More actions
Actions
- Action
- Bonus Action
- Reaction
Feats
- Ability Score Increase
- Athlete
- Defensive Duelist
- When you are attacked with a melee attack, you use your reaction to increase your Armour Class by 2, potentially causing the attack to miss. Prerequisite: you must be wielding a Finesse Weapon with which you are Proficient.
- Dual Wielder
- Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren't light.
- Great Weapon Master
- When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a Bonus Action.
- Heavily Armored (Requires Proficiency with Medium Armor)
- Gain Armour Proficiency with Heavy Armour and increase your Strength by 1, to a maximum of 20.
- Lightly Armored
- Gain Armour Proficiency with Light Armour and increase your Strength or Dexterity by 1, to a maximum of 20.
- Magic Initiate: Cleric
- Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.
- Magic Initiate: Druid
- Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once pe Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.
- Magic Initiate: Sorcerer
- Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.
- Magic Initiate: Warlock
- Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.
- Magic Initiate: Wizard
- Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Intelligence.
- Martial Adept
- Learn two maneuvers from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
- Mobile
- Your Movement Speed increases. When you use the Dash action, difficult terrain doesn't slow you down. Moreover, if you move after making a melee attack, you don't provoke an Opportunity Attack from your target.
- Moderately Armored (Requires Proficiency with Light Armor)
- You have Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to a maximum of 20.
- Shield Master
- Gain a +2 bonus to Dexterity Saving Throws when wielding a shield.
- Skilled
- You gain Proficiency in 3 Skills of your choice.
- Tough
- Hit point maximum increased by 2 for each level.
Proficiency
'’'Proficiency'’' indicates your expertise in a particular set of skills. Whether it is knowing how to handle a weapon effectively in combat, or knowing how to use a lockpick.
Every classes have '’'Proficiency Bonus'’', which is based on the character’s '’total'’' level. Proficiency Bonus will be added whenever a character makes an Attack Roll, Ability Check, or Saving Throw.
Level | Proficiency Bonus |
---|---|
Level 1 to 4 | + 2 |
Level 5 to 8 | + 3 |
Level 9 to 12 | + 4 |
Level 13 to 16 | + 5 |
Level 17 to 20 | + 6 |
Spells
- All Spells
- All Cantrips
- All 1st Level Spells
- All 2nd Level Spells