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
Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experiences, knowledges or innate abilities to create magical Effects or deal damage to enemies or heal their allies.
List of Spells
- All Spells
- All Cantrips
- All 1st Level Spells
- All 2nd Level Spells