Score Increase 5 4 3 3 3 2 1 — — —

13th +5 — 5 4 3 3 3 2 1 1 1 —

14th +5 Destroy Undead (CR 3) 5 4 3 3 2 1 1 — —

15th +5 — 5 4 3 3 3 2 1 1 116th +5 Ability Score Increase 5 4 3 3 3 2 1 1 1 —

17th +6 Destroy Undead (CR 4), Divine Domain Feature 5 4 3 3 3 2 1 1 1 118th +6 Channel Divinity (3/ rest) 5 4 3 3 3 3 1 1 1 119th +6 Ability Score Increase 5 4 3 3 3 3 2 1 1 120th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

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Destroy UndeadAt 5th level, if an undead fails its saving throw against your Turn Undead feature, they is instantly destroyed if its challenge rating is at or below a certain threshold.

Cleric level Destroys Undead of CR...5th 1/2 or lower8th 1 or lower

11th 2 or lower14th 3 or lower17th 4 or lower

Ability Score IncreaseAt 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Divine InterventionAt 10th level, you can call on your deity to intervene on your behalf. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Divine DomainsAt 1st level, choose a domain related to your deity. It grants bonuses at 1st, 2nd, 6th, 8th, and 17th levels.

Each domain has a list of domain spells that you gain at the noted level. Domain spells are always prepared, and don’t acount against the number of spells you can prepare each day. These spells count as cleric spells.

Arcana DomainCleric level Spells

1st Detect Magic (PHB.231)Magic Missile (PHB.257)

3rd Magic Weapon (PHB.257)Nystul’s Magic Aura (PHB.263)

5th Dispel Magic (PHB.234)Magic Circle (PHB.256)

7th Arcane Eye (PHB.214)Leomund’s Secret Chest (PHB.254)

9th Planar Binding (PHB.265)Teleportation Circle (PHB.282)

Arcane InitiateAt 1st level, you gain proficiency in Arcana, and gain two cantrips from the wizard spell list. These cantrips count as cleric cantrips.

Channel Divinity: Arcane AbjurationAt 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice within 30 ft must make a Wisdom saving throw, provided that the creature can see or hear you. If it fails, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move away from you, and it can’t willingly end its move in a space within 30 ft of you. It can’t take reactions. It can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

At 5th level, if a creature fails its saving throw against it, the creature is banished for 1 minute if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold.

Cleric level Banishes creatures of CR...5th 1/2 or lower8th 1 or lower

11th 2 or lower14th 3 or lower17th 4 or lower

Spell BreakerAt 6th level, when you heal an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the ended spell must be equal to or lower than the level of the spell slot you expended.

Potent SpellcastingAt 8th level, you add your Wisdom modifier to the damage you deal with cleric cantrips.

Arcane MasteryAt 17th level, choose four spells from the wizard spell list, one each from 6th, 7th, 8th, and 9th level. You add them to your list of domain spells. They are always prepared and count as cleric spells.

Knowledge DomainCleric Level Spells

1st Command (PHB.223)Identify (PHB.252)

3rd Augury (PHB.215)Suggestion (PHB.279)

5th Nondetection (PHB.263)Speak With Dead (PHB.277)

7th Arcane Eye (PHB.214)Confusion (PHB.224)

9th Legend Lore (PHB.254)Scrying (PHB.273)

Blessing of KnowledgeAt 1st level, you learn two languages, and become proficient in two of the following: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any check you make with either skill.

Channel Divinity: Knowledge of the AgesAt 2nd level, you can use your Channel Divinity to choose one skill or tool. For 10 minutes, you have proficiency with the chosen with it.

Channel Divinity: Read ThoughtsAt 6th level, you can use your Channel Divinity to read a creatures thought, and command it. As an action, choose one creature within 60 ft that you can see. That creature must make a Wisdom saving throw. If it succeeds, you can’t use this feature on it again until you take a long rest.

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If it fails, for 1 minute you can read its surface thoughts when its within 60 ft. During that time, you can use your action to end this effect, and cast the Suggestion (PHB .279) spell without expending a spell slot. It automatically fails its saving throw against the spell.

Potent SpellcastingAt 8th level, you add your Wisdom modifier to any damage you deal with cleric cantrips.

Visions of the PastAt 17th level, you can spent at least a minute in meditation to receive glimpses of recent events. You can meditate for a number of minutes equal to your Wisdom score, and must maintain concentration. You can use it again until you finish a short or long rest.

Object Reading: Holding an object as you meditate for 1 minute, you can learn how the owner acquired and lost the object, as well as the most recent significant event involving the two. If it was owned by another creature within a number of days equal to your Wisdom score, you can spend an additional minute for each owner to learn the same information.

Area Reading: You see recent events going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, in reverse chronological order.

Life DomainCleric Level Spells

1st Bless (PHB.219)Cure Wounds (PHB.230)

3rd Lesser Restoration (PHB.255)Spiritual Weapon (PHB.278)

5th Beacon of Hope (PHB.217)Revivify (PHB.272)

7th Death Ward (PHB.230)Guardian of Faith (PHB.246)

9th Mass Cure Wounds (PHB.258)Raise Dead (PHB.270)

Bonus ProficiencyAt 1st level, you gain proficiency with heavy armor.

Disciple Of LifeAt 1st level, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature gains additional hit points equal to 2 + the spell’s level.

Channel Divinity: Preserve LifeAt 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, choose any creatures within 30 ft of you, and divide hit points equal to five times your cleric level among them. This feature can only restore a creature to half its hit point maximum. You can’t use this feature on an undead or a construct.

Blessed HealerAt 6th level, when you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Divine StrikeAt 8th level, once on each of your turns when you hit a creature with a weapon attack, the attack may deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Supreme HealingAt 17th level, when you would roll dice to restore hit points with a spell, you instead heal for the maximum.

Light DomainCleric level Spells

1st Burning Hand (PHB.220)Faerie Fire (PHB.239)

3rd Flaming Sphere (PHB.242)Scorching Ray (PHB.273)

5th Daylight (PHB.230)Fireball (PHB.241)

7th Guardian of Faith (PHB.246)Wall of Fire (PHB.285)

9th Flame Strike (PHB.242)Scrying (PHB.273)

Bonus CantripAt 1st level, you gain the Light (PHB .255) cantrip.

Warding FlareAt 1st level, when you are attacked by a creature within 30 ft of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune.

You can use this feature a number of times equal to your Wisdom modifier (min 1). You regain all uses when you finish a long rest.

Channel Divinity: Radiance Of The DawnAt 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 ft of you is dispelled. Each hostile creature within 30 ft of you makes a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved FlareAt 6th level, you can also use your Warding Flare when a creature that you can see within 30 ft of you attacks another creature.

Potent SpellcastingAt 8th level, you add your Wisdom modifier to the damage you deal with cleric cantrips.

Corona Of LightAt 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60 ft radius and dim light 30 ft beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

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Nature DomainCleric Level Spells

1st Animal Friendship (PHB.212)Speak with Animals (PHB.277)

3rd Barkskin (PHB.217)Spike Growth (PHB.277)

5th Plant Growth (PHB.266)Wind Wall (PHB.288)

7th Dominate Beast (PHB.234)Grasping Vine (PHB.246)

9th Insect Plague (PHB.254)Tree Stride (PHB.283)

Acolyte Of NatureAt 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Bonus ProficiencyAt 1st level, you gain proficiency with heavy armor.

Channel Divinity: Charm Animals And PlantsAt 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 ft of you must make a Wisdom saving throw. If it fails, it is charmed by you for 1 minute or until it takes damage.

While it is charmed by you, it is friendly to you and other creatures you designate.

Dampen ElementsAt 6th level, when you or a creature within 30 ft of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Divine StrikeAt 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage to the target. At 14th level, the damage increases to 2d8.

Master Of NatureAt 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Tempest DomainCleric Level Spells

1st Fog Cloud (PHB.243)Thunderwave (PHB.282)

3rd Gust of Wind (PHB.248)Shatter (PHB.275)

5th Call Lightning (PHB.220)Sleet Storm (PHB.276)

7th Control Water (PHB.227)Ice Storm (PHB.252)

9th Destructive Wave (PHB.231)Insect Plague (PHB.254)

Bonus ProficienciesAt 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath Of The StormAt 1st level, you can thunderously rebuke attackers. When a creature within 5 ft of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. It takes 2d8 lightning or thunder damage on a fail, and half as much damage on a success.

You can use this feature a number of times equal to your Wisdom modifier (min 1). You regain all uses when you finish a long rest.

Channel Divinity: Destructive WrathAt 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can instead use your Channel Divinity to deal maximum damage.

Thunderbolt StrikeAt 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 ft away from you.

Divine StrikeAt 8th level, once on each of your turns when you hit a creature with a weapon attack, you the attack deals an extra 1d8 thunder damage. At 14th level, the extra damage increases to 2d8.

StormbornAt 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Trickery DomainCleric Level Spells

1st Charm Person (PHB.221)Disguise Self (PHB.233)

3rd Mirror Image (PHB.260)Pass Without Trace (PHB.264)

5th Blink (PHB.219)Dispel Magic (PHB.234)

7th Dimension Door (PHB.233) Polymorph (PHB.266)

9th Dominate Person (PHB.235)Modify Memory (PHB.261)

Blessing Of The TricksterAt 1st level, you can use your action to touch another willing creature to give it advantage on Stealth checks. This lasts for 1 hour, or until you use this feature again.

Channel Divinity: Invoke DuplicityAt 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration.

The illusion appears in an unoccupied space that you can see within 30 ft of you. As a bonus action on your turn, you can move it up to 30 ft to a space you can see, but within 120 ft of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. When both you and your illusion are within 5 ft of a creature that can see the illusion, you have advantage on attack rolls against it.

Channel Divinity: Cloak Of ShadowsAt 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. This ends if you attack or cast a spell.

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Divine StrikeAt 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. At 14th level, the extra damage increases to 2d8.

Improved DuplicityAt 17th level, you can create up to four duplicates of yourself when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 ft, to a maximum range of 120 ft.

War DomainCleric Level Spells

1st Divine Favor (PHB.234)Shield of Faith (PHB.275)

3rd Magic Weapon (PHB.257)Spiritual Weapon (PHB.278)

5th Crusader’s Mantle (PHB.230)Spirit Guardians (PHB.278)

7th Freedom of Movement (PHB.244)Stoneskin (PHB.278)

9th Flame Strike (PHB.242)Hold Monster (PHB.251)

Bonus ProficienciesAt 1st level, you gain proficiency with martial weapons and heavy armor.

War PriestAt 1st level, when you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (min 1). You regain all expended uses when you finish a long rest.

Channel Divinity: Guided StrikeAt 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says if the attack hits.

Channel Divinity: War God’s BlessingAt 6th level, when a creature within 30 ft of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Divine StrikeAt 8th level, once on each of your turns when you hit a creature with a weapon attack, the attack deals an extra 1d8 damage of the same type dealt by the weapon. At 14th level, the extra damage increases to 2d8.

Avatar Of BattleAt 17th level, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.

Death Domain (dmg .96)

Cleric Level Spells1st False Life (PHB.239)

Ray of Sickness (PHB.271)

3rd Blindness / Deafness (PHB.219)Ray of Enfeeblement (PHB.271)

5th Animate Dead (PHB.212)Vampiric Touch (PHB.285)

7th Blight (PHB.219)Death Ward (PHB.230)

9th Antilife Shell (PHB.213)Cloudkill (PHB.222)

Bonus ProficiencyAt 1st level, you gain proficiency with martial weapons.

ReaperAt 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, it can instead target two creatures within range and within 5 ft of each other.

Channel Divinity: Touch of DeathAt 2nd level, you can use your Channel Divinity to destroy another creatures life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage tot he target. The damage is equal to 5 + twice your cleric level.

Inescapable DestructionAt 6th level, necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Divine StrikeAt 8th level, once on each of your turns when you hit a creature with a weapon attack, the attack deals an extra 1d8 necrotic damage. At 14th level, the extra damage increases to 2d8.

Improved ReaperAt 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 ft of each other. If the spell consumes material components, you must provide them for each target.

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Cleric Spell List

Cantrips (0 Level)Guidance PHB .248Light PHB .255Mending PHB .259Resistance PHB .272Sacred Flame PHB .272Spare the Dying PHB .277Thaumaturgy PHB .282

1st LevelBane PHB .216Bless PHB .219Command PHB .223Create or Destroy Water

PHB .229Cure Wounds PHB .230Detect Evil and Good

PHB .231Detect Magic PHB .231Detect Poison and

Disease PHB .231Guiding Bolt PHB .248Healing Word PHB .250Inflict Wounds PHB .253Protection from Evil and

Good PHB .270Purify Food and Drink

PHB .270Sanctuary PHB .272Shield of Faith PHB .275

2nd LevelAid PHB .211Augury PHB .215Blindness/Deafness

PHB .219Calm Emotions PHB .221Continual Flame PHB .227Enhance Ability PHB .237

Find Traps PHB .241Gentle Repose PHB .245Hold Person PHB .251Lesser Restoration

PHB .255Locate Object PHB .256Prayer of Healing

PHB .267Protection from Poison

PHB .270Silence PHB .275Spiritual Weapon

PHB .278Warding Bond PHB .287Zone of Truth PHB .289

3rd LevelAnimate Dead PHB .212Beacon of Hope PHB .217Bestow Curse PHB .218Clairvoyance PHB .222Create Food and Water

PHB .229Daylight PHB .230Dispel Magic PHB .234Feign Death PHB .240Glyph of Warding

PHB .245Magic Circle PHB .256Mass Healing Word

PHB .258Meld into Stone PHB .259Protection from Energy

PHB .270Remove Curse PHB .271Revivify PHB .272Sending PHB .274Speak with Dead PHB .277Spirit Guardians PHB .278Tongues PHB .283Water Walk PHB .287

4th LevelBanishment PHB .217Control Water PHB .227Death Ward PHB .230Divination PHB .234Freedom of Movement

PHB .244Guardian of Faith

PHB .246Locate Creature PHB .256Stone Shape PHB .278

5th LevelCommune PHB .223Contagion PHB .227Dispel Evil and Good

PHB .233Flame Strike PHB .242Geas PHB .244Greater Restoration

PHB .246Hallow PHB .249Insect Plague PHB .254Legend Lore PHB .254Mass Cure Wounds

PHB .258Planar Binding PHB .265Raise Dead PHB .270Scrying PHB .273

6th LevelBlade Barrier PHB .218Create Undead PHB .229Find the Path PHB .240Forbiddance PHB .243Harm PHB .249Heal PHB .250Heroes’ Feast PHB .250Planar Ally PHB .265True Seeing PHB .284Word of Recall PHB .289

7th LevelConjure Celestial PHB .225Divine Word PHB .234Etherealness PHB .238Fire Storm PHB .242Plane Shift PHB .266Regenerate PHB .271Resurrection PHB .272Symbol PHB .280

8th LevelAntimagic Field PHB .213Control Weather PHB .228Earthquake PHB .236Holy Aura PHB .251

9th LevelAstral Projection PHB .215Gate PHB .244Mass Heal PHB .258True Resurrection

PHB .284

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DruidHit PointsHit Dice: 1d8 per druid levelHit Points at 1st level: 8 + your Constitution modifierHit Points at Higher levels: 1d8 (or 5) + your

Constitution modifier per druid level after 1st

ProficienciesArmor: Light armor, medium armor, shields (druids will

not wear armor or use shields made of metal)Weapons: Clubs, daggers, darts, javelins, maces,

quarterstaffs, scimitars, sickles, slings, spearsTools: Herbalism kitSaving Throws: Intelligence, WisdomSkills: Choose two from Arcana, Animal Handling,

Insight, Medicine, Nature, Perception, Religion, and Survival

EquipmentYou start with the following equipment:

• (a) a wooden shield or (b) any simple weapon• (a) a scimitar or (b) any simple melee weapon• Leather armor, an explorer’s pack, and a druidic focus

DruidicYou know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence on a successful DC 15 Perception check but can’t decipher it without magic.

SpellcastingCantripsAt 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips at higher levels, as shown on the Druid table.

Preparing And Casting SpellsThe Druid table shows how many spell slots you have of 1st level and higher. Casting spells a slot of the spell’s level or higher. You regain all expended spell slots when you take a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from all druid spells. When you do, choose a number of spells equal to your Wisdom modifier + your druid level (min 1). They must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your prepared spells when you finish a long rest. Changing spells requires time: at least 1 minute per spell level for each spell on your list.

Spellcasting AbilityWisdom is your spellcasting ability for your druid spells.

Spell save DC = 8 + proficiency + Wisdom modifier

Spell attack modifier = proficiency + Wisdom modifier

Ritual CastingYou can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting FocusA druidic focus is a spellcasting focus for druid spells.

Wild ShapeAt 2nd level, you can use your action to magically assume the shape of a beast that you have seen before, you can use this feature twice. You regain all uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.

Level Max. CR Limitations2nd 1/4 No fiying or swimming speed4th 1/2 No fiying speed8th 1 —

LevelProf.

Bonus Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th1st +2 Spellcasting, Druidic 2 2 — — — — — — — —

2nd +2 Wild Shape, Druic Circle 2 3 — — — — — — — —

3rd +2 — 2 4 2 — — — — — — —

4th +2 Ability Score Increase, Wild Shape Improvement 3 4 3 — — — — — — —

5th +3 — 3 4 3 2 — — — — — —

6th +3 Druid Circle Feature 3 4 3 3 — — — — — —

7th +3 — 3 4 3 3 1 — — — — —

8th +3 Ability Score Increase, Wild Shape Improvement 3 4 3 3 2 — — — — —

9th +4 — 3 4 3 3 3 1 — — — —

10th +4 Druid Circle Improvement 4 4 3 3 3 2 — — — —

11th +4 — 4 4 3 3 3 2 1 — — —

12th +4 Ability Score Increase 4 4 3 3 3 2 1 — — —

13th +5 — 4 4 3 3 3 2 1 1 1 —

14th +5 Druid Circle Improvement 4 4 3 3 2 1 1 — —

15th +5 — 4 4 3 3 3 2 1 1 116th +5 Ability Score Increase 4 4 3 3 3 2 1 1 1 —

17th +6 — 4 4 3 3 3 2 1 1 1 118th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1

19th +6 Ability Score Increase 4 4 3 3 3 3 2 1 1 120th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

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You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert earlier by using a bonus action on your turn, and automatically revert if you fall unconscious, drop to 0 hit points, or die.While you are transformed, the following rules apply:

• You gain stats of the beast, keeping your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You retain all of your proficiencies, in addition to gaining those of the creature. If it has the same proficiency as you, use the higher bonus. You can’t use any legendary or lair actions.• When transformed, you have the beast’s hit points and Hit Dice. When you revert, you return to the hit points you had before. If you revert because you hit 0 hit points, any excess damage carries over to your normal form. • You can’t cast spells, and your ability to speak or take actions is limited to the capabilities of your beast form. Transforming doesn’t break your concentration or prevent you from taking actions that are part of a spell that you’ve already cast.• You retain any features, and can use them if the new form is physically capable of doing so. You can’t use any of your special senses unless your new form also has that sense.• You choose if your equipment falls to the ground, merges into your new form, or is worn by it. Worn equipment functions as normal, but doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges has no effect.

Ability Score IncreaseAt 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Timeless BodyStarting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years thatpass, your body ages only 1 year.

Beast SpellsBeginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able toprovide material components.

ArchdruidAt 20th level, you can use your Wild Shape an unlimited number of times.

Druid CircleAt 2nd level, you choose a circle of druids to identify with. It grants bonuses at 2nd, 6th, 10th, and 14th levels.

Circle of the LandBonus CantripAt 2 level, you learn an additional druid cantrip.

Natural RecoveryAt 2 level, you can regain some spell slots on a short rest. These spell slots can have a combined level that is less than or equal to half of your Druid Level rounded up, none 6th level or higher. You can’t use this again until you take a long rest.

Circle SpellsAt 3rd, 5th, 7th and 9th level, you gain spells based on where you became a druid. These spells are always prepared, and don’t count against those you can prepare each day. These count as druid spells.

ArcticDruid Level Circle Spells

3rd Hold Person (PHB.251)Spike Growth (PHB.277)

5th Sleet Storm (PHB.276)Slow (PHB.277)

7th Freedom of Movement (PHB.244)Ice Storm (PHB.252)

9th Commune with Nature (PHB.224)Cone of Cold (PHB.224)

CoastDruid Level Circle Spells

3rd Mirror Image (PHB.260)Misty Step (PHB.260)

5th Water Breathing (PHB.287)Water Walk (PHB.287)

7th Control Water (PHB.227)Freedom of Movement (PHB.244)

9th Conjure Elemental (PHB.225)Scrying (PHB.273)

DesertDruid Level Circle Spells

3rd Blur (PHB.219)Silence (PHB.275)

5th Create Food and Water (PHB.229)Protection from Energy (PHB.270)

7th Blight (PHB.219)Hallucinatory Terrain (PHB.249)

9th Insect Plague (PHB.254)Wall of Stone (PHB.287)

ForestDruid Level Circle Spells

3rd Barkskin (PHB.217)Spider Climb (PHB.277)

5th Call Lightning (PHB.220)Plant Growth (PHB.266)

7th Divination (PHB.234)Freedom of Movement (PHB.244)

9th Commune with Nature (PHB.224)Tree Stride (PHB.283)

GrasslandDruid Level Circle Spells

3rd Invisibility (PHB.254)Pass Without Trace (PHB.264)

5th Daylight (PHB.230)Haste (PHB.250)

7th Divination (PHB.234)Freedom of Movement (PHB.244)

9th Dream (PHB.236)Insect Plague (PHB.254)

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MountainDruid Level Circle Spells

3rd Spider Climb (PHB.277)Spike Growth (PHB.277)

5th Lightning Bolt (PHB.255)Meld into Stone (PHB.259)

7th Stone Shape (PHB.278)Stoneskin (PHB.278)

9th Passwall (PHB.264)Wall of Stone (PHB.287)

SwampDruid Level Circle Spells

3rd Darkness (PHB.230)Melf’s Acid Arrow (PHB.259)

5th Water Walk (PHB.287)Stinking Cloud (PHB.278)

7th Freedom of Movement (PHB.244)Locate Creature (PHB.256)

9th Insect Plague (PHB.254)Scrying (PHB.273)

UnderdarkDruid Level Circle Spells

3rd Spider Climb (PHB.277)Web (PHB.287)

5th Gaseous Form (PHB.244)Stinking Cloud (PHB.278)

7th Greater Invisibility (PHB.246)Stone Shape (PHB.278)

9th Cloudkill (PHB.222)Insect Plague (PHB.254)

Land’s StrideAt 6th level, moving through nonmagical difficult terrain cost you no extra movement. You may also walk through nonmagical plants without being slowed or taking damage. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement.

Nature’s WardAt 10th level, you can’t be charmed or frightened by elementals or fey, and are immune to poison/disease.

Nature’s SanctuaryAt 14th level, when a beast or plant creature attacks you, it must make a Wisdom saving throw against your spell save DC. On a failed save, it must choose a different target, or miss automatically. On a success, it is immune to this effect for 24 hours. The creature is aware of this effect before it makes the attack.

Circle of the MoonCombat Wild ShapeAt 2nd level, you can use Wild Shape on your turn as a bonus action. Additionally, while you are transformed by Wild Shape. you can use a bonus action to expend a spell slot to regain 1d8 hit points per spell slot level.

Circle FormsAt 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1.

At 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Primal StrikeAt 6th level, your attacks in beast form count as magical.

Elemental Wild ShapeAt 10th level, you can expend two uses of Wild Shape to transform into an air, earth, fire, or water elemental.

Thousand FormsAt 14th level, you can cast the alter self spell at will.

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Druidic Spells

Cantrips (0 Level)Control Flames EE .16Create Bonfire EE .16Druidcraft PHB .236Frostbite EE .18Guidance PHB .248Gust EE .19Magic Stone EE .20Mending PHB .259Mold Earth EE .21Poison Spray PHB .266Produce Flame PHB .269Resistance PHB .272Shape Water EE .21Shillelagh PHB .275Thorn Whip PHB .282Thunderclap EE .22

1st LevelAbsorb Elements EE .15Animal Friendship

PHB .212Beast Bond EE .15Charm Person PHB .221Create or Destroy Water

PHB .229Cure Wounds PHB .230Detect Magic PHB .231Detect Poison and

Disease PHB .231Earth Tremor EE .17Entangle PHB .238Faerie Fire PHB .239Fog Cloud PHB .243Goodberry PHB .246Healing Word PHB .250Ice Knife EE .19Jump PHB .254Longstrider PHB .256Purify Food and Drink

PHB .270Speak with Animals

PHB .277Thunderwave PHB .282

2nd LevelAnimal Messenger

PHB .212Barkskin PHB .217Beast Sense PHB .217Darkvision PHB .230Dust Devil EE .17Earthbind EE .17Enhance Ability PHB .237Find Traps PHB .241Flame Blade PHB .242Flaming Sphere PHB .242Gust of Wind PHB .248Heat Metal PHB .250Hold Person PHB .251Lesser Restoration

PHB .255Locate Animals or

Plants PHB .256Locate Object PHB .256Moonbeam PHB .261Pass without Trace

PHB .264Protection from Poison

PHB .270Skywrite EE .22Spike Growth PHB .277Warding Wind EE .23

3rd LevelCall Lightning PHB .220Conjure Animals PHB .225Daylight PHB .230Dispel Magic PHB .234Erupting Earth EE .17Feign Death PHB .240Flame Arrows EE .18Meld into Stone PHB .259Plant Growth PHB .266Protection from Energy

PHB .270Sleet Storm PHB .276Speak with Plants

PHB .277Tidal Wave EE .22Wall of Water EE .23Water Breathing PHB .287Water Walk PHB .287Wind Wall PHB .288

4th LevelBlight PHB .219Confusion PHB .224Conjure Minor

Elementals PHB .226Conjure Woodland

Beings PHB .226Control Water PHB .227Dominate Beast PHB .234Elemental Bane EE .17Freedom of Movement

PHB .244Giant Insect PHB .245Grasping Vine PHB .246Hallucinatory Terrain

PHB .249Ice Storm PHB .252Locate Creature PHB .256Polymorph PHB .266Stone Shape PHB .278Stoneskin PHB .278Wall of Fire PHB .285Watery Sphere EE .23

5th LevelAntilife Shell PHB .213Awaken PHB .216Commune with Nature

PHB .224Conjure Elemental

PHB .225Contagion PHB .227Control Winds EE .16Geas PHB .244Greater Restoration

PHB .246Insect Plague PHB .254Maelstrom EE .20Mass Cure Wounds

PHB .258Planar Binding PHB .265Reincarnate PHB .271Scrying PHB .273Transmute Rock EE .22Tree Stride PHB .283Wall of Stone PHB .287

6th LevelBones of the Earth EE .15Conjure Fey PHB .226Find the Path PHB .240Heal PHB .250Heroes’ Feast PHB .250Investiture of Flame

EE .19Investiture of Ice EE .19Investiture of Stone

EE .19Investiture of Wind EE .20Move Earth PHB .263Primordial Ward EE .21Sunbeam PHB .279Transport via Plants

PHB .283Wall of Thorns PHB .287Wind Walk PHB .288

7th LevelFire Storm PHB .242Mirage Arcane PHB .260Plane Shift PHB .266Regenerate PHB .271Reverse Gravity PHB .272Whirlwind EE .24

8th LevelAnimal Shapes PHB .212Antipathy/Sympathy

PHB .214Control Weather PHB .228Earthquake PHB .236Feeblemind PHB .239Sunburst PHB .279Tsunami PHB .284

9th LevelForesight PHB .244Shapechange PHB .274Storm of Vengeance

PHB .279True Resurrection

PHB .284

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FighterHit pointsHit Dice: 1d10 per fighter levelHit points at 1st Level: 10 + your Constitution modifierHit Points at Higher Level: 1d10 (or 6) + your

Constitution modifier per fighter level after 1st

ProficienciesArmor: All armor, shieldsWeapons: Simple weapons, Martial weaponsTools: NoneSaving Throws: Strength, ConstitutionSkills: Choose two from Acrobatics, Animal Handling,

Athletics, History, Insight, Intimidation, Perception, and Survival

EquipmentYou start with the following equipment:

• (a) chain mail or (b) leather, longbow, and 20 arrows• (a) a martial weapon and a shield or,

(b) two martial weapons• (a) a light crossbow and 20 bolts or (b) two handaxes• (a) a dungeoneer’s pack or (b) an explorers pack

Fighting StyleChoose one of the following. You cannot take a Fighting Style option more than once.

ArcheryYou gain +2 bonus to attack rolls with ranged weapons

DefenseWhile wearing armor, you gain +1 bonus to AC

DuelingWhen wielding a melee weapon in one hand and no other weapons, gain +2 bonus to attack damage rolls with that weapon

Great Weapon FightingWhen you roll a 1 or 2 on a damage die for attacks made with two handed weapons, you can reroll that die, and must use the new roll.

ProtectionWhen a creature you can see attacks a target other than you who is within 5 ft of you, you can use your reaction to impose disadvantage on the attack. You must be wielding a shield.

Two-Weapon FightingWhile dual-wielding weapons, you can add your ability modifier to the damage of the second attack

Second WindOn your turn, you can use a bonus action to regain 1d10 + your fighter level. You must finish a short or long rest before using this feature again.

Action SurgeAt 2nd level, on your turn, you can take one additional action on top of your regular action and a possible bonus action.

You must finish a short or long rest before using this feature again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn

Ability Score IncreaseAt 4th, 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Extra AttackAt 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 11th level, and four attacks at 20th level.

IndomitableAt 9th level, you can reroll a saving throw that you fail. If you do, you must use the new roll, and cannot use this feature again until you finish a long rest.

You can use this feature twice between long rests at 13th level, and three times at 17th level.

Martial ArchetypesAt 3rd level, you choose an archetype of combat. It grants bonuses at 3rd, 7th, 10th, 15th, and 18th levels.

Battle MasterCombat SuperiorityAt 3rd level, you gain maneuvers that are fueled by superiority dice.

Maneuvers: You learn three maneuvers of your choice, from the list below. You can only use one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you may replace one you already know.

Superiority Dice: You have four superiority dice, which are d8s. They are expended if you use them. You regain all superiority dice when you finish a short or long rest. You gain another die at 7th and 15th level.

Saving Throws: The saving throw DC is 8 + Proficiency Bonus + Strength or Dexterity modifier (your choice)

LevelProf.

Bonus Features1st +2 Fighting Style, Second Wind2nd +2 Action Surge (one use)3rd +2 Martial Archetype4th +3 Ability Score Increase5th +3 Extra Attack6th +3 Ability Score Increase7th +3 Martial Archetype feature8th +3 Ability Score Increase9th +4 Indomitable (one use)

10th +4 Martial Archetype Feature11th +4 Extra Attack (2)12th +4 Ability Score Increase13th +5 Indomitable (two uses)14th +5 Ability Score Increase15th +5 Martial Archetype feature16th +5 Ability Score Increase

17th +6 Action Surge (two uses), Indomitable (three uses)

18th +6 Martial Archetype feature19th +6 Ability Score Increase20th +6 Extra Attack (3)

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ManeuversCommander’s Strike: When you take the Attack

action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend a superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Disarming Attack: When you hit a creature with a weapon attack, you can expend a superiority die to attempt to disarm it, forcing it to drop an item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike: When you hit a creature with a weapon attack, you can expend a superiority die to distract the creature. You add the superiority die to the attack’s damage roll. The next attack roll against the target by another has advantage if the attack is made before the start of your next turn,

Evasive Footwork: When you move, you can expend a superiority die, rolling the die and adding the number rolled to your AC until you stop moving,

Feinting Attack: You can expend a superiority die and use a bonus action on your turn to feint, choosing one creature within 5 ft of you as your target. You have advantage on your next attack roll against that creature during this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack: When you hit a creature with a weapon attack, you can expend a superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target makes a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack: When you make a melee weapon attack on your turn, you can expend a superiority die to increase your reach for that attack by 5 ft. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack: When you hit a creature with a weapon attack, you can expend a superiority die to maneuver one of your comrades into a more advantageous position. Add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack: When you hit a creature with a weapon attack, you can expend a superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend a superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier,

Precision Attack: When you make a weapon attack roll against a creature, you can expend a superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack: When you hit a creature with a weapon attack, you can expend a superiority die to attempt to drive the target back. Add the superiority die to the attack’s damage roll, and if the target is Large

or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 ft away.

Rally: On your turn, you can use a bonus action and expend a superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. They gain temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte: When a creature misses you with a melee attack, you can use your reaction and expend a superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend a superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 ft of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack,

Trip Attack: When you hit a creature with a weapon attack, you can expend a superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Student of WarAt 3rd level, you gain proficiency with one type of artisan’s tools of your choice

Know Your EnemyAt 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

Strength score, Dexterity score, Constitution score, Armor Class, Current Hit points, total class levels (if any), or Fighter class levels (if any).

ChampionImproved CriticalYour weapon attacks score a critical on a 19 or 20.

Remarkable AthleteAt 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that you aren’t proficient in.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting StyleAt 10th level, you can choose a second Fighting Style.

Superior CriticalAt 15th level, your weapon attacks score a critical on an attack roll of 18-20.

SurvivorAt 18th level, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points. You don’t gain this benefit if you have 0 hit points.

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Eldritch KnightSpellcastingAt 3rd level, you gain the ability to cast spells.

Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots: The Eldritch Knight Spellcasting table shows how many spell slots you have to cast yourspells of 1st level and higher. To cast one of these spells, you expend a slot of the spell’s level or higher. You regain all spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher: You know three 1st level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The following table shows when you learn more spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Weapon BondAt 3rd level, your learn a ritual to create a bond between you and a weapon. You perform this ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you forge the bond.

Once you have bonded with a weapon, you can’t be disarmed of that weapon unless incapacitated. If it’s on the same plane of existence, you can summon it to your hand as a bonus action.

You can have up to two bonded weapons, but can only summon one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War MagicAt 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Eldritch StrikeAt 10th level, when you hit a creature with a weapon attack, it has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane ChargeAt 15th level, you can the ability to teleport up to 30 ft to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War MagicAt 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Purple Dragon Knight (scag)Restriction: KnighthoodPurple Dragon Knights are tied to a specific order of Cormyrean knighthood.

Banneret serves as the generic term for this archetype if you use it in other campaign settings, or to model warlords other than Purple Dragon Knights.

Rallying CryAt 3rd level, when you use your Second Wind feature, you can choose up to three creature within 60 ft of you that are allied with you. Each gains hit points equal to your fighter level, providing they can see or hear you.

Royal EnvoyAt 7th level, you gain proficiency in Persuasion. If you are already proficient in it, you gain proficiency in one of the following of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any checks you make that uses Persuasion.

Inspiring SurgeAt 10th level, when you use your Action Surge, you can choose one allied creature with 60 ft. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. At 17th level, you can choose two allies, rather than one.

BulwarkAt 15th level, when you use Indomitable Will to reroll an Intelligence, Wisdom, or Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 ft of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Eldritch Knight Table

Fighter Level 0th

Spells Knwn 1st 2nd 3rd 4th

3rd 2 3 2 — — —

4th 2 4 3 — — —

5th 2 4 3 — — —

6th 2 4 3 — — —

7th 2 5 4 2 — —

8th 2 6 4 2 — —

9th 2 6 4 2 — —

10th 3 7 4 3 — —

11th 3 8 4 3 — —

12th 3 8 4 3 — —

13th 3 9 4 3 3 —

14th 3 10 4 3 3 —

15th 3 10 4 3 3 —

16th 3 11 4 3 3 —

17th 3 11 4 3 3 —

18th 3 11 4 3 3 —

19th 3 12 4 3 3 120th 3 13 4 3 3 1

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Eldritch Knight Spells bold and asterix denote abjuration or evocation

Cantrips (0 Level)Acid Splash PHB .211Blade Ward* PHB .218Booming Blade*

SCAG .142Chill Touch PHB .221Control Flames EE .16Create Bonfire EE .16Dancing Lights* PHB .230Fire Bolt* PHB .242Friends PHB .244Frostbite* EE .18Green-Flame Blade*

SCAG .143Gust EE .19Light* PHB .255Lightning Lure*

SCAG .143Mage Hand PHB .256Mending PHB .259Message PHB .259Minor PHB .260Mold Earth EE .21Poison Spray PHB .266Prestidigitation PHB .267Ray of Frost* PHB .271Shape Water EE .21Shocking Grasp*

PHB .275Sword Burst SCAG .143 Thunderclap* EE .22True Strike PHB .284

1st LevelAbsorb Elements* EE .15Alarm* PHB .211Burning Hands* PHB .220Catapult EE .15Charm Person PHB .221Chromatic Orb* PHB .221Color Spray PHB .222Comprehend Languages

PHB .224Detect Magic PHB .231Disguise Self PHB .233Earth Tremor* EE .17Expeditious Retreat

PHB .238False Life PHB .239Feather Fall PHB .239Find Familiar PHB .240Fog Cloud PHB .243Grease PHB .246Ice Knife EE .19

Identify PHB .252Illusory Script PHB .252Jump PHB .254Longstrider PHB .256Mage Armor* PHB .256Magic Missile* PHB .257Protection from Evil

and Good* PHB .270Ray of Sickness PHB .271Shield* PHB .275Silent Image PHB .276Sleep PHB .276Tasha’s Hideous

Laughter PHB .280Tenser’s Floating Disk

PHB .282Thunderwave* PHB .282Unseen Servant PHB .284Witch Bolt* PHB .289

2nd LevelAganazzar’s Scorcher*

EE .15Alter Self PHB .211Arcane Lock* PHB .215Blindness/Deafness

PHB .219Blur PHB .219Cloud of Daggers PHB .222Continual Flame*

PHB .227Crown of Madness

PHB .229Darkness* PHB .230Darkvision PHB .230Detect Thoughts PHB .231Dust Devil EE .17Earthbind EE .17Enlarge/Reduce PHB .237Flaming Sphere PHB .242Gentle Repose PHB .245Gust of Wind* PHB .248Hold Person PHB .251Invisibility PHB .254Knock PHB .254Levitate PHB .255Locate Object PHB .256Magic Mouth PHB .257Magic Weapon PHB .257Maximilian’s Earthen

Grasp EE .20

Melf ’s Acid Arrow* PHB .259

Mirror Image PHB .260Misty Step PHB .260Nystul’s Magic Aura

PHB .263Phantasmal Force

PHB .264Pyrotechnics EE .21Ray of Enfeeblement

PHB .271Rope Trick PHB .272Scorching Ray* PHB .273See Invisibility PHB .274Shatter* PHB .275Skywrite EE .22Snilloc’s Snowball

Swarm* EE .22Spider Climb PHB .277Suggestion PHB .279Web PHB .287

3rd LevelAnimate Dead PHB .212Bestow Curse PHB .218Blink PHB .219Clairvoyance PHB .222Counterspell* PHB .228Dispel Magic* PHB .234Erupting Earth EE .17Fear PHB .239Feign Death PHB .240Fireball* PHB .241Flame Arrows EE .18Fly PHB .243Gaseous Form PHB .244Glyph of Warding*

PHB .245Haste PHB .250Hypnotic Pattern PHB .252Leomund’s Tiny Hut*

PHB .255Lightning Bolt* PHB .255Magic Circle* PHB .256Major Image PHB .258Melf ’s Minute Meteors*

EE .20Nondetection* PHB .263Phantom Steed PHB .265Protection from

Energy* PHB .270

Remove Curse* PHB .271Sending* PHB .274Sleet Storm PHB .276Slow PHB .277Stinking Cloud PHB .278Tidal Wave EE .22Tongues PHB .283Vampiric Touch PHB .285Wall of Sand* EE .23Wall of Water* EE .23Water Breathing PHB .287

4th LevelArcane Eye PHB .214Banishment* PHB .217Blight PHB .219Confusion PHB .224Conjure Minor

Elementals PHB .226Control Water PHB .227Dimension Door PHB .233Elemental Bane EE .17Evard’s Black Tentacles

PHB .238Fabricate PHB .239Fire Shield* PHB .242Greater Invisibility

PHB .246Hallucinatory Terrain

PHB .249Ice Storm* PHB .252Leomund’s Secret Chest

PHB .254Locate Creature PHB .256Mordenkainen’s Faithful

Hound PHB .261Mordenkainen’s

Private Sanctum* PHB .262

Otiluke’s Resilient Sphere* PHB .264

Phantasmal Killer PHB .265

Polymorph PHB .266Stone Shape PHB .278Stoneskin* PHB .278Storm Sphere* EE .22Vitriolic Sphere* EE .23Wall of Fire* PHB .285Watery Sphere EE .23

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MonkHit pointsHit Dice: 1d8 per monk levelHit points at 1st Level: 8 + your Constitution modifierHit Points at Higher Level: 1d8 (or 5) + your

Constitution modifier per monk level after 1st

ProficienciesArmor: NoneWeapons: Simple weapons, shortswordsTools: Choose one type of artisan’s tools or

one musical instrumentSaving Throws: Strength, DexteritySkills: Choose two from Acrobatics, Athletics, History,

Insight, Religion, and Stealth

EquipmentYou start with the following equipment:

• (a) a shortsword or (b) any simple weapon• (a) a dungeoneer’s pack or (b) an explorer’s pack• 10 darts

Unarmored DefenseAt 1st level, while wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier

Martial ArtsAt 1st level, you gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, when making an attack with unarmed strike or monk weapons:

You can use Dexterity instead of Strength for the attack and damaged rolls. You can roll a d4 in place of the normal damage. This increases as you gain monk levels. When you use the attack action on your turn, you can make one unarmed strike as a bonus action.

KiAt 2nd level, you gain access to Ki Points. You can spend these to use various features. When you use a Ki point, it is unavailable until you finish a short or long rest. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Ki Save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of BlowsImmediately after taking the attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient DefenseYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the WindYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored MovementAt 2nd level, your speed increases by 10 ft while not wearing armor or wielding a shield. This increases as you gain monk levels.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Deflect MissilesAt 3rd level, you can use your reaction to deflect or catch a missile when you are hit by a ranged weapon attack. When you do, the damage is reduced by 1d10 + your Dexterity modifier + your monk level.

LevelProf.

BonusMartial

ArtsKi

PointsUnarmored Movement Features

1st +2 1d4 — — Unarmored Defense, Martial Arts2nd +2 1d4 2 +10ft Ki, Unarmored Movement3rd +2 1d4 3 +10ft Monastic Tradition, Deflect Missiles4th +2 1d4 4 +10ft Ability Score Improvement, Slow Fall5th +3 1d6 5 +10ft Extra Attack, Stunning Strike6th +3 1d6 6 +15ft Ki-Empowered Strikes, Monastic Tradition feature7th +3 1d6 7 +15ft Evasion, Stillness of Mind8th +3 1d6 8 +15ft Ability Score Improvement9th +4 1d6 9 +15ft Unarmored Movement Improvement

10th +4 1d6 10 +20ft Purity of Body11th +4 1d8 11 +20ft Monastic Tradition feature12th +4 1d8 12 +20ft Ability Score Improvement13th +5 1d8 13 +20ft Tongue of the Sun and Moon14th +5 1d8 14 +25ft Diamond Soul15th +5 1d8 15 +25ft Timeless Body16th +5 1d8 16 +25ft Ability Score Improvement17th +6 1d10 17 +25ft Monastic Tradition feature18th +6 1d10 18 +30ft Empty Body

19th +6 1d10 19 +30ft Ability Score Improvement20th +6 1d10 20 +30ft Perfect Self

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If you reduce the damage to 0, you can catch it if it is small enough for you to hold in one hand, and you have a hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged weapon attack with the weapon or ammunition you caught, as part of the same reaction. You make this attack with proficiency, and the missile counts as a monk weapon for the attack. The range of this attack is 20/60 ft.

Ability Score IncreaseAt 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Slow FallAt 4th level, you can use your reaction to reduce any falling damage you take by an amount equal to five times your monk level.

Extra AttackAt 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning StrikeAt 5th level, when you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered StrikesAt 6th level, your unarmed strikes count as magical.

EvasionAt 7th level, when you are subjected to an effect that allows you to make a Dexterity save to take only half damage, you instead take no damage if you succeed, and half if you fail.

Stillness of MindAt 7th level, you can use your action to end one effect on yourself.

Purity of BodyAt 10th level, you are immune to disease and poison.

Tongue of the Sun and MoonAt 13th level, you understand all spoken languages. Additionally, any creature who can understand a language can understand you.

Diamond SoulAt 14th level, you gain proficiency in all saving throws. Additionally, if you make a saving throw and fail, you can spend 1 ki point to reroll it and use the result.

Timeless BodyAt 15th level, you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age. Additionally, you no longer need food or water.

Empty BodyAt 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all but force damage.Additionally, you can spend 8 ki points to cast the Astral Projection (PHB.215) spell, without needing material components, targeting only yourself.

Perfect SelfAt 20th level, when you roll initiative, and have no ki points remaining, you regain 4 ki points.

Monastic TraditionAt 3rd level, you choose a monastic tradition. It grants bonuses at 3rd, 6th, 11th, and 17th level.

Way of the Open HandOpen Hand TechniqueAt 3rd level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

• It must succeed on a Dexterity saving throw or be knocked prone.• It must succeed on a Strength saving throw, or be pushed up to 15 ft away from you.• It can’t take reactions until the end of your next turn.

Wholeness of BodyAt 6th level, you can use an action to regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

TranquilityAt 11th level, at the end of a long rest, you gain the effect of a Sanctuary (PHB .272) spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC is equal to 8 + your Wisdom modifier + your proficiency bonus.

Quivering PalmAt 17th level, when you hit a creature with an unarmed strike, you can spend 3 ki points to start imperceptible vibrations, which last for a number of days equal to your monk level. They are harmless unless you use your action to end them. To do so, you must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can only have one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Way of ShadowShadow ArtsAt 3rd level, you can spend 2 ki points to cast Darkness (PHB .230), Darkvision (PHB .230), Pass Without Trace (PHB .264), or Silence (PHB .275), without providing material components. Additionally, you know the Minor Illusion (PHB .260) cantrip.Shadow StepAt 6th level, when in dim light or darkness, as a bonus action you can teleport up to 60 ft to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

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Cloak of ShadowsAt 11th level, when you are in dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

OpportunistAt 17th level, whenever a creature within 5 ft of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Way of the Four ElementsDiscipline of the ElementsAt 3rd level, you know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn an additional elemental discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one that you already know.

Casting Elemental Spells. Some elemental disciplines allow you to cast spells. You don’t need to provide material components for these spells.

At 5th level, you can spend additional ki points to increase the level of an elemental spell you cast. The spell’s level is increase by 1 for each additional ki point you spend.

The maximum number of ki points you can spend to cast a spell in this way (including the base ki point cost and any additional ki points spent to increase its level) is determined by your monk level, as per the table below.

Monk level Maximum Ki Points for a Spell5th - 8th 3

9th - 12th 413th - 16th 517th - 20th 6

Elemental DisciplinesBreath of Winter (17TH LEVEL REQUIRED). You can

spend 6 ki points to cast Cone of Cold (PHB.224).Clench of the North Wind (6TH LEVEL REQUIRED). You

can spend 3 ki points to cast Hold Person (PHB .251).Elemental Attunement. You can use your action to

cause one of the following effects of your choice:• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water.• Instantaneously light or snuff out a candle, a torch, or a small campfire.• Chill or warm up to 1 pound of nonliving material for up to 1 hour.• Cause earth, fire, water, or mist that can fit inside a 1-foot cube to shape itself into a crude form you designate for 1 minute.Eternal Mountain Defence (17TH LEVEL REQUIRED).

You can spend 5 ki points to cast Stoneskin (PHB.278) on yourself.

Fangs of the Fire Snake. When you use the attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with unarmed strikes increases by 10 ft for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it deals an extra 1d10 fire damage.

Fist of Four Thunders. You can spend 2 ki points to cast Thunderwave (PHB .282).

Fist of Unbroken Air. As an action, you can spend 2 ki points and choose a creature within 30 ft of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 ft away from you and knock it prone. On a successful save, the creature takes half as much damage, and it isn’t knocked away or prone.

Flames of the Phoenix (11TH LEVEL REQUIRED). You can spend 4 ki points to cast Fireball (PHB .241).

Gong of the Summit (6TH LEVEL REQUIRED). You can spend 3 ki points to cast Shatter (PHB .275).

Mist Stance (11TH LEVEL REQUIRED). You can spend 4 ki points to cast Gaseous Form (PHB .244) on yourself.

Ride the Wind (11TH LEVEL REQUIRED). You can spend 4 ki points to cast Fly (PHB .243) on yourself.

River of Hungry Flame (17TH LEVEL REQUIRED). You can spend 5 ki points to cast Wall of Fire (PHB .285).

Rush of the Gale Spirits. You can spend 2 ki points to cast Gust of Wind (PHB .248).

Shape the Flowing River. As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 ft on a side within 120 ft of you. You can change the water to ice and vise versa, and you can reshape ice in the area in any manner to you choose. The extent of such changes can’t exceed half the area’s largest dimension. You can’t shape the ice to trap or injure a creature in the area.

Sweeping Cinder Strike. You can spend 2 ki points to cast Burning Hands (PHB .220).

Water Whip. You can spend 2 ki points as an action to create a whip of water. A creature that you can see within 30 ft of you must make a Dexterity saving throw. On a failed save, it takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 ft closer to you. On a successful save, it takes half as much damage, and isn’t pulled or knocked prone.

Wave of Rolling Earth (17TH LEVEL REQUIRED). You can spend 6 ki points to cast Wall of Stone (PHB .287).

Way of the Long Death (scag .130)Touch of DeathAt 3rd level, when you reduce a creature within 5 ft of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

Hour of ReapingAt 6th level, you gain the ability to unsettle or terrify those around you. When you take this action, each creature within 30 ft of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Mastery of DeathAt 11th level, when reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Touch of the Long DeathAt 17th level, as an action, you touch one creature within 5 ft of you, and expend 1 to 10 ki points. The target must make a Constitution saving throw. On a failed save, it takes 2d10 necrotic damage, or half as much on a success.

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Way of the Sun Soul (scag .131)

Radiant Sun BoltAt 3rd level, you gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 ft. You can proficient with it, and add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This changes as you gain monk levels, as per the Martial Arts column of the monk table.

Searing Arc StrikeAt 6th level, immediately after you take the Attack action on your turn, you can spend 2 ki points to cast Burning Hands (PHB.220) as a bonus action.

You can spend additional ki points to cast it at a higher level. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend equals half your monk level (round down)

Searing SunburstAt 11th level, as an action, you create an orb and hurl it at a point you choose within 150 ft. Each creature in a 20 ft-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage.

A creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can increase the sphere’s damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

Sun ShieldAt 17th Level, shed bright light in a 30 ft radius and dim light for an additional 30 ft. You can extinguish or restore the light as a bonus action.

If a creature hits you with melee while this light shines, you can use your reaction to deal radiant damage to the creature. The damage equals 5 + your Wisdom modifier.

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PaladinHit PointsHit Dice: 1d10 per paladin levelHit Points at 1st level: 10 + your Constitution modifierHit Points at Higher levels: 1d10 (or 8) + your

Constitution modifier per paladin level after 1st

ProficienciesArmor: All armor, shieldsWeapons: Simple weapons, martial weaponsSaving Throws: Wisdom, CharismaSkills: Choose two from Athletics, Insight, Intimidation,

Medicine, Persuasion, and Religion

EquipmentYou start with the following equipment:

• (a) a martial weapon and a shield or (b) two martial weapons• (a) five javelins or (b) any simple melee weapon• (a) a priest’s pack or (b) an explorer’s pack• Chain mail and a holy symbol

Lay on HandsYou have a pool of healing power, with points equal to 5 times your paladin level. As an action, you can touch a creature and draw from the pool, healing them for up to the remaining points in the pool. Alternatively, you can spend 5 points from the pool to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and poisons in one use, expending the points separately for each one.

This feature has no effect on undead and constructs.

Fighting StyleChoose one of the following. You cannot take a Fighting Style option more than once.

DefenseWhile wearing armor, you gain +1 bonus to AC.

DuelingWhen wielding a melee weapon in one hand and no other weapons, gain +2 bonus to attack damage rolls with that weapon.

Great Weapon FightingWhen you roll a 1 or 2 on a damage die for attacks made with two handed weapons, you can reroll that die, and must use the new roll.

ProtectionWhen a creature you can see attacks a target other than you who is within 5 ft of you, you can use your reaction to impose disadvantage on the attack. You must be wielding a shield.

Divine SenseAs an action, you can detect good and evil. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 ft of you that is not behind total cover. You know the type of any these beings, but not its identity. You also detect the presence of any place or object that has been consecrated or desecrated.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all uses.

SpellcastingAt 2nd level, you have learned to cast divine magic.

Preparing And Casting SpellsThe Paladin table shows how many spell slots you have of 1st level and higher. Casting spells expends a slot of the spell’s level or higher. You regain all spell slots when you take a long rest.

LevelProf.

Bonus Features 1st 2nd 3rd 4th 5th1st +2 Divine Sense, Lay on Hands — — — — —

2nd +2 Fighting Style, Spellcasting, Divine Smite 2 — — — —

3rd +2 Divine Health, Sacred Oath 3 — — — —

4th +3 Ability Score Increase 3 — — — —

5th +3 Extra Attack 4 2 — — —

6th +3 Aura of Protection 4 2 — — —

7th +3 Sacred Oath Feature 4 3 — — —

8th +3 Ability Score Improvement 4 3 — — —

9th +4 — 4 3 2 — —

10th +4 Aura of Courage 4 3 2 — —

11th +4 Improved Divine Smite 4 3 3 — —

12th +4 Ability Score Improvement 4 3 3 — —

13th +5 — 4 3 3 1 —

14th +5 Cleansing Touch 4 3 3 1 —

15th +5 Sacred Oath Feature 4 3 3 2 —

16th +5 Ability Score Improvement 4 3 3 2 —

17th +6 — 4 3 3 3 118th +6 Aura Improvement 4 3 3 3 1

19th +6 Ability Score Improvement 4 3 3 3 220th +6 Sacred Oath Feature 4 3 3 3 2

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You prepare a list of paladin spells that are available for you to cast, choosing from all paladin spells. When you do, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (min 1). The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your prepared spells when you finish a long rest. Changing spells requires time: at least 1 minute per spell level for each spell on your list.

Spellcasting AbilityCharisma is your spellcasting ability for paladin spells.

Spell Save DC = 8 + proficiency bonus + Charisma modifier

Spell Attack Modifier = proficiency bonus + Charisma modifier

Spellcasting FocusYour holy symbol is a spellcasting focus for paladin spells.

Divine SmiteAt 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Divine HealthAt 3rd level, you are immune to disease.

Ability Score IncreaseAt 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Extra AttackAt 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of ProtectionAt 6th level, whenever you or a friendly creature within 10 ft of you makes a saving throw, the creature gains a bonus to the saving throw equal to you Charisma modifier (minimum of 1). You must be conscious to grant this bonus.

Aura of CourageAt 10th level, you and friendly creatures within 10 ft of you cant be frightened while you are conscious.

Improved Divine SmiteAt 11th level, whenever you hit a creature with a melee weapon, it takes an extra 1d8 radiant damage. You can also use Divine Smite.

Cleansing TouchAt 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (min 1). You regain uses when you finish a long rest.

Aura ImprovementAt 18th level, the range of all of your auras are increased to 30 ft.

Sacred OathAt 3rd level, you swear an oath that binds you as a paladin forever. It grants bonuses at 3rd, 7th, 15th, and 20th level.

Oath SpellsEach oath has a list of oath spells that you gain at the noted level. Oath spells are always prepared, and don’t account against the number of spells you can prepare each day. These spells count as paladin spells.

Channel DivinityYour oath allows you to channel divine energy. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use it again.

Oath of Devotion

Paladin Level Spells3rd Protection from Evil and Good (PHB.270),

Sanctuary (PHB.272)

5th Lesser Restoration (PHB.255), Zone of Truth (PHB.289)

9th Beacon of Hope (PHB.217), Dispel Magic (PHB.234)

13th Freedom of Movement (PHB.244), Guardian of Faith (PHB.246)

17th Commune (PHB.223), Flame Strike (PHB.242)

Channel DivinitySacred Weapon. As an action, you can imbue one

weapon you’re holding with Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (min 1). It also emits bright light in a 20 ft radius and dim light 20 ft beyond that.

The weapon is considered magical for the duration. You can end this effect on your turn as a part of any other action. It also ends if you drop the weapon, or fall unconscious.

Turn the Unholy. As an action, you turn fiends and undead. Each fiend or undead that can see or hear you within 30 ft of you must make a Wisdom saving throw. On a fail, it is turned for 1 minute or until it’s damaged.

Turned creatures must spend its turns trying to move away from you, and it can’t willingly move to a space within 30 ft of you. It can’t take reactions. It can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of DevotionAt 7th level, you and friendly creatures within 30 ft of you can’t be charmed while you are conscious.

Purity of SpiritAt 15th level, you are always under the effects of a Protection from Evil and Good (PHB .270) spell.

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Holy NimbusAt 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30 ft radius, and dim light shines 30 ft beyond that.

Whenever a creature starts its turn in the bright light, it takes 10 radiant damage. In addition, you have advantage on saving throws against spells cast by fiends or undead.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath of the AncientsPaladin

Level Spells

3rd Ensnaring Strike (PHB.237), Speak with Animals (PHB.277)

5th Moonbeam (PHB.261), Misty Step (PHB.260)

9th Plant Growth (PHB.266), Protection from Energy (PHB.270)

13th Ice Storm (PHB.252), Stoneskin (PHB.278)

17th Commune with Nature (PHB.224),Tree Stride (PHB.283)

Channel DivinityNature’s Wrath. As an action, you can cause spectral

vines to spring up and reach for a creature within 10 ft of you that you can see. It must succeed on a Strength of Dexterity throw (its choice) or be restrained. While restrained, it repeats the saving throw at the end of each of its turns. On a success, the vines vanish.

Turn the Faithless. As an action, you turn fey and fiends. Each fiend or fey that can see or hear you within 30 ft of you must make a Wisdom saving throw. On a fail, it is turned for 1 minute or until it takes damage.

Turned creatures must spend its turns trying to move away from you, and it can’t willingly move to a space within 30 ft of you. It can’t take reactions. It can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of WardingAt 7th level, you and friendly creatures within 10 ft of you have resistance to damage from spells.

Undying SentinelAt 15th level, when you are reduced to 0 hit points and aren’t killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Additionally, you suffer no drawbacks from old age, and can’t be aged magically.

Elder ChampionAt 20th level, you can use an action to transform. For 1 minute, you gain the following benefits:

• At the start of your turns, you regain 10 hit points.• Whenever you cast a paladin spell with a casting time of 1 action, you can cast it as a bonus action.• Enemy creatures within 10 ft of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath of VengeancePaladin

Level Spells3rd Bane (PHB.216),

Hunter’s Mark (PHB.251)

5th Hold Person (PHB.251), Misty Step (PHB.260)

9th Haste (PHB.250), Protection from Energy (PHB.270)

13th Banishment (PHB.217), Dimension Door (PHB.233)

17th Hold Monster (PHB.251), Scrying (PHB.273)

Channel DivinityAbjure Enemy. As an action, choose one creature

within 60 ft that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, it is frightened for 1 minute or until it takes any damage. While frightened, its speed is 0, and can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute, or until it takes any damage.

Vow of Enmity. As a bonus action, you can target a creature you can see within 10 ft of you. You gain advantage on attack rolls against it for 1 minute, or until it drops to 0 hit points or falls unconscious.

Relentless AvengerAt 7th level, when you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Soul of VengeanceAt 15th level, when the creature you targeted with Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against it .

Avenging AngelAt 20th level, using your action, you transform. For 1 hour, you gain the following benefits:

• Wings sprout from your back and grant a flying speed of 60 ft.• You emanate an aura of menace in a 30 ft radius. The first time an enemy enters the aura or starts its turn there during a battle, it must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes damage. Attack rolls against the frightened creature have advantage.

Once you use this feature, you can’t use it again until you finish a long rest

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Oath of the Crown (scag .132)

Paladin Level Spells3rd Command (PHB.223),

Compelled Duel (PHB.224)

5th Warding Bond (PHB.287), Zone of Truth (PHB.289)

9th Aura of Vitality (PHB.216), Spirit Guardians (PHB.278)

13th Banishment (PHB.217), Guardian of Faith (PHB.246)

17th Circle of Power (PHB.221), Geas (PHB.244)

Channel DivinityChampion Challenge. You issue a challenge to each

creature of your choice that you can see within 30 ft of you must make a Wisdom saving throw. On a failed save, it can’t willingly move more than 30 ft away from you. This effect ends if you are incapacitated or die or if it moved more than 30 ft away from you.

Turn the Tide. As a bonus action, each creature of your choice that can hear you within 30 ft regains hit points equal to 1d6 + your Charisma modifier (min 1) if it has no more than half of its hit points.

Divine AllegianceAt 7th level, when a creature within 5 ft of you takes damage, you can use your reaction to take the damage instead of them. This damage cannot be reduced or prevented in any way.

Unyielding SpiritAt 15th level, you have advantage on saving throws to avoid becoming paralysed or stunned.

Exalted ChampionAt 20th level, you can use your action to gain the following benefits for 1 hour:

• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.• Your allies have advantage on death saving throws while within 30 ft of you.• You have advantage on Wisdom saving throws, as do your allies within 30 ft of you.• This effect ends early if you are incapacitated or die.

Once you use this feature you can’t use it again until in you finish a long rest.

Oathbreaker (dmg .97)Restriction: 3rd level and EvilAn Oathbreaker is a paladin who broke their sacred oath to pursue their dark ambitions. This replaces the features specific to their Sacred Oath.

Oathbreaker SpellsAn Oathbreaker loses previously gained oath spells and gains the following spells instead.

Paladin level Spells3rd Hellish Rebuke (PHB.250),

Inflict Wounds (PHB.253)

5th Crown of Madness (PHB.229),Darkness (PHB.230)

9th Animate Dead (PHB.212),Bestow Curse (PHB.218)

13th Blight (PHB.219),Confusion (PHB.224)

17th Contagion (PHB.227),Dominate Person (PHB.235)

Channel DivinityControl Undead. As an action, target one undead

creature you can see within 30 ft. The target must make a Wisdom saving throw, or must obey your command for the next 24 hours, or until the paladin uses this feature again. An undead whose CR is equal to or greater than the your level is immune to this effect.

Dreadful Aspect. As an action, each creature of the your choice within 30 ft must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened for 1 minute. If a creature frightened this way ends its turn more than 30 ft away from the paladin, it can attempt another Wisdom saving throw to end the effect.

Aura of hateAt 7th level, you and any fiends or undead within 10 ft of you gain a bonus to melee weapon damage equal to your Charisma modifier (min 1). A creature can benefit from this feature from only one paladin at a time.

Supernatural ResistanceAt 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Dread LordAt 20th level, as an action surround yourself with an aura of gloom for 1 minute. Any bright light within a 30 ft radius is reduced to dim light. Whenever an enemy that is frightened of you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, creatures that rely on sight have disadvantage on attack rolls against you and creatures you choose within the aura.

While this aura lasts, you can use a bonus action to make the shadows attack a creature. Make a melee spell attack against the target. If it hits, the target takes 3d10 + Charisma modifier in necrotic damage.

After activating the aura, you can’t do so again until you finish a long rest.

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Paladin Spells

1st LevelBless PHB .219Command PHB .223Compelled Duel PHB .224Cure Wounds PHB .230Detect Evil and Good

PHB .231Detect Magic PHB .231Detect Poison and

Disease PHB .231Divine Favor PHB .234Heroism PHB .250Protection from Evil and

Good PHB .270Purify Food and Drink

PHB .270Searing Smite PHB .274Shield of Faith PHB .275Thunderous Smite

PHB .282Wrathful Smite PHB .289

2nd LevelAid PHB .211Branding Smite PHB .219Find Steed PHB .240Lesser Restoration

PHB .255Locate Object PHB .256Magic Weapon PHB .257Protection from Poison

PHB .270Zone of Truth PHB .289

3rd LevelAura of Vitality PHB .216Blinding Smite PHB .219Create Food and Water

PHB .229Crusader’s Mantle

PHB .230Daylight PHB .230Dispel Magic PHB .234Elemental Weapon

PHB .237Magic Circle PHB .256Remove Curse PHB .271Revivify PHB .272

4th LevelAura of Life PHB .216Aura of Purity PHB .216Banishment PHB .217Death Ward PHB .230Locate Creature PHB .256Staggering Smite

PHB .278

5th LevelBanishing Smite PHB .216Circle of Power PHB .221Destructive Wave PHB .231Dispel Evil and Good

PHB .233Geas PHB .244Raise Dead PHB .270

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RangerHit PointsHit Dice: 1d10 per Ranger LevelHit Points at 1st Level: 10 + your Constitution modifierHit Points at Higher Levels: 1d10 (or 6) + your

Constitution modifier per Ranger level after 1st

ProficienciesArmor: Light armor, Medium armor, ShieldsWeapons: Simple Weapons, Martial WeaponsSaving Throws: Strength, DexteritySkills: Three from Animal Handling, Athletics, Insight,

Investigation, Nature, Perception, Stealth, and Survival

EquipmentYou start with the following equipment:

• (a) Scale Mail or (b) Leather Armor• (a) two Shortswords or (b) two Simple Melee Weapons• (a) a Dungeoneer’s Pack or (b) an Explorer’s Pack• A Long Bow and a Quiver of 20 arrows

Favored EnemyAt 1st level, choose a type of favored enemy: Aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs).

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

At 6th and 14th level, choose one additional favored enemy, as well as an associated language.

Natural ExplorerAt 1st level, choose a type of favored terrain: Arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.

When making Intelligence or Wisdom checks related to your favored terrain, your proficiency bonus is doubled if you are using a skill you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

• Difficult terrain doesn’t slow your group’s travel.• Your group can’t become lost except by magical means.• Even when engaged in other activities while traveling, you remain alert to danger.• When traveling alone, you can move stealthily at normal pace.• You find twice as much food as normal when foraging.• While tracking other creatures, you also learn their exact number, sizes, and how long ago they passed.

At 6th and 10th level, you can choose one additional favored terrain.

Fighting StyleAt 2nd level, choose one of the following options. You can’t take a Fighting Style option more than once.

ArcheryYou gain +2 bonus to attack rolls with ranged weapons.

DefenseWhile wearing armor, gain +1 bonus to AC.

DuelingWhen wielding a melee weapon in one hand and no other weapons, gain +2 bonus to attack damage rolls with that weapon

Two-Weapon FightingWhile dual-wielding weapons, you can add your ability modifier to the damage of the second attack

LevelProf.

Bonus FeaturesSpells Known 1st 2nd 3rd 4th 5th

1st +2 Favored Enemy, Natural Explorer — — — — — —

2nd +2 Fighting Style, Spellcasting 2 2 — — — —

3rd +2 Ranger Archetype, Primeval Awareness 3 3 — — — —

4th +3 Ability Score Improvement 3 3 — — — —

5th +3 Extra Attack 4 4 2 — — —

6th +3 Favored Enemy and Natural Explorer improvements 4 4 2 — — —

7th +3 Ranger Archetype feature 5 4 3 — — —

8th +3 Ability Score Improvement, Land’s Stride 5 4 3 — — —

9th +4 — 6 4 3 2 — —

10th +4 Natural Explorer improvement, Hide in Plain Sight 6 4 3 2 — —

11th +4 Ranger Archetype feature 7 4 3 3 — —

12th +4 Ability Score Improvement 7 4 3 3 — —

13th +5 — 8 4 3 3 1 —

14th +5 Favored Enemy improvement, Vanish 8 4 3 3 1 —

15th +5 Ranger Archetype feature 9 4 3 3 2 —

16th +5 Ability Score Improvement 9 4 3 3 2 —

17th +6 — 10 4 3 3 3 118th +6 Feral Senses 10 4 3 3 3 119th +6 Ability Score Improvement 11 4 3 3 3 220th +6 Foe Slayer 11 4 3 3 3 2

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SpellcastingAt 2nd level, you learn how to cast spells.

Spell SlotsThe Ranger Table shows how many spell slots you have of each level. To cast one of these spells, you must expend a spell slot of the spells level or higher. You regain all spell slots when you finish a long rest.

Spells Known of 1st Level and HigherThe Ranger Table shows how many spells you know. Each of these spells must be of a level for which you have a slot. Additionally, when you gain a level in this class, you may replace a spell you know with another from the Ranger spell list.

Spellcasting AbilityWisdom is your spellcasting ability for Ranger spells.

Spell save DC = 8 + your Proficiency bonus + your Wisdom modifier

Spell attack modifier = your Proficiency bonus + your Wisdom modifier

Primeval AwarenessAt 3rd level you can use your action and expend one Ranger spell slot to focus on the region around you. For 1 minute per level of the spell slot expended, you can sense whether the following creature types are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): Aberrations, celestials, dragons, elementals, fey, fiends, or undead. This feature doesn’t reveal their location or number.

Ability Score IncreaseAt 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Extra AttackAt 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Land’s StrideAt 8th level, moving through nonmagical difficult terrain costs no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns or similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle (PHB.238) spell.

Hide in Plain SightAt 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your disguise.

Once camouflaged in this way, you can try to hide by pressing yourself up against a solid surface. You gain +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take action, you must camouflage yourself again to gain this benefit.

VanishAt 14th level, you can use the Hide action as a bonus action on your turn. You also cannot be tracked by nonmagical means, unless you choose to leave a trail.

Feral SensesAt 18th level, when you attack a creature you can’t see, you don’t have disadvantage on attack rolls against it.

You are also aware of the location of any invisible creatures within 30 ft of you, provided they aren’t hidden from you and you aren’t blinded or deafened.

Foe SlayerAt 20th level, once on each of your turns, you can add your Wisdom modifier to the attack or damage roll of an attack made against one of your favored enemies.

You can choose to use this feature before or after the roll, but before any effects are applied.

Ranger ArchetypeAt 3rd level, choose an archetype to emulate: Hunter, or Beast Master. Your choice grants features at 3rd, 7th, 11th, and 15th level.

HunterHunter’s PreyAt 3rd level, gain one of the following of your choice

Colossus Slayer. When you hit a creature with a weapon attack, it takes an extra 1d8 damage if its below its hit point maximum. You can deal this extra damage once per turn.

Giant Killer. When a large or larger creature within 5 ft of you attacks you, you can use your reaction to attack that creature, provided you can see it.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another weapon attack with the same weapon against a different creature that is within 5 ft of your original target and within range of your weapon.

Defensive TacticsAt 7th level, gain one of the following of your choice

Escape the Horde. Opportunity attacks against you have disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened.

MultiattackAt 11th level, gain one of the following of your choice

Volley. You can use your action to make a ranged attack against any number of creatures within 10 ft of a point you can see within your weapons range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 ft of you, with a separate attack roll for each target.

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Superior Hunter’s DefenseAt 15th level, gain one of the following of your choice

Evasion. When subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed, and only half if you fail.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature of your choice.

Uncanny Dodge. When an attacker you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Beast MasterRanger’s CompanionAt 3rd level, you gain a beast companion. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to its AC, attack and damage rolls, and to any saving throws and skills it’s proficient in. Its hit point maximum is equal to its normal maximum, or four times your Ranger level, whichever is higher.

The beast obeys your commands as best as it can. It takes its turn on its initiative, though it doesn’t take an action unless you command it to. On your turn you can verbally command it to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

While traveling through favored terrain with only the beast, you can move stealthily at normal pace.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you.

Exceptional TrainingAt 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help actions on its turn.

Bestial FuryAt 11th level, your beast companion can make two attacks when you command it to use the Attack action.

Share SpellsAt 15th level, when you cast a spell targeting yourself, you can also affect your beast companion if its within 30 ft of you.

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Ranger Spells

1st LevelAbsorb Elements EE .15 Alarm PHB .211 Animal Friendship

PHB .212 Beast Bond EE .15 Cure Wounds PHB .230 Detect Magic PHB .231 Detect Poison and

Disease PHB .231 Ensnaring Strike PHB .237 Fog Cloud PHB .243 Goodberry PHB .246 Hail of Thorns PHB .249 Hunter’s Mark PHB .251 Jump PHB .254 Longstrider PHB .256 Speak with Animals

PHB .277

2nd LevelAnimal Messenger

PHB .212 Barkskin PHB .217 Beast Sense PHB .217 Cordon of Arrows

PHB .228 Darkvision PHB .230 Find Traps PHB .241 Lesser Restoration

PHB .255 Locate Animals or

Plants PHB .256 Locate Object PHB .256 Pass without Trace

PHB .264 Protection from Poison

PHB .270 Silence PHB .275Spike Growth PHB .277

3rd LevelConjure Animals PHB .225 Conjure Barrage PHB .225 Daylight PHB .230 Flame Arrows EE .18 Lightning Arrow PHB .255 Nondetection PHB .263 Plant Growth PHB .266 Protection from Energy

PHB .270 Speak with Plants

PHB .277 Water Breathing PHB .287 Water Walk PHB .287 Wind Wall PHB .288

4th LevelConjure Woodland

Beings PHB .226 Freedom of Movement

PHB .244 Grasping Vine PHB .246 Locate Creature PHB .256 Stoneskin PHB .278

5th LevelCommune with Nature

PHB .224 Conjure Volley PHB .226 Swift Quiver PHB .279 Tree Stride PHB .283

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RogueHit PointsHit Dice: 1d8 per Rogue LevelHit Points at 1st Level: 8 + your Constitution modifierHit Points at Higher Levels: 1d8 (or 5) + your

Constitution modifier per Rogue level after 1st

ProficienciesArmor: Light ArmorWeapons: Simple Weapons, Hand Crossbows,

Longwords, Rapiers, ShortswordsTools: Thieves’ ToolsSaving Throws: Dexterity, IntelligenceSkills: Four from Acrobatics, Athletics, Deception,

Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

EquipmentYou start with the following equipment:

• (a) a Rapier or (b) a Shortsword• (a) a Shortbow and Quiver of 20 arrows or (b) a Shortsword• (a) a Burglar’s Pack, (b) a Dungeoneer’s Pack, or (c) an Explorer’s Pack• Leather Armor, two Daggers, and Thieves’ Tools

ExpertiseAt 1st level, choose two of your skill proficiencies, or one skill proficiency and your proficiency with thieves tools. Your proficiency bonus is doubled for any check you make that uses either of the chosen proficiencies.

At 6th level, choose two more of your proficiencies to gain this benefit.

Sneak AttackAt 1st level, once per turn you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon.

You don’t need advantage on the roll if another enemy of the target is threatening your target, and you don’t have disadvantage on the roll.

The amount of extra damage increases as you gain levels in this class, as shown on the Rogue table.

Thieves’ CantYou know how to speak in Thieves’ Cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey a message than it does normally.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages.

Cunning ActionAt 2nd level, you can take a bonus action on each of you turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Ability Score IncreaseAt 4th, 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Uncanny DodgeAt 5th level, when an attacker you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

EvasionAt 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to only take half damage, you instead take no damage if you succeed, and only half if you fail.

Reliable TalentAt 11th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

BlindsenseAt 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 ft of you.

Slippery MindAt 15th level, you have proficiency in Wisdom saving throws.

ElusiveAt 18th level, no attack roll has advantage against you while you aren’t incapacitated.

LevelProf.

BonusSneak Attack Features

1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant

2nd +2 1d6 Cunning Action

3rd +2 2d6 Roguish Archetype4th +2 2d6 Ability Score Improvement5th +3 3d6 Uncanny Dodge6th +3 3d6 Expertise7th +3 4d6 Evasion8th +3 4d6 Ability Score Improvement9th +4 5d6 Roguish Archtype feature

10th +4 5d6 Ability Score Improvement11th +4 6d6 Reliable Talent12th +4 6d6 Ability Score Improvement13th +5 7d6 Roguish Archtype feature14th +5 7d6 Blindsense15th +5 8d6 Slippery Mind16th +5 8d6 Ability Score Improvement17th +6 9d6 Roguish Archtype feature18th +6 9d6 Elusive19th +6 10d6 Ability Score Improvement20th +6 10d6 Stroke of Luck

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Stroke of LuckAt 20th level, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20

Once you use this feature, you can’t use it again until you finish a rest.

Roguish ArchetypesAt 3rd level, choose an archetype to emulate: Thief, Assassin, Arcane Trickster, Mastermind (SCAG), or Swashbuckler (SCAG). Your choice grants you features at 3rd, 9th, 13th, and 17th level.

ThiefFast HandsAt 3rd level, you can use the bonus action from Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story WorkAt 3rd level, climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme SneakAt 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic DeviceAt 13th level, you ignore all class, race, and level requirements on the use of magic items.

Thief’s ReflexesAt 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative, and your second at your initiative minus 10. You can’t use this feature if you’re surprised.

AssassinBonus ProficienciesAt 3rd level, you gain proficiency with the Disguise Kit and the Poisoner’s Kit.

AssassinateAt 3rd level, you have advantage against any creature that hasn’t yet taken a turn in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Infiltration Expertise.At 9th level, you can spend 7 days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t steal someone elses identity.

Afterwards, if you adopt the new identity as a disguise, other creature believe you to be that person until given an obvious reason not to.

ImposterAt 13th level, you gain the ability to mimic another person’s speech, writing, and behavior. You must spend at least 3 hours studying these components of the person.

Your ruse is indiscernible to the casual observer. If a creature suspects something, you have advantage on any Charisma (Deception) checks made to avoid detection.

Death StrikeAt 17th level, when you attack and hit a creature that is surprised, it makes a Constitution saving throw (DC 8 + your Dexterity Modifier + your proficiency bonus). On a failed saved, double the damage of that attack.

Arcane TricksterSpellcastingAt 3rd level, you gain the ability to cast spells.

Cantrips. You learn three cantrips: Mage Hand (PHB .256), and two others from the Wizard spell list. You learn another Wizard cantrip of your choice at 10th level.

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have of each level. To cast one of these spells, you must expend a spell slot of the spells level or higher. You regain all spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level Wizard spells of your choice, two of which must be from the Enchantment and Illusion spells on the Wizard spell list.

The Arcane Trickster Spellcasting table show when you learn more spells of 1st level or higher. Each of these spells must be an Enchantment or Illusion spell, and must of a level for which you have a spell slot.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the spells you know with another from the Wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an Enchantment or Illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting AbilityIntelligence is your spellcasting ability for Wizard spells.

Spell Save DC = 8 + your Proficiency bonus + your Intelligence modifier

Spell Attack Modifier = your Proficiency bonus + your Intelligence modifier

Arcane Trickster Table

Rogue Level 0th

Spells Knwn 1st 2nd 3rd 4th

3rd 3 3 2 — — —

4th 3 4 3 — — —

5th 3 4 3 — — —

6th 3 4 3 — — —

7th 3 5 4 2 — —

8th 3 6 4 2 — —

9th 3 6 4 2 — —

10th 4 7 4 3 — —

11th 4 8 4 3 — —

12th 4 8 4 3 — —

13th 4 9 4 3 2 —

14th 4 10 4 3 2 —

15th 4 10 4 3 2 —

16th 4 11 4 3 3 —

17th 4 11 4 3 3 —

18th 4 11 4 3 3 —

19th 4 12 4 3 3 120th 4 13 4 3 3 1

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Mage Hand LegerdemainAt 3rd level, when you cast Mage Hand (PHB .256), you can make the spectral hand invisible, and you can perform the following tasks with it:

• You can stow one object the hand is holding in a container worn or carried by another creature.• You can retrieve an object in a container worn or carried by another creature.• You can use thieves’ tools to pick locks and disarm traps at range.• You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

In addition, you can use the bonus action granted by Cunning Action to control the hand.

Magical AmbushAt 9th level, if you are hidden from a creature when you cast a spell on it, it has disadvantage on any saving throws it makes against the spell this turn.

Versatile TricksterAt 13th level, you gain the ability to distract targets with your Mage Hand (PHB .256). As a bonus action you can designate a creature within 5 ft of the spectral hand. Doing so gives you advantage on your attack rolls made against that creature until the end of the turn.

Spell ThiefAt 17th level, immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effects against you, and steal the knowledge of the spell if it is at least a 1st level spell and of a level you can cast. For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

Once you use this feature, you can’t use it again until you finish a long rest.

Mastermind (scag .135)Master of IntrigueAt 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn to languages of your choice.

Additionally, you can mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass as a native speaker of a particular land, provided you know the language.

Master of TacticAt 3rd level, you can use the Help action as a bonus

action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30ft of you, if the target can see or hear you.

Insightful ManipulatorAt 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn about its capabilities compared to your own. The DM tells you if the creature if your equal, superior, or inferior in regard to two of the following characteristics: Intelligence score, Wisdom score, Charisma score, Class levels (if any)

At the DMs option, you might also realize you know a piece of the creatures history or personality traits.

MisdirectionAt 13th level, when you are targeted by an attack while a creature within 5ft is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Soul of DeceitAt 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind readers Wisdom (Insight) check.

Additionally, if you choose, magic that determines truth fullness will indicate you are speaking the truth, and you can’t be compelled to tell the truth by magic.

SwashbucklerFancy FootworkAt 3rd level, during your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Rakish AudacityAt 3rd level, you can add your Charisma modifier to your Initiative rolls.

In addition, you don’t need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 ft of you. All the other rules for the Sneak Attack feature still apply to you.

PanacheAt 9th level, as an action, you can make a Charisma (Persuasion) check contested by a creatures Wisdom (Insight) check. The creature must be able to hear you, and you must share a language.

If you succeed on the check and the creature is hostile towards you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 ft apart.

If you succeed on the check and the creature isn’t hostile towards you, it is charmed for 1 minute. While charmed, it regards you as a friendly acquaintance.

This effect ends immediately if you are your companions do anything harmful to it.

Elegant ManeuverAt 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during that turn.

Master DuelistAt 17th level, if you miss with an attack roll, you can roll it again with advantage. Once you use this feature, you can’t use it again until you finish a rest.

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Arcane Trickster Spells bold and asterix denote enchantment or illusion

Cantrips (0 Level)Acid Splash PHB .211Blade Ward PHB .218Booming Blade SCAG .142Chill Touch PHB .221Control Flames EE .16Create Bonfire EE .16Dancing Lights PHB .230Fire Bolt PHB .242Friends* PHB .244Frostbite EE .18Green-Flame Blade

SCAG .143Gust EE .19Light PHB .255Lightning Lure SCAG .143Mage Hand PHB .256Mending PHB .259Message PHB .259Minor** PHB .260Mold Earth EE .21Poison Spray PHB .266Prestidigitation PHB .267Ray of Frost PHB .271Shape Water EE .21Shocking Grasp PHB .275Sword Burst SCAG .143Thunderclap EE .22True Strike PHB .284

1st LevelAbsorb Elements EE .15Alarm PHB .211Burning Hands PHB .220Catapult EE .15Charm Person* PHB .221Chromatic Orb PHB .221Color Spray* PHB .222Comprehend Languages

PHB .224Detect Magic PHB .231Disguise Self * PHB .233Earth Tremor EE .17Expeditious Retreat

PHB .238False Life PHB .239Feather Fall PHB .239Find Familiar PHB .240Fog Cloud PHB .243Grease PHB .246Ice Knife EE .19

Identify PHB .252Illusory Script* PHB .252Jump PHB .254Longstrider PHB .256Mage Armor PHB .256Magic Missile PHB .257Protection from Evil and

Good PHB .270Ray of Sickness PHB .271Shield PHB .275Silent Image* PHB .276Sleep* PHB .276Tasha’s Hideous

Laughter* PHB .280Tenser’s Floating Disk

PHB .282Thunderwave PHB .282Unseen Servant PHB .284Witch Bolt PHB .289

2nd LevelAganazzar’s Scorcher

EE .15Alter Self PHB .211Arcane Lock PHB .215Blindness/Deafness

PHB .219Blur* PHB .219Cloud of Daggers PHB .222Continual Flame PHB .227Crown of Madness*

PHB .229Darkness PHB .230Darkvision PHB .230Detect Thoughts PHB .231Dust Devil EE .17Earthbind EE .17Enlarge/Reduce PHB .237Flaming Sphere PHB .242Gentle Repose PHB .245Gust of Wind PHB .248Hold Person* PHB .251Invisibility* PHB .254Knock PHB .254Levitate PHB .255Locate Object PHB .256Magic Mouth* PHB .257Magic Weapon PHB .257Maximilian’s Earthen

Grasp EE .20

Melf’s Acid Arrow PHB .259

Mirror Image* PHB .260Misty Step PHB .260Nystul’s Magic Aura*

PHB .263Phantasmal Force*

PHB .264Pyrotechnics EE .21Ray of Enfeeblement

PHB .271Rope Trick PHB .272Scorching Ray PHB .273See Invisibility PHB .274Shatter PHB .275Skywrite EE .22Snilloc’s Snowball

Swarm EE .22Spider Climb PHB .277Suggestion* PHB .279Web PHB .287

3rd Level Animate Dead PHB .212Bestow Curse PHB .218Blink PHB .219Clairvoyance PHB .222Counterspell PHB .228Dispel Magic PHB .234Erupting Earth EE .17Fear* PHB .239Feign Death PHB .240Fireball PHB .241Flame Arrows EE .18Fly PHB .243Gaseous Form PHB .244Glyph of Warding

PHB .245Haste PHB .250Hypnotic Pattern*

PHB .252Leomund’s Tiny Hut

PHB .255Lightning Bolt PHB .255Magic Circle PHB .256Major Image* PHB .258Melf’s Minute Meteors

EE .20Nondetection PHB .263Phantom Steed* PHB .265Protection from Energy

PHB .270

Remove Curse PHB .271Sending PHB .274Sleet Storm PHB .276Slow PHB .277Stinking Cloud PHB .278Tidal Wave EE .22Tongues PHB .283Vampiric Touch PHB .285Wall of Sand EE .23Wall of Water EE .23Water Breathing PHB .287

4th LevelArcane Eye PHB .214Banishment PHB .217Blight PHB .219Confusion* PHB .224Conjure Minor

Elementals PHB .226Control Water PHB .227Dimension Door PHB .233Elemental Bane EE .17Evard’s Black Tentacles

PHB .238Fabricate PHB .239Fire Shield PHB .242Greater Invisibility*

PHB .246Hallucinatory Terrain*

PHB .249Ice Storm PHB .252Leomund’s Secret Chest

PHB .254Locate Creature PHB .256Mordenkainen’s Faithful

Hound PHB .261Mordenkainen’s Private

Sanctum PHB .262Otiluke’s Resilient

Sphere PHB .264Phantasmal Killer*

PHB .265Polymorph PHB .266Stone Shape PHB .278Stoneskin PHB .278Storm Sphere EE .22Vitriolic Sphere EE .23Wall of Fire PHB .285Watery Sphere EE .23

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SorcererHit PointsHit Dice: 1d6 per Sorcerer LevelHit Points at 1st Level: 6 + your Constitution modifierHit Points at Higher Levels: 1d6 (or 4) + your

Constitution modifier per Sorcerer level after 1st

ProficienciesArmor: NoneWeapons: Daggers, Darts, Slings, Quarterstaffs,

Light CrossbowsSaving Throws: Constitution, CharismaSkills: Two from Arcana, Deception, Insight,

Intimidation, Persuasion, and Religion

EquipmentYou start with the following equipment:

• (a) a Light Crossbow and 20 bolts or (b) any Simple Weapon• (a) a Component Pouch or (b) an Arcane Focus• (a) a Dungeoneer’s Pack, or (b) an Explorer’s Pack• Two Daggers

SpellcastingCantripsAt 1st level, you know four cantrips from the Sorcerer spell list. You learn additional cantrips as you level up, as per the Sorcerer table.

Spell SlotsThe Sorcerer Table shows how many spell slots you have of each level. To cast one of these spells, you must expend a spell slot of the spells level or higher. You regain all spell slots when you finish a long rest.

Spells Known of 1st Level and HigherThe Sorcerer Table shows how many spells you know. Each of these spells must be of a level for which you have a slot. Additionally, when you gain a level in this class, you may replace a spell you know with another from the Sorcerer spell list.

Spellcasting AbilityCharisma is your spellcasting ability for Sorcerer spells.

Spell save DC = 8 + your Proficiency bonus + your Charisma modifier

Spell attack modifier = your Proficiency bonus + your Charisma modifier

Spellcasting FocusYou use an arcane focus as a spellcasting focus for your Sorcerer spells.

Font of MagicAt 2nd level, you gain the ability to use sorcery points to create a variety of effects.

Sorcery PointsYou have 2 sorcery points, and gain more as you reach higher Sorcerer levels, as per the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all points when you finish a long rest.

Flexible CastingYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots for more sorcery points.

Creating Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

LevelProf.

BonusSorc.

Points Features 0thSpells Knwn 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 — Spellcasting, Sorcerous Origin 4 2 2 — — — — — — — —

2nd +2 2 Font of Magic 4 3 3 — — — — — — — —

3rd +2 3 Metamagic 4 4 4 2 — — — — — — —

4th +2 4 Ability Score Increase 5 5 4 3 — — — — — — —

5th +3 5 — 5 6 4 3 2 — — — — — —

6th +3 6 Sorcerous Origin feature 5 7 4 3 3 — — — — — —

7th +3 7 — 5 8 4 3 3 1 — — — — —

8th +3 8 Ability Score Increase 5 9 4 3 3 2 — — — — —

9th +4 9 — 5 10 4 3 3 3 1 — — — —

10th +4 10 Metamagic 6 11 4 3 3 3 2 — — — —

11th +4 11 — 6 12 4 3 3 3 2 1 — — —

12th +4 12 Ability Score Increase 6 12 4 3 3 3 2 1 — — —

13th +5 13 — 6 13 4 3 3 3 2 1 1 — —

14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 — —

15th +5 15 — 6 14 4 3 3 3 2 1 1 1 —

16th +5 16 Ability Score Increase 6 14 4 3 3 3 2 1 1 1 —

17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 118th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 119th +6 19 Ability Score Increase 6 15 4 3 3 3 3 2 1 1 120th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

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Creating Spell Slots. As a bonus action on your turn, you can expend sorcery points to create a spell slot. The table below shows the cost of creating a spell slot of a given level. You cannot create a spell slot above 5th. These slots vanish when you finish a long rest

Slot Level Point Cost1st 22nd 33rd 54th 65th 7

MetamagicAt 3rd level, you gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can only use one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful SpellWhen casting a spell that forces other creatures to make a saving throw, you can protect some of those creatures. Spend 1 sorcery point and choose a number of creatures up to your Charisma modifier (min 1). A chosen creature automatically succeeds on its saving throw.

Distant SpellWhen casting a spell with a range of 5 ft or greater, you can spend 1 sorcery point to double the range.

When casting a spell that has a range of touch, you can spend 1 sorcery point the make the range 30 ft.

Empowered SpellWhen rolling damage for a spell, you can spend 1 sorcery point to reroll a number of damage dice up to your Charisma modifier (min 1). You must use the new rolls.

You can use this even if you have already used another Metamagic on this spell.

Extended SpellWhen casting a spell with a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hrs.

Heightened SpellWhen casting a spell that forces a creature to make a saving throw to resist its effect, you can spend 3 sorcery points to impose disadvantage on its first saving throw against the spell.

Quickened SpellWhen casting a spell with a casting time of 1 action, you can spend 2 sorcery points to change its casting time to 1 bonus action.

Subtle SpellWhen casting a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned SpellWhen casting a spell that can only target one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 Sorcery point if its a cantrip).

Ability Score IncreaseAt 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Sorcerous RestorationAt 20th level, you regain 4 expended sorcery points when you finish a short rest.

Sorcerous OriginChoose an origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, or Storm (SCAG). Your choice grants you features at 1st, 6th, 14th, and 18th level.

Draconic BloodlineDragon AncestorAt 1st level, choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Dragon Damage TypeBlack AcidBlue LightningBrass FireBronze LightningCopper AcidGold FireGreen PoisonRed FireSilver ColdWhite Cold

You can speak, read, and write Draconic. Additionally, when making Charisma checks to interact with Dragons, your proficiency bonus is doubled if it would apply to the check.

Draconic ResilienceAt 1st level, your hit point maximum increases by 1, and again by 1 every time you gain a level in this class.

Additionally, parts of you skin are covered by scales. When not wearing armor, your AC is 13 + your Dexterity modifier.

Elemental AffinityAt 6th level, when casting a spell that deals damage of the type associated with your ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance that that damage type for 1 hour.

Dragon WingsAt 14th level, as a bonus action on your turn, you can sprout a pair of dragon wings from your back, gaining a fly speed equal to your current speed. These last until you dismiss them as a bonus action.

You can’t manifest your wings while wearing armor unless it was made to accommodate them. Clothing may be destroyed in the process.

Draconic PresenceAt 18th level, as an action you can spend 5 sorcery points to draw on the dread presence of your draconic ancestor, exuding an aura of awe or fear (your choice) to a distance of 60 ft. For 1 minute or until you lose concentration, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed or frightened. A creature that succeeds on this throw is immune to your aura for 24 hours.

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Wild MagicWild Magic SurgeAt 1st level, immediately after casting a Sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table.

Tides of ChaosAt 1st level, you can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before using this feature again.

Any time before regaining the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after casting a Sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend LuckAt 6th level, when another creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number as a bonus or a penalty to the creatures roll. You can so do after the roll is made but before any effects occur.

Controlled ChaosAt 14th level, when you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell BombardmentAt 18th level, when you roll damage for a spell and roll the highest number possible on any number of dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Storm (scag .137)Wind SpeakerYou can speak, read, and write Primordial.

Tempestuous MagicAt 1st level, you can use a bonus action on your turn, immediately before or after you cast a spell of 1st level or higher, to fly up to 10 ft without provoking opportunity attacks.

Heart of the StormAt 6th level, you gain resistance to lightning and thunder damage.

In addition, when you start casting a spell of 1st level or higher that deals lightning or thunder damage, creatures of your choice within 10 ft of you take lightning or thunder damage (your choice) equal to half your Sorcerer level.

Storm GuideAt 6th level, you can subtly control the weather.

If its raining, you can use an action to cause the rain the stop falling in a 20 ft radius around you. You can end this as a bonus action.

If its windy, you can use a bonus action each round to choose the direction that the wind blows in a 100 ft radius around you. The wind blows in that direction until the end of your next turn. This doesn’t alter the speed of the wind.

Storm’s FuryAt 14th level, when hit by a melee attack, you can use your reaction to deal lightning damage equal to your Sorcerer level. The attacker must succeed on a Strength saving throw or be pushed in a straight line up to 20 ft away from you.

Wind SoulAt 18th level, you gain immunity to lightning and thunder damage.

You also gain a flight speed of 60 ft. As an action, you can reduce your flying speed to 30 ft for 1 hr, and choose a number of creatures within 30 ft equal to 3 + your Charisma modifier. These creatures gain a flying speed of 30 ft for 1 hr. Once you reduce your flying speed in this way, you can’t do so again until after a rest.

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Sorcerer Spells

Cantrips (0 Level)Acid Splash PHB .211Blade Ward PHB .218Booming Blade SCAG .142Chill Touch PHB .221Control Flames EE .16Create Bonfire EE .16Dancing Lights PHB .230Fire Bolt PHB .242Friends PHB .244Frostbite EE .18Gust EE .19Green-Flame Blade

SCAG .143Light PHB .255Lightning Lure SCAG .143Mage Hand PHB .256Mending PHB .259Message PHB .259Minor Illusion PHB .260Mold Earth EE .21Poison Spray PHB .266Prestidigitation PHB .267Ray of Frost PHB .271Shape Water EE .21Shocking Grasp PHB .275Sword Burst SCAG .143 Thunderclap EE .22True Strike PHB .284

1st LevelBurning Hands PHB .220Catapult EE .15Charm Person PHB .221Chromatic Orb PHB .221Color Spray PHB .222Comprehend Languages

PHB .224Detect Magic PHB .231Disguise Self PHB .233Earth Tremor EE .17Expeditious Retreat

PHB .238False Life PHB .239Feather Fall PHB .239Fog Cloud PHB .243Ice Knife EE .19Jump PHB .254Mage Armor PHB .256Magic Missile PHB .257Ray of Sickness PHB .271Shield PHB .275Silent Image PHB .276Sleep PHB .276Thunderwave PHB .282Witch Bolt PHB .289

2nd LevelAganazzar’s Scorcher

EE .15Alter Self PHB .211Blindness/Deafness

PHB .219Blur PHB .219Cloud of Daggers PHB .222Crown of Madness

PHB .229Darkness PHB .230Darkvision PHB .230Detect Thoughts PHB .231Dust Devil EE .17Earthbind EE .17Enhance Ability PHB .237Enlarge/Reduce PHB .237Gust of Wind PHB .248Hold Person PHB .251Invisibility PHB .254Knock PHB .254Levitate PHB .255Maximilian’s Earthen

Grasp EE .20Mirror Image PHB .260Misty Step PHB .260Phantasmal Force

PHB .264Pyrotechnics EE .21Scorching Ray PHB .273See Invisibility PHB .274Shatter PHB .275Snilloc’s Snowball

Swarm EE .22Spider Climb PHB .277Suggestion PHB .279Warding Wind EE .23Web PHB .287

3rd LevelBlink PHB .219Clairvoyance PHB .222Counterspell PHB .228Daylight PHB .230Dispel Magic PHB .234Erupting Earth EE .17Fear PHB .239Fireball PHB .241Flame Arrows EE .18Fly PHB .243

Gaseous Form PHB .244Haste PHB .250Hypnotic Pattern PHB .252Lightning Bolt PHB .255Major Image PHB .258Melf’s Minute Meteors

EE .20Protection from Energy

PHB .270Sleet Storm PHB .276Slow PHB .277Stinking Cloud PHB .278Tongues PHB .283Wall of Water EE .23Water Breathing PHB .287Water Walk PHB .287

4th LevelBanishment PHB .217Blight PHB .219Confusion PHB .224Dimension Door PHB .233Dominate Beast PHB .234Greater Invisibility

PHB .246Ice Storm PHB .252Polymorph PHB .266Stoneskin PHB .278Storm Sphere EE .22Vitriolic Sphere EE .23Wall of Fire PHB .285Watery Sphere EE .23

5th LevelAnimate Objects PHB .213Cloudkill PHB .222Cone of Cold PHB .224Control Winds EE .16Creation PHB .229Dominate Person

PHB .235Hold Monster PHB .251Immolation EE .19Insect Plague PHB .254Seeming PHB .274Telekinesis PHB .280Teleportation Circle

PHB .282Wall of Stone PHB .287

6th LevelArcane Gate PHB .214Chain Lightning PHB .221Circle of Death PHB .221Disintegrate PHB .233Eyebite PHB .238Globe of Invulnerability

PHB .245Investiture of Flame

EE .19Investiture of Ice EE .19Investiture of Stone

EE .19Investiture of Wind EE .20Mass Suggestion PHB .258Move Earth PHB .263Sunbeam PHB .279True Seeing PHB .284

7th LevelDelayed Blast Fireball

PHB .230Etherealness PHB .238Finger of Death PHB .241Fire Storm PHB .242Plane Shift PHB .266Prismatic Spray PHB .267Reverse Gravity PHB .272Teleport PHB .281

8th levelAbi-Dalzim’s Horrid

Wilting EE .15Dominate Monster

PHB .235Earthquake PHB .236Incendiary Cloud PHB .253Power Word Stun

PHB .267Sunburst PHB .279

9th levelGate PHB .244Meteor Swarm PHB .259Power Word Kill PHB .266Time Stop PHB .283Wish PHB .288

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Wild Magic Tabled100 Effect

01—02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03-04 For 1 minute, you can see any invisible creature if you have line of sight to it.

05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 ft of you, then disappears 1 minute later.

07-08 You cast Fireball (PHB .241) as a 3rd-level spell centered on yourself.

09-10 You cast Magic Missile (PHB.257) as a 5th-level spell.

11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13-14 You cast Confusion (PHB .224) centered on yourself.15-16 For 1 minute, you regain 5 hit points at the start

of each of your turns.17-18 You grow a long beard made of feathers that

remains until you sneeze, at which point the feathers explode out from your face.

19-20 You cast Grease (PHB .246) centered on yourself.21-22 Creatures have disadvantage on saving throws

against the next spell you cast in the next minute that involves a saving throw.

23-24 Your skin turns a vibrant shade of blue. A Remove Curse (PHB .271) spell can end this effect.

25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27-28 For 1 minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29-30 You teleport up to 60 ft to an unoccupied space of your choice that you can see.

31-32 You are transported to the Astral Plane until the end ofyour next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33-34 Maximize the damage of the next damaging spell you cast within the next minute.

35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 ft of you and are frightened of you. They vanish after 1 minute.

39-40 You regain 2d10 hit points.41-42 You turn into a potted plant until the start of your

next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43-44 For 1 minute, you can teleport up to 20 ft as a bonus action on each of your turns.

45-46 You cast Levitate (PHB .255) on yourself.

d100 Effect47-48 A unicorn controlled by the DM appears in

a space within 5 ft of you, then disappears 1 minute later.

49-50 You can’t speak for 1 minute. Whenever you try, pink bubbles float out of your mouth.

51-52 A spectral shield hovers near you for 1 minute, granting you a +2 bonus to AC and immunity to Magic Missile (PHB .257).

53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.

55-56 All of your hair falls out, but grows back within 24 hours.

57-58 For 1 minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59-60 You regain your lowest-level expended spell slot.61-62 For 1 minute, you must shout when you speak.63-64 You cast Fog Cloud (PHB .243) centered on yourself.65-66 Up to three creatures you choose within 30 ft of

you take 4d10 lightning damage.67-68 You are frightened by the nearest creature until

the end of your next turn.69-70 Each creature within 30 ft of you becomes

invisible 1 next minute. The invisibility ends on a creature when it attacks or casts a spell.

71-72 You gain resistance to all damage for 1 minute.73-74 A random creature within 60 ft of you becomes

poisoned for 1d4 hours.75-76 You glow with bright light in a 30-ft radius for 1

minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77-78 You cast Polymorph (PHB .266) on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

79-80 Illusory butterflies and flower petals flutter in the air within 10 ft of you 1 next minute.

81-82 You can take one additional action immediately.83-84 Each creature within 30 ft of you takes 1d10

necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85-86 You cast Mirror Image (PHB .260).87-88 You cast Fly (PHB .243) on a random creature

within 60 ft of you.89-90 You become invisible for 1 minute. During

that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91-92 If you die within 1 minute, immediately come back to life as if by the Reincarnate (PHB .271) spell.

93-94 Your size increases by one category for 1 minute.95-96 You and all creatures within 30 ft of you gain

vulnerability to piercing damage for 1 minute.97-98 You are hear by faint, ethereal music for 1 minute.99-00 You regain all expended sorcery points.

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WarlockHit PointsHit Dice: 1d8 per Warlock LevelHit Points at 1st Level: 8 + your Constitution modifierHit Points at Higher Levels: 1d8 (or 5) + your

Constitution modifier per Warlock level after 1st

ProficienciesArmor: Light ArmorWeapons: Simple WeaponsSaving Throws: Wisdom, CharismaSkills: Two from Arcana, Deception, History,

Intimidation, Investigation, Nature, and Religion

EquipmentYou start with the following equipment:

• (a) a Light Crossbow and 20 bolts or (b) any Simple Weapon• (a) a Component Pouch or (b) an Arcane Focus• (a) a Scholar’s Pack or (b) a Dungeoneer’s Pack• Leather Armor, any Simple Weapon, and two Daggers

Pact MagicCantripsAt 1st level, you know two cantrips from the Warlock spell list. You learn additional cantrips as you level up, as per the Warlock table.

Spell SlotsThe Warlock Table shows how many spell slots you have, and what level they all are. To cast one of these spells, you must expend a spell slot. You regain all spell slots when you finish a short or long rest.

Spells Known of 1st Level and HigherThe Warlock Table shows how many spells you know. Each of these spells must be of a level no higher than your current spell slots. Additionally, when you gain a level in this class, you may replace a spell you know with another from the Warlock spell list.

Spellcasting AbilityCharisma is your spellcasting ability for Warlock spells.

Spell save DC = 8 + your Proficiency bonus + your Charisma modifier

Spell attack modifier = your Proficiency bonus + your Charisma modifier

Spellcasting FocusYou use an arcane focus as a spellcasting focus for your Warlock spells.

Eldritch InvocationsAt 2nd level, you gain two eldritch invocations of your choice. When you gain certain levels, you gain additional invocations, as shown in the Warlock table. Additionally, when you gain a level in this class, you can replace an invocation you know.

If an invocation has prerequisities, you must meet them to learn them. You can learn the invocation at the same time that you meet its prerequisities. Level prerequisities refer to Warlock level, not character level.

Agonizing BlastPrerequisite: Eldritch Blast (PHB .237) cantrip

When you cast Eldritch Blast (PHB.237), add your Charisma modifier to the damage it deals on a hit.

Armor of ShadowsYou can cast Mage Armor (PHB.256) on yourself at will, without expending a spell slot or material components.

LevelProf.

Bonus Features 0thSpells Knwn

Spell Slots

Slot Level

Invocations Known

1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st —

2nd +2 Eldritch Invocations 2 3 2 1st 23rd +2 Pact Boon 2 4 2 2nd 24th +2 Ability Score Improvement 3 5 2 2nd 25th +3 — 3 6 2 3rd 36th +3 Otherworldly Patron feature 3 7 2 3rd 37th +3 — 3 8 2 4th 48th +3 Ability Score Improvement 3 9 2 4th 49th +4 — 3 10 2 5th 5

10th +4 Otherworldly Patron feature 4 10 2 5th 511th +4 Mystic Arcanum (6th level) 4 11 3 5th 512th +4 Ability Score Improvement 4 11 3 5th 613th +5 Mystic Arcanum (7th level) 4 12 3 5th 614th +5 Otherworldly Patron feature 4 12 3 5th 615th +5 Mystic Arcanum (8th level) 4 13 3 5th 716th +5 Ability Score Improvement 4 13 3 5th 717th +6 Mystic Arcanum (9th level) 4 14 4 5th 718th +6 — 4 14 4 5th 8

19th +6 Ability Score Improvement 4 15 4 5th 820th +6 Eldritch Master 4 15 4 5th 8

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Ascendant StepPrerequisite: 9th Level

You can cast Levitate (PHB.255) on yourself at will, without expending a spell slot or material components.

Beast SpeechYou can cast Speak with Animals (PHB.277) at will, without expending a spell slot.

Beguiling InfluenceYou gain proficiency in Deception and Persuasion.

Bewitching WhispersPrerequisite: 7th Level

You can cast Compulsion (PHB.224) once using a Warlock spell slot. You can’t do so again until you take a long rest.

Book of Ancient SecretsPrerequisite: Pact of the Tome feature

Choose two 1st level spells with the ritual tag from any class’s spell list. They are now inscribed inside your Book of Shadows, and don’t count against the number of spells you know. You can cast the chosen spells as rituals. You can’t cast them otherwise, unless you learn them by other means. You may also cast other Warlock spells you know as a ritual if it has the ritual tag.

If you find other ritual spells in your adventures, you can add it to the book if the spell’s level is equal to or less than half your Warlock level (rounded up). For each level of the spell, it takes 2 hours and 50gp in rare ink to transcribe into the book.

Chains of CarceriPrerequisite: 15th level, Pact of the Chain feature

You can cast Hold Monster (PHB.251) at will - targeting a celestial, fiend, or elemental - without expending a spell slot or material components. You must finish a long rest before you can use this invocation on that creature again.

Devil’s SightYou can see normally in darkness, both magical or otherwise, to a distance of 120 ft.

Dreadful WordPrerequisite: 7th level

You can cast Confusion (PHB.224) once using a Warlock spell slot. You can’t do so again until you finish a long rest.

Eldritch SightYou can cast Detect Magic (PHB.231) at will, without expending a spell slot.

Eldritch SpearPrerequisite: Eldritch Blast (PHB .237) cantrip

When you cast Eldritch Blast (PHB.237), its range is 300 ft.

Eyes of the Rune KeeperYou can read all writing

Fiendish VigorYou can cast False Life (PHB.239) on yourself as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two MindsYou can use your action to touch a willing humanoid and perceive through its eyes until the end of your next turn. As long as you are on the same plane, you can use your action on each subsequent turn to maintain this connection. While perceiving through the other creatures senses, you are blinded and deafened to your own surroundings.

LifedrinkerPrerequisite: 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, they take extra necrotic damage equal to your Charisma modifier (Min 1).

Mask of Many FacesYou can cast Disguise Self (PHB.233) at will, without expending a spell slot.

Master of Myriad of FormsPrerequisite: 15th level

You can cast Alter Self (PHB.211) at will, without expending a spell slot.

Minions of ChaosPrerequisite: 9th level

You can cast Conjure Elemental (PHB.225) once using a Warlock spell slot. You can’t do so again until you finish a long rest.

Mire the MindPrerequisite: 5th Level

You can cast Slow (PHB.277) once using a Warlock spell slot. You can’t do so again until you finish a long rest.

Misty VisionsYou can cast Silent Image (PHB.276) at will, without expending a spell slot or material components.

One with ShadowsPrerequisite: 5th level

When in dim light or darker, you can use your action to become invisible until you move or take an action or reaction.

Otherworldly LeapPrerequisite: 9th Level

You can cast Jump (PHB.254) on yourself at will, without expending a spell slot or material components.

Repelling BlastPrerequisite: Eldritch Blast (PHB .237) cantrip

When you hit a creature with Eldritch Blast (PHB.237), you can push them up to 10 ft away from you in a straight line.

Sculptor of FleshPrerequisite: 7th Level

You can cast Polymorph (PHB.266) once using a Warlock spell slot. You can’t do so again until you take a long rest.

Sign of Ill OmenPrerequisite: 5th Level

You can cast Bestow Curse (PHB.218) once using a Warlock spell slot. You can’t do so again until you finish a long rest.

Thief of Five FatesYou can cast Bane (PHB.216) once using a Warlock spell slot. You can’t do so again until you finish a long rest.

Thirsting BladePrerequisite: 5th Level, Pact of the Blade feature

You can attack twice with your pact weapon, instead of once, when you take the Attack action on your turn.

Visions of Distant RealmsPrerequisite: 15th level

You can cast Arcane Eye (PHB.214) at will, without expending a spell slot.

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Voice of the Chain MasterPrerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through its senses as long as you are on the same plane. Additionally, while perceiving through its senses, you can speak through it with your own voice, even if its normally incapable of speech.

Whispers of the GravePrerequisite: 9th level

You can cast Speak with Dead (PHB.277) at will, without expending a spell slot.

Witch SightPrerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while its within 30 ft of you and within line of sight.

Pact BoonAt 3rd level, your patron bestows a gift of your choice of the following.

Pact of the ChainYou learn the Find Familiar (PHB .240) and can cast it as a ritual. This doesn’t count against your spells known.

When you cast this spell, you can choose one of the normal forms for a familiar, or as a sprite, imp, pseudodragon, or quasit.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make an attack of its own.

Pact of the BladeYou can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical.

Your pact weapon disappears if it is more than 5 ft away from you for 1 minute or more. It also disappears if you use this feature again, dismiss the weapon, or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform it over an hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and appears whenever you create your pact weapon thereafter. You can’t affect an artifact or sentient weapon in this way. The weapon ceases to be your pact weapon if you die, if you perform the ritual on another weapon, or if you use another ritual to break the bond. It appears at your feet if its in the extradimensional space when the bond breaks.

Pact of the TomeYour patron gives you a book called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against the number of cantrips you know.

If you lose your Book of Shadows, you can perform a 1 hr ceremony to receive a replacement from your patron. It can be performed during a short or long rest, and destroys the previous book. The book turns to ash if you die.

Ability Score IncreaseAt 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Mystic ArcanumAt 11th level, you can choose one 6th level spell from the Warlock spell list. You can cast this spell once without expending a spell slot. You must finish a long rest before you cast it again.

At higher levels, you gain more Warlock spells that can be cast this way. One 7th level spell at 13th level, one 8th level spell at 15th level, and one 9th level at 17th level. You regain all uses of Mystic Arcanum when you finish a long rest.

Eldritch MasterAt 20th level, you can spend 1 minute and regain all your expended spell slots. Once you use this feature, it can’t be used again until you finish a long rest.

Otherworldly PatronAt 1st level, you struck a bargain with an otherworldly being of your choice: The Archfey, the Fiend, the Great Old One, The Undying (SCAG). This choice grants you features at 1st, 6th, 10th, and 14th level.

The ArchfeyExpanded Spell ListYour patron adds the following spells to the Warlock spell list for you.

Spell Level Spells

1st Faerie Fire (PHB .239),Sleep (PHB .276)

2nd Calm Emotions (PHB .221),Phantasmal Force (PHB .264)

3rd Blink (PHB .219),Plant Growth (PHB .266)

4th Dominate Beast (PHB .234),Greater Invisibility (PHB .246)

5th Dominate Person (PHB .235),Seeming (PHB .274)

Fey PresenceAt 1st level, as an action, you can cause each creature in a 10 ft cube around you to make a Wisdom saving throw against your spell save DC. Those that fail are charmed or frightened (your choice) until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Misty EscapeAt 6th level, when you take damage, you can use your reaction to turn invisible and teleport up to 60 ft to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

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Beguiling DefensesAt 10th level, you become immune to being charmed, and when another creature attempts to charm you, you can use your reaction to reverse the charm back on them. They must succeed on a Wisdom saving throw versus your spell save DC or be charmed by you for 1 minute or until the creature takes damage.

Dark DeliriumAt 14th level, as an action, choose a creature you can see within 60 ft. It must make a Wisdom saving throw against your spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken. This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance is as you choose. It can see and hear only itself, you, and the illusion.

You must finish a short or long rest before using this feature again.

The FiendExpanded Spell ListYour patron adds the following spells to the Warlock spell list for you.

Spell Level Spells

1st Burning Hands (PHB .220),Command (PHB .223)

2nd Blindness/Deafness (PHB .219),Scorching Ray (PHB .273)

3rd Fireball (PHB .241),Stinking Cloud (PHB .278)

4th Fire Shield (PHB .242),Wall of Fire (PHB .285)

5th Flame Strike (PHB .242),Hallow (PHB .249)

Dark One’s BlessingAt 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your Warlock level (min 1).

Dark One’s Own LuckAt 6th level, when you make an ability check or saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the effects occur.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Fiendish ResilienceAt 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical or silver weapons ignore this resistance.

Hurl Through HellAt 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. They disappear and hurtle through a nightmare landscape.

At the end of your next turn, it returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage.

Once you use this feature, you can’t use it again until you finish a long rest.

The Great Old OneExpanded Spell ListYour patron adds the following spells to the Warlock spell list for you.

Spell Level Spells

1st Dissonant Whispers (PHB .234),Tasha’s Hideous Laughter (PHB .280)

2nd Detect Thoughts (PHB .231),Phantasmal Force (PHB .264)

3rd Clairvoyance (PHB .222),Sending (PHB .274)

4th Dominate Beast (PHB .234),Evard’s Black Tentacles (PHB .238)

5th Dominate Person (PHB .235),Telekinesis (PHB .280)

Awakened MindAt 1st level, you can communicate telepathically with any creature you can see within 30 ft. You don’t need to share a language, but it must be able to understand at least one language.

Entropic WardAt 6th level, when a creature makes an attack roll against you, you can use your reaction to impose disadvantage. If the attack misses, your next attack roll against that creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Thought ShieldAt 10th level, your thoughts can’t be read by telepath or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, it takes the same amount of damage.

Create ThrallAt 14th level, you can use your action to touch an incapacitated humanoid. They are then charmed by you until a Remove Curse (PHB.271) spell is cast on it, if the charmed condition is removed, or you use this feature again. You can communicate telepathically with the charmed creature as long as you on the same plane.

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The Undying (scag)Expanded Spell ListYour patron adds the following spells to the Warlock spell list for you.

Spell Level Spells

1st False Life (PHB .239),Ray of Sickness (PHB .271)

2nd Blindness/Deafness (PHB .219),Silence (PHB .275)

3rd Feign Death (PHB .240),Speak with Dead (PHB .277)

4th Aura of Life (PHB .216),Death Ward (PHB .230)

5th Contagion (PHB .227),Legend Lore (PHB .254)

Among the DeadAt 1st level, you learn the Spare the Dying (PHB .277) cantrip, which doesn’t count against the number of Warlock cantrips you know. You also have advantage on any saving throws against disease.

Additionally, if an undead targets you directed with an attack or harmful spell, it must make a Wisdom saving throw against your spell save DC (unless the spell is an area of effect spell). On a failed save, they must choose a new target, or forfeit the spell. On a successful save, they are immune to this effect for 24 hrs. They are also immune to this effect for 24 hrs if you target it with an attack or harmful spell.

Defy DeathAt 6th level, you regain hit points equal to 1d8 + your Constitution modifier (min 1) when you succeed on a death saving throw or when you use Spare the Dying (PHB .277) on another creature.

Once you use this feature, you can’t use it again until you finish a long rest.

Undying NatureAt 10th level, you can hold your breath indefinitely, and don’t require food, water, or sleep. You still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at 1/10th the normal rate, and are immune to being magically aged.

Indestructible LifeAt 14th level, you can use your bonus action to regain hit points equal to 1d8 + your Warlock level. Additionally, you can reattach severed limbs at this time.Once you use this feature, you can’t use it again until you finish a short or long rest.

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Warlock Spells

Cantrips (0 Level)Blade Ward PHB .218Booming Blade SCAG .142Chill Touch PHB .221Create Bonfire EE .16Eldritch Blast PHB .237Friends PHB .244Frostbite EE .18Green-Flame Blade

SCAG .143Lightning Lure SCAG .143Mage Hand PHB .256Magic Stone EE .20Minor Illusion PHB .260Poison Spray PHB .266Prestidigitation PHB .267Sword Burst SCAG .143 Thunderclap EE .22True Strike PHB .284

1st LevelArmor of Agathys PHB .215Arms of Hadar PHB .215Charm Person PHB .221Comprehend Languages

PHB .224Expeditious Retreat

PHB .238Hellish Rebuke PHB .250Hex PHB .251Illusory Script PHB .252Protection from Evil and

Good PHB .270Unseen Servant PHB .284Witch Bolt PHB .289

2nd LevelCloud of Daggers PHB .222Crown of Madness

PHB .229Darkness PHB .230Earthbind EE .17Enthrall PHB .238Hold Person PHB .251Invisibility PHB .254Mirror Image PHB .260Misty Step PHB .260Ray of Enfeeblement

PHB .271Shatter PHB .275Spider Climb PHB .277Suggestion PHB .279

3rd LevelCounterspell PHB .228Dispel Magic PHB .234Fear PHB .239Fly PHB .243Gaseous Form PHB .244Hunger of Hadar PHB .251Hypnotic Pattern PHB .252Magic Circle PHB .256Major Image PHB .258Remove Curse PHB .271Tongues PHB .283Vampiric Touch PHB .285

4th LevelBanishment PHB .217Blight PHB .219Dimension Door PHB .233Elemental Bane EE .17Hallucinatory Terrain

PHB .249

5th LevelContact Other Plane

PHB .226Dream PHB .236Hold Monster PHB .251Scrying PHB .273

6th LevelArcane Gate PHB .214Circle of Death PHB .221Conjure Fey PHB .226Create Undead PHB .229Eyebite PHB .238Flesh to Stone PHB .243Investiture of Flame

EE .19Investiture of Ice EE .19Investiture of Stone

EE .19Investiture of Wind EE .20Mass Suggestion PHB .258True Seeing PHB .284

7th levelEtherealness PHB .238Finger of Death PHB .241Forcecage PHB .243Plane Shift PHB .266

8th levelDemiplane PHB .231Dominate Monster

PHB .235Feeblemind PHB .239Glibness PHB .245Power Word Stun

PHB .267

9th LevelAstral Projection PHB .215Foresight PHB .244Imprisonment PHB .252Power Word Kill PHB .266True Polymorph PHB .283

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WizardHit PointsHit Dice: 1d6 per Wizard LevelHit Points at 1st Level: 6 + your Constitution modifierHit Points at Higher Levels: 1d6 (or 4) + your

Constitution modifier per Wizard level after 1st

ProficienciesArmor: NoneWeapons: Daggers, Darts, Slings, Quarterstaffs,

Light CrossbowsSaving Throws: Intelligence, WisdomSkills: Two from Arcana, History, Insight, Investigation,

Medicine, and Religion

EquipmentYou start with the following equipment:

• (a) a Quarterstaff or (b) a Dagger• (a) a Component Pouch or (b) an Arcane Focus• (a) a Scholar’s Pack or (b) an Explorer’s Pack• A Spell Book

SpellcastingCantripsAt 1st level, you know three cantrips from the Wizard spell list. You learn additional cantrips as you level up, as per the Wizard table.

SpellbookAt 1st level, you have a spellbook containing six 1st level Wizard spells of your choice.

If you wish to copy a spell from your spellbook into another book (such as a backup spellbook) you can spend 1 hour and 10 gp per spell level of the copied spell to do so. If you lose your spellbook, you can do the same process to copy down your prepared spells to a new spellbook.

Preparing and Casting SpellsThe Wizard Table shows how many spell slots you have of each level. To cast one of these spells, you must expend a spell slot of the spells level or higher. You regain all spell slots when you finish a long rest. Casting the spell doesn’t remove it from your list of prepared spells.

You prepare a list of Wizard spells that are available for you to cast. Choose a number of spells from your spellbook equal to your Intelligence modifier + your Wizard level (min 1). They must be of a level for which you have slots.

You can change this list of prepared spells when you finish a long rest. Doing so takes time: 1 minute per spell level for each spell on your list.

Spellcasting AbilityIntelligence is your spellcasting ability for Wizard spells.

Spell save DC = 8 + your Proficiency bonus + your Intelligence modifier

Spell attack modifier = your Proficiency bonus + your Intelligence modifier

Ritual CastingYou can cast Wizard spells as a ritual if that spell has the ritual tag and you have it in your spellbook. It doesn’t need to be prepared.

Spellcasting FocusYou can use an arcane focus as a spellcasting focus for your Wizard spells.

Learning Spells of 1st Level and HigherEach time you gain a Wizard level, you can add two Wizard spells of your choice to your spellbook. Each must be of a level for which you have spell slots.

If you find other Wizard spells of 1st level or high in your travels, you can add it to your spellbook if it is of a level for which you have spell slots. This takes 2 hours and 50 gp in ink for each level of the spell.

LevelProf.

Bonus Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th1st 2 Spellcasting, Arcane Recovery 3 2 — — — — — — — —

2nd 2 Arcane Tradition 3 3 — — — — — — — —

3rd 2 — 3 4 2 — — — — — — —

4th 2 Ability Score Improvement 4 4 3 — — — — — — —

5th 3 — 4 4 3 2 — — — — — —

6th 3 Arcane Tradition feature 4 4 3 3 — — — — — —

7th 3 — 4 4 3 3 1 — — — — —

8th 3 Ability Score Improvement 4 4 3 3 2 — — — — —

9th 4 — 4 4 3 3 3 1 — — — —

10th 4 Arcane Tradition feature 5 4 3 3 3 2 — — — —

11th 4 — 5 4 3 3 3 2 1 — — —

12th 4 Ability Score Improvement 5 4 3 3 3 2 1 — — —

13th 5 — 5 4 3 3 3 2 1 1 — —

14th 5 Arcane Tradition feature 5 4 3 3 3 2 1 1 — —

15th 5 — 5 4 3 3 3 2 1 1 1 —

16th 5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —

17th 6 — 5 4 3 3 3 2 1 1 1 118th 6 Spell Mastery 5 4 3 3 3 3 1 1 1 1

19th 6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 120th 6 Signature Spell 5 4 3 3 3 3 2 2 1 1

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Arcane RecoveryOnce per day, when you finish a short rest, you can recover spell slots. These slots can have a combined level equal to or less than half your Wizard level (rounded up), and none can be 6th level or higher.

Ability Score IncreaseAt 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Spell MasteryAt 18th level, you can choose a 1st-level and 2nd-level Wizard spell in your spellbook. You can cast those spells at their lowest levels without expending a spellslot when they are prepared. If you want to cast them at a higher level, you must expend a slot as usual.

You can change one or both spells for new ones by spending 8 hours in study.

Signature SpellsAt 20th level, you can choose two 3rd level Wizard spells in your spellbook as your signature spells. You always have them prepared, they don’t count against the spells you can have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a slot as normal.

Arcane TraditionsAt 2nd level, you choose an arcane tradition to follow: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, or Bladesinging (SCAG). Your choice grants you features at 2nd, 6th, 10th, and 14th level.

School of AbjurationAbjuration SavantAt 2nd level, the gold and time you spend copying a Abjuration spell into your spellbook is halved.

Arcane WardAt 2nd level, when you cast an abjuration spell of 1st level or higher, you can create a magical ward around yourself that lasts until you finish a long rest. The ward has hit points equal to twice your Wizard level + your Intelligence modifier. Whenever you take damage, it takes the damage instead. If this reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but remains. Whenever you cast an abjuration spell of 1st level or higher, it regains hit points equal to twice the level of the spell.

Once you create the ward, you can’t create it again until you finish a long rest.

Projected WardAt 6th level, whenever a creature you can see within 30 ft of you takes damage, you can use your reaction to have your Arcane Ward absorb the damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Improved AbjurationAt 10th level, when you cast an abjuration spell that requires you to make an ability check as part of the casting, add your proficiency bonus to that ability check.

Spell ResistanceAt 14th level, you have advantage on saving throws against spells. You also have resistance to spell damage.

School of ConjurationConjuration SavantAt 2nd level, the gold and time you spend copying a Conjuration spell into your spellbook is halved.

Minor ConjurationAt 2nd level, you can use your action to conjure an inanimate object in your hand or on the ground in an unoccupied space you can see within 10 ft. This object can be no larger than 3 ft on a side and weigh no more than 10 lbs, and its form must be that of a nonmagical object that you have seen. It is visibly magical, radiating dim light out 5 ft.

It disappears after 1 hr, when you use this feature again, or if it takes any damage.

Benign TranspositionAt 6th level, you can use your action to teleport up to 30 ft to an unoccupied space that you can see. Alternatively, choose a space that is within range that is occupied by a Small or Medium creature. If that creature is willing, you swap places.

Once you use this feature, you can’t use it again until you finish a long rest or cast a conjuration spell of 1st level or higher.

Focused ConjurationAt 10th level, while concentrating on a conjuration spell, your concentration can’t be broken due to damage.

Durable SummonsAt 14th level, any creature you summon or create with a conjuration spell has 30 temporary hit points.

School of DivinationDivination SavantAt 2nd level, the gold and time you spend copying a Divination spell into your spellbook is halved.

PortentAt 2nd level, when you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each roll can only be used once. When you finish a long rest, you lose any unused rolls.

Expert DivinationAt 6th level, when you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

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The Third EyeAt 10th level, you can use your action to gain one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Darkvision. You gain darkvision at 60 ft.Ethereal Sight. You can see into the Ethereal Plane

within 60 ft.Greater Comprehension. You can read any language.See Invisibility. You can see invisible creatures and

objects within 10 ft of you that are in line of sight.

Greater PortentAt 14th level, you can roll three dice for your Portent feature, instead of two.

School of EnchantmentEnchantment SavantAt 2nd level, the gold and time you spend copying a Enchantment spell into your spellbook is halved.

Hypnotic GazeAt 2nd level, as an action, choose one creature that you can see within 5 ft of you. If they can see or hear you, they must succeed on a Wisdom saving throw against you Wizard spell save DC or be charmed by you until the end of your next turn. They’re speed drops to 0, and is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect. However, this ends if you move more than 5 ft away from them, if they can neither see nor hear you, or if they take damage.

Once it ends, or if the creature succeeds on its initial saving throw, you can’t use this feature on that creature again until you finish a long rest.

Instinctive CharmAt 6th level, when a creature you can see within 30 ft of you makes an attack roll against you, you can use your reaction to divert the attack, provided there is another creature in range of the attack. The attacker must make a Wisdom saving throw against your Wizard spell save DC. On a failed save, it must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, it chooses which to target. On a successful save, you can’t use this feature on that attacker again until you finish a long rest.

You must use this feature before knowing if the attack hits or misses. Creatures immune to being charmed are immune to this effect.

Split EnchantmentAt 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you may have it target a second creature.

Alter MemoriesAt 14th level, when you cast an enchantment spell to charm one or more creatures, you can alter one creatures understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your reaction to try to make the chosen creature forget some of the time spent charmed. They must succeed on an Intelligence saving throw against your Wizard spell save DC or lose a number of hours equal to 1 + your Charisma modifier (min 1). You can make the creature forget less tiem, and the time can’t exceed the duration of the enchantment spell.

School of EvocationEvocation SavantAt 2nd level, the gold and time you spend copying a Evocation spell into your spellbook is halved.

Sculpt SpellsAt 2nd level, when you cast an evocation spell that affects other creatures you can see, you can choose a number of them equal to 1 + the spell’s level. They automatically succeed on their saving throws against the spell, and take no damage if they would normally take half.

Potent CantripAt 6th level, when a creature succeeds on a saving throw against your cantrip, it takes half the damage, but suffers no additional effect from the cantrip.

Empowered EvocationAt 10th level, you can add your Intelligence modifier to the damage of any Wizard evocation spell you cast.

OverchannelAt 14th level, when you cast a Wizard spell of 5th level of lower, not including cantrips, that deals damage, you can deal the maximum damage with that spell.

The first time you do so, you suffer no ill effects. If you use it again before finishing a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before taking a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

School of IllusionIllusion SavantAt 2nd level, the gold and time you spend copying a Illusion spell into your spellbook is halved.

Improved Minor IllusionAt 2nd level, you learn the Minor Illusion (PHB .260) cantrip. If you already know this cantrip, you learn a different Wizard cantrip of your choice. This doesn’t count against the number of cantrips you know.

When you cast Minor Illusion (PHB .260), you can create both a sound and an image with a single casting.

Malleable IllusionsAt 6th level, when you cast an illusion spell that has a duration of 1 min or longer, you can use your action to change the nature of that illusion (using the spells normal parameters), provided its within sight.

Illusory SelfAt 10th level, when a creature makes an attack roll against you, you can use your reaction to interpose an illusory duplicate between the attacker and yourself. The attack automatically misses, and the illusion disappears.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Illusory RealityAt 14th level, when you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 min.

The object can’t deal damage or otherwise directly harm anyone.

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School of NecromancyNecromancy SavantAt 2nd level, the gold and time you spend copying a Necromancy spell into your spellbook is halved.

Grim HarvestAt 2nd level, once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if its a necromancy spell. You don’t gain this benefit for killing constructs or undead.

Undead ThrallsAt 6th level, you add the Animate Dead (PHB .212) spell to your spellbook if it is not there already. When you cast Animate Dead (PHB .212), you can target one additional corpse or pile of bones.

Whenever you create an undead using a necromancy spell, it has additional benefits:

• It’s hit point maximum is increased by an amount equal to your Wizard level.• It adds your proficiency bonus to its weapon damage

Inured to UndeathAt 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced.

Command UndeadAt 14th level, as an action you can choose one undead that you can see within 60 ft of you. It must make a Charisma saving throw against your Wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the save and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

School of TransmutationTransmutation SavantAt 2nd level, the gold and time you spend copying a Transmutation spell into your spellbook is halved.

Minor AlchemyAt 2nd level, you can transform one object composed entirely of wood, stone (not gemstone), iron, copper, or silver into a different one of those materials. For each 10 min you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration, the material reverts to its original substance.

Transmutater’s StoneAt 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself, or give it to another creature. They gain a benefit of your choice as long as its in their possession. When you create the stone, choose the benefit from the following options:

• Darkvision at 60 ft• A speed increase of 10 ft while unencumbered• Proficiency in Constitution saving throws• Resistance to acid, cold, fire, lightning, or thunder damage (your choice)

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if its on your person. If you create a new stone, the previous one ceases to function.

ShapechangerAt 10th level, you add the Polymorph (PHB .266) spell to you spellbook, if it’s not there already. You can cast it without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Once you do so, you can’t cast it again this way until you finish a short or long rest.

Master TransmuterAt 14th level, you can use your action to consume your transmutation stone. When you do so, choose one of the following effects. Your stone is destroyed, and can’t be remade until you finish a long rest

Major Transformation. You can transmute one nonmagical object - no larger than a 5 ft cube - into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 min transforming it.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the stone. It also regains all its hit points.

Restore Life. You cast the Raise Dead (PHB .270) spell on a creature you touch with the stone, without expending a spell slot or needing to have it in your spellbook.

Restore Youth. You touch a willing creature with your stone, and its apparent age is reduced by 3d10 years, to a minimum of 13 years. This doesn’t extend its lifespan.

Bladesinging (scag)Restriction: Elves OnlyTraining in War and SongAt 2nd level, you gain proficiency in Light Armor, and one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don’t already have it.

BladesongAt 2nd level, provided you aren’t wearing medium or heavy armor or using a shield, you can use a bonus action to start a Bladesong, which lasts for 1 minute. It ends early if you’re incapacitated, if you don medium or heavy armor or a shield, or take two hands to make an attack with a weapon. You can also dismiss it at any time, no action required.

While it is active, you gain the following benefits:• You gain AC equal to your Intelligence modifier (min 1)• Your walking speed increases by 10 ft• You have advantage on Dexterity (Acrobatics) checks• You gain a bonus to any Constitution saving throws to maintain your concentration on a spell. The bonus is equal to your Intelligence modifier (min 1)

You can use this feature twice. You regain all expended uses when you finish a short or long rest.

Extra AttackAt 6th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Song of DefenseAt 10th level, when you take damage, you can use your reaction to expend one spell slot and reduce the damage by an amount equal to five times the spell slots level.

Song of VictoryAt 14th level, you add your Intelligence modifier (min 1) to the damage of your melee weapon attacks while your Bladesong is active.

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Wizard Spells

Cantrips (0th level)Acid Splash (Conj .)

PHB .211Blade Ward (Abj .)

PHB .218Booming Blade (Abj .)

SCAG .142Chill Touch (Necro .)

PHB .221Control Flames (Trans .)

EE .16Create Bonfire (Conj .)

EE .16Dancing Lights (Evoc .)

PHB .230Fire Bolt (Evoc .) PHB .242Friends (Ench .) PHB .244Frostbite (Evoc .) EE .18Gust (Trans .) EE .19Green-Flame Blade

(Abj .) SCAG .143Light (Evoc .) PHB .255Lightning Lure (Abj .)

SCAG .143Mage Hand (Conj .)

PHB .256Mending (Trans .) PHB .259Message (Trans .) PHB .259Minor Ill. (Ill .) PHB .260Mold Earth (Trans .) EE .21Poison Spray (Conj .)

PHB .266Prestidigitation (Trans .)

PHB .267Ray of Frost (Evoc .)

PHB .271Shape Water (Trans .)

EE .21Shocking Grasp (Evoc .)

PHB .275Sword Burst (Conj .)

SCAG .143 Thunderclap (Evoc .)

EE .22True Strike (Div .) PHB .284

1st LevelAbsorb Elements (Abj .)

EE .15Alarm (Abj .) PHB .211Burning Hands (Evoc .)

PHB .220Catapult (Trans .) EE .15Charm Person (Ench .)

PHB .221Chromatic Orb (Evoc .)

PHB .221Color Spray (Ill .) PHB .222Comprehend Languages

(Div .) PHB .224Detect Magic (Div .)

PHB .231Disguise Self (Ill .)

PHB .233Earth Tremor (Evoc .)

EE .17Expeditious Retreat

(Trans .) PHB .238

False Life (Necro .) PHB .239

Feather Fall (Trans .) PHB .239

Find Familiar (Conj .) PHB .240

Fog Cloud (Conj .) PHB .243Grease (Conj .) PHB .246Ice Knife (Conj .) EE .19Identify (Div .) PHB .252Illusory Script (Ill .)

PHB .252Jump (Trans .) PHB .254Longstrider (Trans .)

PHB .256Mage Armor (Abj .)

PHB .256Magic Missile (Evoc .)

PHB .257Protection from Evil and

Good (Abj .) PHB .270Ray of Sickness (Necro .)

PHB .271Shield (Abj .) PHB .275Silent Image (Ill .) PHB .276Sleep (Ench .) PHB .276Tasha’s Hideous

Laughter (Ench .) PHB .280

Tenser’s Floating Disk (Conj .) PHB .282

Thunderwave (Evoc .) PHB .282

Unseen Servant (Conj .) PHB .284

Witch Bolt (Evoc .) PHB .289

2nd LevelAganazzar’s Scorcher

(Evoc .) EE .15Alter Self (Trans .) PHB .211Arcane Lock (Abj .)

PHB .215Blindness/Deafness

(Necro .) PHB .219Blur (Ill .) PHB .219Cloud of Daggers (Conj .)

PHB .222Continual Flame (Evoc .)

PHB .227Crown of Madness

(Ench .) PHB .229Darkness (Evoc .) PHB .230Darkvision (Trans .)

PHB .230Detect Thoughts (Div .)

PHB .231Dust Devil (Conj .) EE .17Earthbind (Trans .) EE .17Enlarge/Reduce (Trans .)

PHB .237Flaming Sphere (Conj .)

PHB .242Gentle Repose (Necro .)

PHB .245Gust of Wind (Evoc .)

PHB .248

Hold Person (Ench .) PHB .251

Invisibility (Ill .) PHB .254Knock (Trans .) PHB .254Levitate (Trans .) PHB .255Locate Object (Div .)

PHB .256Magic Mouth (Ill .)

PHB .257Magic Weapon (Trans .)

PHB .257Maximilian’s Earthen

Grasp (Trans .) EE .20Melf’s Acid Arrow

(Evoc .) PHB .259Mirror Image (Ill .)

PHB .260Misty Step (Conj .)

PHB .260Nystul’s Magic Aura (Ill .)

PHB .263Phantasmal Force (Ill .)

PHB .264Pyrotechnics (Trans .)

EE .21Ray of Enfeeblement

(Necro .) PHB .271Rope Trick (Trans .)

PHB .272Scorching Ray (Evoc .)

PHB .273See Invisibility (Div .)

PHB .274Shatter (Evoc .) PHB .275Skywrite (Trans .) EE .22Snilloc’s Snowball

Swarm (Evoc .) EE .22Spider Climb (Trans .)

PHB .277Suggestion (Ench .)

PHB .279Web (Conj .) PHB .287

3rd LevelAnimate Dead (Necro .)

PHB .212Bestow Curse (Necro .)

PHB .218Blink (Trans .) PHB .219Clairvoyance (Div .)

PHB .222Counterspell (Abj .)

PHB .228Dispel Magic (Abj .)

PHB .234Erupting Earth (Trans .)

EE .17Fear (Ill .) PHB .239Feign Death (Necro .)

PHB .240Fireball (Evoc .) PHB .241Flame Arrows (Trans .)

EE .18Fly (Trans .) PHB .243Gaseous Form (Trans .)

PHB .244Glyph of Warding (Abj .)

PHB .245

Haste (Trans .) PHB .250Hypnotic Pattern (Ill .)

PHB .252Leomund’s Tiny Hut

(Evoc .) PHB .255Lightning Bolt (Evoc .)

PHB .255Magic Circle (Abj .)

PHB .256Major Image (Ill .) PHB .258Melf’s Minute Meteors

(Evoc .) EE .20Nondetection (Abj .)

PHB .263Phantom Steed (Ill .)

PHB .265Protection from Energy

(Abj .) PHB .270Remove Curse (Abj .)

PHB .271Sending (Evoc .) PHB .274Sleet Storm (Conj .)

PHB .276Slow (Trans .) PHB .277Stinking Cloud (Conj .)

PHB .278Tidal Wave (Conj .) EE .22Tongues (Div .) PHB .283Vampiric Touch (Necro .)

PHB .285Wall of Sand (Evoc .)

EE .23Wall of Water (Evoc .)

EE .23Water Breathing (Trans .)

PHB .287

4th LevelArcane Eye (Div .) PHB .214Banishment (Abj .)

PHB .217Blight (Necro .) PHB .219Confusion (Ench .)

PHB .224Conjure Minor

Elementals (Conj .) PHB .226

Control Water (Trans .) PHB .227

Dimension Door (Conj .) PHB .233

Elemental Bane (Trans .) EE .17

Evard’s Black Tentacles (Conj .) PHB .238

Fabricate (Trans .) PHB .239

Fire Shield (Evoc .) PHB .242

Greater Invisibility (Ill .) PHB .246

Hallucinatory Terrain (Ill .) PHB .249

Ice Storm (Evoc .) PHB .252Leomund’s Secret Chest

(Conj .) PHB .254Locate Creature (Div .)

PHB .256

Page 55: CLASSES quick reference - Joseph Keen

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Mordenkainen’s Faithful Hound (Conj .) PHB .261

Mordenkainen’s Private Sanctum (Abj .) PHB .262

Otiluke’s Resilient Sphere (Evoc .) PHB .264

Phantasmal Killer (Ill .) PHB .265

Polymorph (Trans .) PHB .266

Stone Shape (Trans .) PHB .278

Stoneskin (Abj .) PHB .278Storm Sphere (Evoc .)

EE .22Vitriolic Sphere (Evoc .)

EE .23Wall of Fire (Evoc .)

PHB .285Watery Sphere (Conj .)

EE .23

5th LevelAnimate Objects (Trans .)

PHB .213Bigby’s Hand (Evoc .)

PHB .218Cloudkill (Conj .) PHB .222Cone of Cold (Evoc .)

PHB .224Conjure Elemental

(Conj .) PHB .225Contact Other Plane

(Div .) PHB .226Control Winds (Trans .)

EE .16Creation (Ill .) PHB .229Dominate Person

(Ench .) PHB .235Dream (Ill .) PHB .236Geas (Ench .) PHB .244Hold Monster (Ench .)

PHB .251Immolation (Evoc .) EE .19Legend Lore (Div .)

PHB .254Mislead (Ill .) PHB .260Modify Memory (Ench .)

PHB .261Passwall (Trans .) PHB .264Planar Binding (Abj .)

PHB .265

Rary’s Telepathic Bond (Div .) PHB .270

Scrying (Div .) PHB .273Seeming (Ill .) PHB .274Telekinesis (Trans .)

PHB .280Teleportation Circle

(Conj .) PHB .282Transmute Rock (Trans .)

EE .22Wall of Force (Evoc .)

PHB .285Wall of Stone (Evoc .)

PHB .287

6th LevelArcane Gate (Conj .)

PHB .214Chain Lightning (Evoc .)

PHB .221Circle of Death (Necro .)

PHB .221Contingency (Evoc .)

PHB .227Create Undead (Necro .)

PHB .229Disintegrate (Trans .)

PHB .233Drawmij’s Instant

Summons (Conj .) PHB .235

Eyebite (Necro .) PHB .238Flesh to Stone (Trans .)

PHB .243Globe of Invulnerability

(Abj .) PHB .245Guards and Wards (Abj .)

PHB .248Investiture of Flame

(Trans .) EE .19Investiture of Ice (Trans .)

EE .19Investiture of Stone

(Trans .) EE .19Investiture of Wind

(Trans .) EE .20Magic Jar (Necro .)

PHB .257

Mass Suggestion (Ench .) PHB .258

Move Earth (Trans .) PHB .263

Otiluke’s Freezing Sphere (Evoc .) PHB .263

Otto’s Irresistible Dance (Ench .) PHB .264

Programmed Ill. (Ill .) PHB .269

Sunbeam (Evoc .) PHB .279True Seeing (Div .)

PHB .284Wall of Ice (Evoc .)

PHB .285

7th LevelDelayed Blast Fireball

(Evoc .) PHB .230Etherealness (Trans .)

PHB .238Finger of Death (Necro .)

PHB .241Forcecage (Evoc .)

PHB .243Mirage Arcane (Ill .)

PHB .260Mordenkainen’s

Magnificent Mansion (Conj .) PHB .261

Mordenkainen’s Sword (Evoc .) PHB .262

Plane Shift (Conj .) PHB .266

Prismatic Spray (Evoc .) PHB .267

Project Image (Ill .) PHB .270

Reverse Gravity (Trans .) PHB .272

Sequester (Trans .) PHB .274

Simulacrum (Ill .) PHB .276Symbol (Abj .) PHB .280Teleport (Conj .) PHB .281Whirlwind (Evoc .) EE .24

8th LevelAbi-Dalzim’s Horrid

Wilting (Necro .) EE .15Antimagic Field (Abj .)

PHB .213Antipathy/Sympathy

(Ench .) PHB .214Clone (Necro .) PHB .222Control Weather (Trans .)

PHB .228Demiplane (Conj .)

PHB .231Dominate Monster

(Ench .) PHB .235Feeblemind (Ench .)

PHB .239Incendiary Cloud (Conj .)

PHB .253Maze (Conj .) PHB .258Mind Blank (Abj .) PHB .259Power Word Stun

(Ench .) PHB .267Sunburst (Evoc .) PHB .279Telepathy (Evoc .) PHB .281

9th LevelAstral Projection

(Necro .) PHB .215Foresight (Div .) PHB .244Gate (Con.) PHB .244Imprisonment (Abj .)

PHB .252Meteor Swarm (Evoc .)

PHB .259Power Word Kill (Ench)

PHB .266Prismatic Wall (Abj .)

PHB .267Shapechange (Trans .)

PHB .274Time Stop (Trans .)

PHB .283True Polymorph (Trans .)

PHB .283Weird (Ill .) PHB .288Wish (Conj .) PHB .288