Player's Handbook - Flip eBook Pages 151-200 (2024)

Pa l a d i n

Clad in plate arm or that gleam s in the sunlight despite
the dust and grim e o f long travel, a hum an lays dow n
her sword and shield and places her hands on a mortally
w ounded man. Divine radiance shines from her hands,
the m an’s w ou n ds knit closed, and his eyes op en w ide
with amazement.

A dw arf crouches behind an outcrop, his black cloak
m aking him nearly invisible in the night, and watches
an orc w ar band celebrating its recent victory. Silently,
he stalks into their midst and w hispers an oath, and tw o
ores are dead before they even realize he is there.

Silver hair shining in a shaft o f light that seem s to
illuminate only him, an elf laughs with exultation. His
spear flashes like his eyes as he jabs again and again
at a tw isted giant, until at last his light o v erco m e s its
hideous darkness.

Whatever their origin and their m ission, paladins are
united by their oaths to stand against the fo rce s o f evil.
W hether sw orn before a god’s altar and the w itness of
a priest, in a sacred glade before nature spirits and fey
beings, or in a m om ent o f desperation and grief with the
dead as the only w itness, a paladin’s oath is a pow erful
bond. It is a so u rce o f p ow er that turns a devout w arrior
into a blessed champion.

T he C ause of R igh teo u sn ess

A paladin sw ears to uphold justice and righteousness,
to stand with the good things o f the w orld against the
encroaching darkness, and to hunt the forces o f evil
wherever they lurk. Different paladins focus on various
aspects of the cause of righteousness, but all are
bound by the oaths that grant them pow er to do their
sacred work. Although many paladins are devoted to
gods o f good, a paladin’s pow er com es as m uch from a
com m itm en t to ju stice itself as it d o e s from a god.

Paladins train for years to learn the skills o f combat,
mastering a variety o f w eapons and armor. Even so,
their martial skills are secondary to the m agical pow er
they wield: pow er to heal the sick and injured, to smite
the w icked and the undead, and to protect the innocent
and those w ho join them in the fight for justice.

B e y o n d t h e M u n d a n e L ife

Alm ost by definition, the life o f a paladin is an
adventuring life. U nless a lasting injury has taken him
or her away from adventuring for a time, every paladin
lives on the front lines o f the cosm ic struggle against


T h e Pa l a d i n

Level Proficiency Features
1st Bonus Divine Sense, Lay on Hands
2nd +2 Fighting Style, Spellcasting, Divine Smite
3rd +2 Divine Health, Sacred Oath
4th +2 Ability Score Improvement
5th +2 Extra Attack
6th +3 Aura o f Protection
7th +3 Sacred Oath feature
8th +3 Ability Score Improvement
9th +3 —
10th +4 Aura o f Courage
11th +4 Improved Divine Smite
12th +4 Ability Score Improvement
13th +4 —
14th +5 Cleansing Touch
15th +5 Sacred Oath feature
16th +5 Ability Score Improvement
17th +5 —
18th +6 Aura improvements
19th +6 Ability Score Improvement
20th +6 Sacred Oath feature
+6

evil. Fighters are rare enough am ong the ranks o f the a
militias and arm ies of the world, but even fewer people P
can claim the true calling of a paladin. W hen they do A
receive the call, these w arriors turn from their form er B
occupations and take up arm s to fight evil. S om etim es a
their oaths lead them into the service o f the crow n as
leaders o f elite groups o f knights, but even then their se
loyalty is first to the cau se o f righteousness, not to fr
crow n and country. p
y
Adventuring paladins take their w ork seriously. A te
delve into an ancient ruin or dusty crypt can be a quest d
driven by a higher purpose than the acquisition of a
treasure. Evil lurks in dungeons and primeval forests, y
and even the sm allest victory against it can tilt the a
cosm ic balance away from oblivion. m
a
C r e a t in g a Pa l a d i n st

Th e m ost im portant asp ect o f a paladin character is p
the nature of his or her holy quest. Although the class w
features related to your oath don't appear until you a
reach 3rd level, plan ahead for that choice by reading a
the oath descriptions at the end o f the class. A re you a g
devoted servant of good, loyal to the gods of justice and in
honor, a holy knight in shining arm or venturing forth b
to smite evil? A re you a glorious cham pion o f the light,
cherishing everything beautiful that stands against the Q
shadow, a knight w hose oath descends from traditions Y
older than many o f the gods? Or are you an embittered su
loner sw orn to take vengeance on those w ho have done a
great evil, sent as an angel o f death by the gods or driven n
by your need for revenge? A ppendix B lists many deities
worshiped by paladins throughout the multiverse, such


— Spell Slots per Spell Level— 5th

1st 2nd 3rd 4th —

— — —— —
2 — —— —
3 — —— —
3 — —— —
4 2 —— —
4 2 —— —
4 3 —— —
4 3 —— —
4 3 2— —
4 3 2— —
4 3 3— —
4 3 3— —
4 3 31 —
4 3 31 1
4 3 32 1
4 3 32 2
4 3 33 2
4 3 33
4 3 33
4 3 33

as Torm , Tyr, H eironeou s,
Paladine, Kiri-Jolith, D ol
Arrah, the Silver Flame,
Bahamut, Athena, Re-Horakhty,
and Heimdall.

H ow did you experience your call to
erve as a paladin? Did you hear a whisper
rom an u n seen g od or angel w hile you w ere at
prayer? Did another paladin sense the potential within
ou and decide to train you as a squire? Or did som e
errible event—the destruction o f your hom e, perhaps—
drive you to your quests? Perhaps you stum bled into
a sacred grove or a hidden elven enclave and found
ourself called to protect all such refuges o f goodness
and beauty. Or you might have known from your earliest
m em ories that the paladin’s life w as your calling, alm ost
as if you had been sent into the w orld with that purpose
tamped on your soul.
As guardians against the forces of w ickedness,
paladins are rarely o f any evil alignment. M ost of them
walk the paths of charity and justice. Consider how your
alignment colors the way you pursue your holy quest
and the manner in which you conduct yourself before
ods and mortals. Your oath and alignment might be
n harmony, or your oath might represent standards of
ehavior that you have not yet attained.

Q u ic k Build
You can make a paladin quickly by follow ing these

uggestions. First, Strength should be your highest
bility score, follow ed by Charisma. Second, ch oose the
noble background.


C lass Features

As a paladin, you gain the follow ing class features.

H it P o in t s
Hit Dice: 1d10 p er paladin level
Hit Points at 1st Level: 10 + your Constitution m odi
Hit Points at Higher Levels: 1d 10 (or 6) + your

C onstitution m odifier per paladin level after 1st

P r o f ic ie n c ie s
Armor: All armor, shields
Weapons: Sim ple w eapons, martial weapons
Tools: None

Saving Throws: W isdom , Charisma
Skills: C h oose tw o from Athletics, Insight, Intimida

Medicine, Persuasion, and Religion

E q u ip m e n t
You start with the follow ing equipm ent, in addition t
the equipment granted by your background:

• (a) a m artial w eap on and a shield or (b) tw o martia

weapons

• (a) five javelins or (b) any sim ple m elee w eapon
• (a) a priest’s pack or (b) an explorer’s pack

• Chain mail and a holy symbol

D iv ine Sense

T he presence o f strong evil registers on your sen ses
a noxious odor, and pow erful good rings like heaven
m usic in your ears. A s an action, you can open your
aw areness to detect such forces. Until the end o f you
next turn, you know the location o f any celestial, fien
or undead within 60 feet o f you that is not behind tot
cover. You know the type (celestial, fiend, or undead)
any bein g w h ose p resen ce you sen se, but not its iden
(the vampire Count Strahd von Zarovich, for instanc
W ithin the sam e radius, you also detect the presence
o f any place or object that has been consecrated or

desecrated, as w ith the hallow spell.

You can use this feature a num ber of tim es equal t
1 + your Charisma modifier. W hen you finish a long
you regain all expended uses.

L ay on H ands

Your blessed touch can heal wounds. You have a poo
of healing power that replenishes when you take a lo
rest. With that pool, you can restore a total num ber o
hit points equal to your paladin level x 5.

A s an action, you can touch a creature and draw
p ow er from the p o o l to restore a num ber o f hit points
to that creature, up to the m axim um am ount rem ain
in your pool.

Alternatively, you ca n expend 5 hit points from you
p ool o f healing to cure the target o f one disease or
neutralize on e p oison affecting it. You can cure multi
diseases and neutralize multiple poisons with a sing
use o f Lay on H ands, expending hit points separately
for each one.

This feature has no effect on undead and construct


ifier F ig h t in g St y l e

tion, At 2nd level, you adopt a style o f fighting as your
specialty. C h oose one o f the follow ing options. You can ’t
to take a Fighting Style option m ore than once, even if you
al later get to ch oose again.

s like D efense
nly W h ile you are w earing armor, you gain a +1 bon u s to AC.
ur
nd, D u e l in g
tal W h en you are w ielding a m elee w eap on in on e hand and
) of no other w eapons, you gain a +2 bonus to damage rolls
ntity with that w eapon.

e). G reat W e apo n Fig h t in g
e W hen you roll a 1 or 2 on a damage die for an attack you
m ake with a m elee w eapon that you are w ielding with
to tw o hands, you can reroll the die and must use the new
rest, roll. The w eapon must have the two-handed or versatile
property for you to gain this benefit.
ol
ong P r o t e c t io n
of W hen a creature you can see attacks a target other
than you that is within 5 feet o f you, you can use your
s reaction to im pose disadvantage on the attack roll.
ing You must be wielding a shield.
ur
iple Spellcastin g
le
y By 2nd level, you have learned to draw on divine
ts. m agic through meditation and prayer to cast spells as
a cleric does. S e e chapter 10 for the general rules o f
spellcastin g and chapter 11 for the paladin spell list.

P r e p a r in g a n d C a st in g Spells
The Paladin table show s how many spell slots you have
to cast your spells. To cast one o f your paladin spells of
1st level or higher, you must expend a slot o f the sp ell’s
level or higher. You regain all expended spell slots when
you finish a long rest.

You prepare the list o f paladin spells that are available
for you to cast, ch o o sin g from the paladin spell list.
W hen you do so, ch oose a num ber of paladin spells
equal to your Charisma modifier + half your paladin
level, rounded dow n (minim um o f one spell). The spells
must be o f a level for which you have spell slots.

For exam ple, if you are a 5th-level paladin, you have
four 1st-level and tw o 2nd-level spell slots. W ith a
C harism a o f 14, your list o f prepared sp ells can include
four spells o f 1st or 2nd level, in any com bination. If you

prepare the 1st-level spell cure wounds, you can cast

it using a 1st-level or a 2nd-level slot. Casting the spell
d o e sn ’t rem ove it from your list o f prepared spells.

You can change your list o f prepared spells when you
finish a long rest. Preparing a new list o f paladin spells
requ ires tim e spent in prayer and m editation: at least 1
m inute per spell level for each spell on your list.

Sp e l l c a s t in g A b il it y
Charisma is your spellcasting ability for your paladin
spells, since their pow er derives from the strength of


your convictions. You use your Charisma whenever a Ab
spell refers to your spellcasting ability. In addition, you
use your Charisma m odifier when setting the saving Wh
throw DC for a paladin spell you cast and when making and
an attack roll with one. cho
you
Spell save D C = 8 + your proficiency bonus + sco
your Charisma modifier
Ex
Spell attack modifier = your proficiency bonus +
your Charisma modifier Beg
onc
Spe l l c a st in g Fo cu s
You can use a holy sym bol (found in chapter 5) as a Au
spellcasting focus for your paladin spells.
Sta
D iv in e Sm ite w it
cre
Starting at 2nd level, w hen you hit a creature w ith a Ch
m elee w eapon attack, you can expend one paladin spell mu
slot to deal radiant dam age to the target, in addition to
the w ea p on ’s dam age. T h e extra dam age is 2d 8 for a A
1st-level sp ell slot, plus 1d8 for each spell level higher
than 1st, to a m axim u m o f 5d8. T h e dam age in creases Au
by 1d8 if the target is an undead or a fiend.
Sta
D ivin e H ealth w it
are
By 3rd level, the divine m agic flow ing through you
m akes you immune to disease. A

Sa cr e d O a th Im

W hen you reach 3rd level, you sw ear the oath that binds By
you as a paladin forever. Up to this time you have been mig
in a preparatory stage, com m itted to the path but not pow
yet sw orn to it. N ow you c h o o s e the Oath o f D evotion, me
the Oath o f the Ancients, or the Oath of Vengeance, all dam
detailed at the end o f the class description. atta
Div
Your ch oice grants you features at 3rd level and again
at 7th, 15th, and 20th level. T h ose features include oath Cl
spells and the Channel Divinity feature.
Beg
O a t h Spells end
Each oath has a list o f associated spells. You gain tha
a c c e s s to th ese spells at the levels sp ecified in the oath
description. O nce you gain access to an oath spell, you Y
always have it prepared. Oath spells d on ’t count against to y
the num ber o f spells you can prepare each day. reg

If you gain an oath spell that d oesn ’t appear on the Sa
paladin sp ell list, the spell is n onetheless a paladin
spell for you. Bec
the
C h a n n e l D iv in it y pat
Your oath allow s you to channel divine energy to fuel wh
m agical effects. Each Channel Divinity option provided of a
by your oath explains h ow to u se it. cla
the
W hen you use your Channel Divinity, you choose oth
w hich option to use. You must then finish a short or long an
rest to use your Channel Divinity again. pal

S om e Channel Divinity effects require saving throws. Oa
W hen you use such an effect from this class, the DC
equals your paladin spell save DC. The
ide
cav
pal


b il it y Sco re Im pr o v e m e n t

h en you reach 4th level, and again at 8th, 12th, 16th,
d 19th level, you can increase one ability score o f your
oice by 2, or you can increase tw o ability scores of
ur ch o ice by 1. A s norm al, you ca n ’t in crease an ability
ore above 20 using this feature.

xtra Attack

gin ning at 5th level, you can attack tw ice, instead o f
ce, whenever you take the Attack action on your turn.

u r a of P ro tectio n

arting at 6th level, w hen ever you or a friendly creature
thin 10 feet o f you must m ake a saving throw, the
ature gains a bonus to the saving throw equal to your
arism a m odifier (with a m inim um bon u s o f +1). You
ust be consciou s to grant this bonus.
At 18th level, the range o f this aura in creases to 30 feet.

ura of C ourage

arting at 10th level, you and friendly creatu res
thin 10 feet o f you can’t be frightened w hile you
e conscious.
At 18th level, the range of this aura increases to 30 feet.

m pro ved D iv in e Sm ite

11th level, you are so suffused w ith righteous
ght that all your m elee w eapon strikes carry divine
w er w ith them. W h en ever you hit a creature with a
lee w eapon , the creature takes an extra 1d8 radiant
m age. If you also use your Divine Sm ite with an
ack, you add this dam age to the extra dam age o f your
vine Smite.

lean sin g T ouch

gin ning at 14th level, you can use your action to
d one spell on yourself or on one willing creature
at you touch.
You can use this feature a number of times equal
your C harism a m odifier (a m inim um o f once). You
gain expended uses when you finish a long rest.

acred O aths

com ing a paladin involves taking vow s that com m it
e paladin to the cause o f righteousness, an active
th o f fighting w ickedness. The final oath, taken
en he or she reaches 3rd level, is the culm ination
all the paladin’s training. S om e characters with this
ss don’t consider them selves true paladins until
ey have reached 3rd level and m ade this oath. For
hers, the actual sw earing of the oath is a formality,

official stamp on what has always been true in the
ladin’s heart.

ath of D evo tio n

e Oath o f Devotion binds a paladin to the loftiest
als o f justice, virtue, and order. Som etim es called
valiers, white knights, or holy warriors, these
ladins m eet the ideal o f the knight in shining armor,


acting with honor in pursuit o f justice and the greater
good. They hold themselves to the highest standards of
conduct, and som e, for better or w orse, hold the rest of
the w orld to the sam e standards. Many w ho sw ear this
oath are devoted to gods o f law and good and use their
gods’ tenets as the m easure o f their devotion. They hold
angels—the perfect servants o f good—as their ideals,
and incorporate im ages of angelic w ings into their
helmets or coats of arms.

T enets of D e v o t io n
Though the exact w ords and strictures o f the Oath of
D evotion vary, paladins o f this oath share these tenets.

Honesty. D on ’t lie or cheat. Let your w ord be

your promise.

Courage. Never fear to act, though caution is w ise.
Compassion. Aid others, protect the weak, and

punish those w ho threaten them. Show m ercy to your
foes, but tem per it w ith w isdom .

Honor. Treat others with fairness, and let your

honorable deeds be an example to them. D o as
much good as possible while causing the least
amount of harm.

Duty. B e responsible for your actions and their

consequences, protect those entrusted to your care,
and obey those w ho have just authority over you.

O a th Spells
You gain oath sp ells at the paladin levels listed.

O a t h o f D e v o t io n S p e l l s

Paladin Level Spells

3rd protection fro m evil a n d good, sanctu ary

5th lesser restoration, zone o f truth

9th beacon o f hope, dispel m agic

13th freedom o f movement, guardian o ffaith

17th com m une, flam e strike

C h a n n e l D iv in it y
W h en you take this oath at 3rd level, you gain the
follow ing tw o Channel Divinity options.

Sacred Weapon. As an action, you can imbue one

w eapon that you are holding with positive energy,
using your Channel Divinity. For 1 minute, you add
your Charism a m odifier to attack rolls m ade with that
w eap on (with a m inim um bon u s o f +1). T h e w ea p on also
emits bright light in a 20-foot radius and dim light 20
feet beyon d that. If the w eap on is not already m agical, it
becom es m agical for the duration.

You can end this effect on your turn as part o f any
other action. If you are no longer holding or carrying
this w eapon, or if you fall unconscious, this effect ends.

Turn the Unholy. A s an action, you present your

holy sym bol and speak a prayer censuring fiends and
undead, using your Channel Divinity. Each fiend or
undead that can see or hear you within 30 feet o f you
must make a W isdom saving throw. If the creature
fails its saving throw, it is turned for 1 m inute or until
it takes dam age.

A turned creature must spend its turns trying to m ove
as far away from you as it can, and it ca n ’t w illingly
m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take


B reakin g Yo ur O ath
A paladin tries to hold to the highest standards o f conduct,
but even the most virtuous paladin is fallible. Sometimes
the right path proves too demanding, sometimes a situation
calls for the lesser o f two evils, and sometimes the heat of
emotion causes a paladin to transgress his or her oath.

A paladin who has broken a vow typically seeks absolution
from a cleric who shares his or her faith or from another
paladin of the same order. The paladin might spend an all-
night vigil in prayer as a sign o f penitence, or undertake a
fast or similar act o f self-denial. After a rite o f confession and
forgiveness, the paladin starts fresh.

If a paladin willfully violates his or her oath and shows no
sign o f repentance, the consequences can be more serious.
At the DM's discretion, an impenitent paladin might be
forced to abandon this class and adopt another, or perhaps
to take the Oathbreaker paladin option that appears in the

D ungeon M aster's Guide.

reactions. F or its action, it can use only the D ash action
or try to esca p e from an effect that prevents it from
moving. If there’s nowhere to move, the creature can use
the D odge action.

A u r a of D e v o t io n
Starting at 7th level, you and friendly creatu res w ithin
10 feet o f you ca n ’t be ch a rm ed w hile you are con sciou s.

At 18th level, the range of this aura increases to 30 feet.

P u r it y of Sp ir it
B egin ning at 15th level, you are always under the effects

o f a protection from evil and good spell.

H o l y N im b u s
At 20th level, as an action, you can emanate an aura of
sunlight. F or 1 minute, bright light sh in es from you in a
30 -foot radius, and dim light sh in es 30 feet beyon d that.

W henever an enem y creature starts its turn in the
bright light, the creature takes 10 radiant dam age.

In addition, for the duration, you have advantage on
saving throws against spells cast by fiends or undead.

O n ce you use this feature, you ca n ’t use it again until
you finish a long rest.

O a th of th e A n cien ts

The Oath o f the Ancients is as old as the race o f elves
and the rituals o f the druids. Som etim es called fey
knights, green knights, or horned knights, paladins w ho
sw ear this oath cast their lot with the side o f the light
in the co sm ic struggle against darkn ess b eca u se they
love the beautiful and life-giving things of the world,
not n ecessarily b eca u se they believe in prin ciples o f
honor, courage, and justice. They adorn their arm or and
clothing with im ages o f grow ing things—leaves, antlers,
or flow ers—to reflect their com m itm ent to preserving
life and light in the world.

T en ets of t h e A n c ie n t s
The tenets of the Oath of the Ancients have been
preserved for uncounted centuries. This oath
emphasizes the principles of good above any concerns
o f law or chaos. Its four central principles are simple.


K indle the Light. T hrough your acts o f mercy, symb
can h
kindness, and forgiveness, kindle the light o f hope in the failed
world, beating back despair. takes

S h elter the Light. W h ere there is good, beauty, love, At
as far
and laughter in the world, stand against the w icked ness m ove
that w ou ld sw a llow it. W h ere life flourishes, stand react
against the fo r ce s that w ou ld render it barren. or try
m ovin
P reserv e Your Own Light. D elight in son g and the D

laughter, in beauty and art. If you allow the light to die in If t
your ow n heart, you ca n ’t preserve it in the w orld. shape
it is t
B e the Light. B e a glorious b ea con for all w h o live in
A ur
despair. Let the light o f your joy and courage shine forth Begin
in all your deeds. upon
creat
O a t h Spells dama
You gain oath sp ells at the paladin levels listed.
At
O ath of t h e A n c ie n t s S pells
Und
Paladin Level Spells Start
point
3rd e n sn aring strike, speak with anim als drop
5th m oonbeam , misty step c a n ’t
9th plant growth, protection from energy
13th ice storm , stoneskin Add
17th c o m m u n e with nature, tree stride age, a

C h a n n e l D iv in it y Elde
W h en you take this oath at 3rd level, you gain the At 20
follow ing tw o Channel Divinity options. force
For e
N ature’s Wrath. You can use your Channel Divinity bark-
like,
to invoke primeval forces to ensnare a foe. A s an action,
you can cause spectral vines to spring up and reach Usi
for a creature w ithin 10 feet o f you that you can see. For 1
The creature must succeed on a Strength or Dexterity
saving throw (its choice) or be restrained. W hile • At
restrained by the vines, the creature repeats the saving poi
th row at the end o f each o f its turns. O n a su cce ss, it
frees itself and the vines vanish. • Wh
tim
Turn the Faithless. You can use your Channel ins

Divinity to utter ancient w ords that are painful for fey • En
and fiends to hear. A s an action, you present your holy tag
Ch

On
you f

O at

The O
punis
evil f
peop
guild
ramp
palad
right
som e
purit


bol, and each fey or fiend w ithin 30 feet o f you that
hear you must make a W isdom saving throw. On a
d save, the creature is turned for 1 m inute or until it
s damage.
turned creature must spend its turns trying to move
r away from you as it can, and it ca n ’t w illingly
e to a sp a ce w ithin 30 feet o f you. It also ca n ’t take
tions. F or its action, it can use only the D ash action
y to esca p e from an effect that prevents it from
ng. If th ere’s now h ere to m ove, the creature can use
D odge action.
the creatu re’s true form is co n ce a le d by an illusion,
eshifting, or other effect, that form is revealed w hile
turned.

a of W a r d in g
n ning at 7th level, ancient m agic lies so heavily
n you that it form s an eldritch w ard. You and friendly
tures within 10 feet o f you have resistance to
age from spells.
18th level, the range o f this aura increases to 30 feet.

d y in g Se n t in e l
ting at 15th level, w hen you are redu ced to 0 hit
ts and are not killed outright, you can ch oose to
to 1 hit point instead. O n ce you u se this ability, you
t u se it again until you finish a lon g rest.
ditionally, you suffer none o f the drawbacks o f old
and you can ’t be aged magically.

er C h a m p io n
0th level, you can assum e the form o f an ancient
e of nature, taking on an appearance you choose.
example, your skin might turn green or take on a
-like texture, your hair might becom e leafy or m oss-
or you might sprout antlers or a lion-like mane.
ing your action, you undergo a transformation.
1 minute, you gain the follow ing benefits:

the start o f each o f your turns, you regain 10 hit
ints.
henever you cast a paladin spell that has a casting
m e o f 1 action, you can cast it using a bon u s action
stead.
em y creatures within 10 feet o f you have disadvan­
ge on saving throws against your paladin spells and
annel Divinity options.

nce you u se this feature, you ca n ’t use it again until
inish a long rest.

th of V engeance

Oath of Vengeance is a solem n com m itm ent to
sh those w ho have com m itted a grievous sin. W hen
orces slaughter helpless villagers, when an entire
le turns against the will of the gods, when a thieves’
d grow s too violent and powerful, when a dragon
pages through the cou n tryside—at tim es like these,
dins arise and swear an Oath o f Vengeance to set
that w hich has gone wrong. To these paladins—
etim es called avengers or dark knights—their ow n
ty is not as important as delivering justice.


T enets of V engeance
The tenets o f the Oath o f Vengeance vary by paladin,
all the tenets revolve around punishing w rongdoers b
any m eans necessary. Paladins w ho uphold these ten
are willing to sacrifice even their own righteousness
mete out justice upon those w h o do evil, so the paladi
are often neutral or lawful neutral in alignment. The
core principles of the tenets are brutally simple.

Fight the Greater Evil. Faced w ith a ch oice o f fight

my sw orn foes or com bating a lesser evil. I ch oose th
greater evil.

No Mercy for the Wicked. O rdinary foes m ight w in

my mercy, but my sw orn enem ies do not.

By Any Means Necessary. My qualm s can ’t get in t

way of exterminating my foes.

Restitution. If m y fo e s w rea k ruin on the w orld, it i

because I failed to stop them. I must help those harm
by their m isdeeds.

O a t h Spells
You gain oath spells at the paladin levels listed.

O ath of V e n g ea n c e S pells

Paladin Level Spells
3rd bane, hu n te r’s m ark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying


but C h a n n e l D iv in it y
by W h en you take this oath at 3rd level, you gain the
nets follow ing tw o Channel Divinity options.
to
ins A bjure Enemy. A s an action, you present your holy

ting sym bol and speak a prayer of denunciation, using your
he Channel Divinity. C h oose one creature within 60 feet
o f you that you can see. That creature must m ake a
n W isd o m saving throw, u nless it is im m une to being
frightened. Fiends and undead have disadvantage on
the this saving throw.

is On a failed save, the creature is frightened for 1
med minute or until it takes any dam age. W h ile frightened,
the creatu re’s sp eed is 0, and it ca n ’t benefit from any
bon u s to its speed.

On a su cce ssfu l save, the creatu re’s sp e e d is halved
for 1 minute or until the creature takes any damage.

Vow o f Enmity. A s a bonus action, you can utter a vow

o f enm ity against a creature you can see within 10 feet
o f you, using your Channel Divinity. You gain advantage
on attack rolls against the creature for 1 minute or until
it d rops to 0 hit points or falls u n con sciou s.

R elentless A venger
By 7th level, your supernatural focus helps you close
o ff a fo e ’s retreat. W h en you hit a creature w ith an
opportunity attack, you can m ove up to half your
speed im mediately after the attack and as part of
the sam e reaction. This movem ent d oesn ’t provoke
opportunity attacks.

Soul of V engeance
Starting at 15th level, the authority w ith w h ich you
speak your Vow of Enmity gives you greater pow er over
your foe. W hen a creature under the effect o f your Vow
o f Enmity m akes an attack, you can use your reaction to
m ake a m elee w eap on attack against that creature if it is
within range.

A v e n g in g A ngel
At 20th level, you can assum e the form o f an
angelic avenger. Using your action, you undergo a
transformation. For 1 hour, you gain the following
benefits:

• W ings sprout from your back and grant you a flying
speed o f 60 feet.

• You emanate an aura o f m enace in a 30-foot radius.
The first time any enem y creature enters the aura or
starts its turn there during a battle, the creature m ust
succeed on a W isdom saving throw or becom e fright­
ened o f you for 1 m inute or until it takes any dam age.
Attack rolls against the frightened creature have
advantage.

O nce you u se this feature, you ca n ’t use it again until
you finish a long rest.


Ranger

Rough and wild looking,
a human stalks alone
through the shadows of
trees, hunting the ores he
know s are planning a raid
on a nearby farm. Clutching
a shortsw ord in each hand,
he becom es a whirlwind of
steel, cutting dow n one enemy
after another.

After tumbling away from a cone of
freezin g air, an e lf finds her feet and draw s
back her b o w to lo o se an arrow at the white
dragon. Shrugging off the wave o f fear that emanates
from the dragon like the cold o f its breath, she sends
one arrow after another to find the gaps betw een the
dragon’s thick scales.

Holding his hand high, a half-elf whistles to the hawk
that circles high above him, calling the bird back to his
side. W hispering instructions in Elvish, he points to
the ow lbea r h e’s b ee n tracking and sen ds the haw k to
distract the creature w hile he readies his bow.

Far from the bustle o f cities and towns, past the
hedges that shelter the m ost distant farm s from the
terrors of the wild, amid the dense-packed trees of
trackless forests and across w ide and empty plains,
rangers keep their unending watch.

D eadly H unters

W arriors o f the w ilderness, rangers specialize in
hunting the m onsters that threaten the edges of
civilization—hum anoid raiders, ram paging beasts and
m onstrosities, terrible giants, and deadly dragons. They
learn to track their quarry as a predator does, m oving
stealthily through the w ilds and hiding them selves in
brush and rubble. Rangers focus their com bat training
on techniques that are particularly useful against their
specific favored foes.

Thanks to their familiarity with the wilds, rangers
acqu ire the ability to cast spells that h arness nature’s
power, much as a druid does. Their spells, like their
com bat abilities, em phasize speed, stealth, and the hunt.
A ranger’s talents and abilities are h oned w ith deadly
focus on the grim task of protecting the borderlands.

Indepen den t A dventurers

T hough a ranger m ight m ake a living as a hunter, a
guide, or a tracker, a ran ger’s true calling is to defend
the outskirts of civilization from the ravages of monsters
and h um anoid h ordes that p ress in from the w ild. In
som e places, rangers gather in secretive orders or join
forces with druidic circles. Many rangers, though, are
independent alm ost to a fault, k n ow in g that, w hen a
dragon or a band of orc s attacks, a ranger might be the
first—and possibly the last—line o f defense.

This fierce independence m akes rangers w ell suited
to adventuring, since they are accustom ed to life far
from the com forts o f a dry bed and a hot bath. Faced
with city-bred adventurers w ho grouse and whine about
the hardships o f the wild, rangers respond with som e



The Ran g er

Level Proficiency
1st Bonus Features
2nd
3rd +2 Favored Enemy, Natural Explorer
4th +2 Fighting Style, Spellcasting
5th +2 Ranger Archetype, Primeval Awarene
6th +2 Ability Score Improvement
7th +3 Extra Attack
8th +3 Favored Enemy and Natural Explorer
9th +3 Ranger Archetype feature
10th +3 Ability Score Improvement, Land’s St
11th +4 —
12th +4 Natural Explorer improvement, Hide
13th +4 Ranger Archetype feature
14th +4 Ability Score Improvement
15th +5 —
16th +5 Favored Enemy improvement, Vanish
17th +5 Ranger Archetype feature
18th +5 Ability Score Improvement
19th +6 —
+6 Feral Senses
20th +6 Ability Score Improvement
+6 Foe Slayer

mixture o f amusem*nt, frustration, and com passion.
But they quickly learn that other adventurers w ho can
carry their ow n w eight in a fight against civilization’s
foes are w orth any extra burden. Coddled city folk mi
not know how to feed them selves or find fresh water
the w ild, but they m ake up for it in other ways.

C r e a t in g a R a n g e r

A s you create your ranger character, consider the nat
o f the training that gave you your particular capabiliti
Did you train with a single mentor, wandering the wil
together until you m astered the ran ger’s w ays? Did yo
leave your apprenticeship, or w as your mentor slain—
perhaps by the sam e kind o f m onster that becam e you
favored enemy? Or perhaps you learned your skills as
part o f a band o f rangers affiliated with a druidic circl
trained in mystic paths as well as wilderness lore. You
might be self-taught, a recluse w ho learned com bat
skills, tracking, and even a m agical connection to natu
through the n ecessity o f surviving in the w ilds.

W hat’s the sou rce o f your particular hatred o f a
certain kind o f enemy? Did a m onster kill som eone
you loved or destroy your hom e village? Or did you se
too much of the destruction these m onsters cause and
com m it y ou rse lf to reining in their depredations? Is
your adventuring career a continuation of your work
in protecting the borderlands, or a significant change


Spells — Spell Slots per Spell Level—

Known 1st 2nd 3rd 4th 5th

— —— —— —

2 2 —— ——

ess 3 3—— ——
r improvements
tride 3 3 —— — —
e in Plain Sight
4 4 2— ——
h
4 4 2— — —

5 4 3—— —

5 4 3— — —

6 4 3 2——

6 4 3 2 ——

7 4 3 3— —

7 4 3 3——

8 4 3 3 1—

8 4 3 3 1—

9 4 3 3 2—

9 4 3 3 2—

10 4 3 3 3 1

10 4 3 3 3 1

11 4 3 3 3 2

11 4 3 3 3 2

n W hat made you join up with a band of adventurers?
s D o you find it challen ging to teach n ew allies the w ays
ight o f the wild, or do you w elcom e the relief from solitude
in that they offer?

ture Q u ic k Bu il d
ies. You can make a ranger quickly by following these
lds suggestions. First, make Dexterity your highest ability
ou score, followed by W isdom. (Som e rangers who focus
— on two-w eapon fighting make Strength higher than
ur Dexterity.) Second, ch oose the outlander background.
s
le, C lass Features
u
As a ranger, you gain the follow ing class features.
ure
H it Po in t s
ee Hit Dice: 1d 10 per ranger level
d Hit Points at 1st Level: 10 + your Constitution m odifier
Hit Points at Higher Levels: 1d 10 (or 6) + your
?
C onstitution m odifier per ranger level after 1st

P r o f ic ie n c ie s
Armor: Light armor, m edium armor, shields
Weapons: Simple weapons, martial w eapons
Tools: None

Saving Throws: Strength, Dexterity
Skills: C hoose three from Anim al Handling,

Athletics, Insight, Investigation, Nature, Perception,
Stealth, and Survival

E q u ip m e n t
You start with the follow ing equipment, in addition to
the equipment granted by your background:


• (a) scale m ail or (b) leather arm or A
• (a) tw o sh ortsw ords or (b) tw o sim ple m elee w eap on s Y
• (a) a du ng eon eer’s pack or (b) an explorer’s pack ra

• A longbow and a quiver o f 20 arrows D
W
Fa v o r e d E n e m y
D
B egin ning at 1st level, you have significant experience W
studying, tracking, hunting, and even talking to a certain n
type of enemy. w

C hoose a type o f favored enemy: aberrations, T
beasts, celestials, constructs, dragons, elem entals, fey, W
fiends, giants, m onstrosities, oozes, plants, or undead. yo
Alternatively, you can select tw o races o f hum anoid
(such as gnolls and orc s) as favored enem ies. S

You have advantage on W isdom (Survival) checks to B
track your favored enem ies, as w ell as on Intelligence u
checks to recall inform ation about them. a
sp
W hen you gain this feature, you also learn one
language o f your choice that is spoken by your favored S
en em ies, if they sp eak on e at all. T
to
You ch oose one additional favored enemy, as well as th
an a ssocia ted language, at 6th and 14th level. A s you o
gain levels, your choices should reflect the types of fi
monsters you have encountered on your adventures.
fr
N atu ral Explorer
a
You are particularly familiar with one type of natural
environm ent and are adept at traveling and surviving in S
such regions. C hoose one type o f favored terrain: arctic, Y
coast, desert, forest, grassland, mountain, swamp, ra
or the Underdark. W hen you make an Intelligence or
W isdom check related to your favored terrain, your w
proficiency bonus is doubled if you are using a skill that o
you ’re proficient in.

W hile traveling for an hour or m ore in your favored
terrain, you gain the follow ing benefits:

• Difficult terrain d o e sn ’t slo w your grou p’s travel.
• Your group can’t becom e lost except by magical

means.
• Even w hen you are engaged in another activity while

traveling (such as foraging, navigating, or tracking),
you remain alert to danger.
• If you are traveling alone, you can m ove stealthily at
a normal pace.
• W hen you forage, you find tw ice as much food as you
normally would.
• W hile tracking other creatures, you also learn their
exact number, their sizes, and how long ago they
passed through the area.

You c h o o s e additional favored terrain types at 6th
and 10th level.

F ig h t in g St y l e

At 2nd level, you adopt a particular style o f fighting as
your specialty. C hoose one of the following options.
You can’t take a Fighting Style option m ore than once,
even if you later get to ch oose again.


A rchery
You gain a +2 bonus to attack rolls you make with

anged weapons.

D efense
W h ile you are w earing armor, you gain a +1 bonus to AC.

D u e l in g
W hen you are w ielding a m elee w eapon in one hand and
no other w eapons, you gain a +2 bonus to damage rolls
with that weapon.

Tw o -W e a po n F ig h t in g
W hen you engage in tw o-w eapon fighting, you can add

our ability m odifier to the dam age o f the secon d attack.

Spellcastin g

By the time you reach 2nd level, you have learned to
se the m agical essence o f nature to cast spells, much

as a druid does. S ee chapter 10 for the general rules of
p ellcastin g and chapter 11 for the ranger spell list.

Spell Slots
The Ranger table show s how m any spell slots you have
o cast your spells o f 1st level and higher. To cast one of
hese spells, you must expend a slot o f the spell’s level

r higher. You regain all expended spell slots w hen you
inish a long rest.

F or exam ple, if you kn ow the 1st-level spell animal
riendship and have a 1st-level and a 2nd-level spell slot
available, you can cast animal friendship using either slot.

S p e l l s K n o w n o f 1s t L e v e l a n d H i g h e r
You know tw o 1st-level spells o f your ch oice from the

anger spell list.
The Spells Know n colum n o f the Ranger table show s

w hen you learn m ore ranger spells o f your choice. Each
f these spells must be o f a level for which you have


spell slots. For instance, w hen you reach 5th level in t
class, you can learn one new spell o f 1st or 2nd level.

Additionally, w hen you gain a level in this class,
you can ch oose one o f the ranger spells you know
and replace it w ith another spell from the ranger
spell list, w hich also m ust be o f a level for w hich you
have spell slots.

Sp e l l c a st in g A b il it y
W isdom is your spellcasting ability for your ranger
spells, since your m agic draws on your attunement to
nature. You use your W isdom whenever a spell refers
to your sp ellcastin g ability. In addition, you u se your
W isdom modifier w hen setting the saving throw DC f
a ranger spell you cast and when making an attack ro
with one.

Spell save D C = 8 + your proficiency bonus +
your Wisdom modifier

Spell attack modifier = your proficiency bonus +
your Wisdom modifier

R anger A rchetype

At 3rd level, you ch oose an archetype that you strive
to emulate: Hunter or B east Master, both detailed at
the end of the class description. Your choice grants
you features at 3rd level and again at 7th, 11th,
and 15th level.

P rim eval A wareness

B egin n in g at 3rd level, you can use your action and
expend one ranger spell slot to focus your awareness
the region around you. For 1 minute per level o f the sp
slot you expend, you can sense whether the following
types of creatures are present within 1 mile of you (or
within up to 6 m iles if you are in your favored terrain):
aberrations, celestials, dragons, elem entals, fey, fiend
and undead. This feature d oesn ’t reveal the creatures
location or number.


this A b il it y Sco re Im pr o v e m e n t

o W h en you reach 4th level, and again at 8th, 12th, 16th,
for and 19th level, you can increase one ability score o f your
oll choice by 2, or you can increase tw o ability scores of
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
on score above 20 using this feature.
pell
r Extra A ttack
:
s, B egin n in g at 5th level, you ca n attack tw ice, instead o f
s’ once, whenever you take the Attack action on your turn.

L a n d ’s S t r i d e

Starting at 8th level, m oving through n onm agical
difficult terrain costs you no extra movement. You can
also pass through nonm agical plants without being
slowed by them and without taking damage from them if
they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws
against plants that are m agically created or manipulated
to im pede movement, such those created by the

entangle spell.

H ide in P l a in Sig h t

Starting at 10th level, you can sp en d 1 m inute creating
cam ouflage for yourself. You must have access to fresh
mud, dirt, plants, soot, and other naturally occu rrin g
materials with which to create your camouflage.

O nce you are cam ouflaged in this way, you can try
to hide by pressing yourself up against a solid surface,
such as a tree or w all, that is at least as tall and w ide
as you are. You gain a +10 bonus to Dexterity (Stealth)
checks as long as you remain there without moving or
taking actions. Once you move or take an action or a
reaction, you must cam ouflage yourself again to gain
this benefit.

Van ish

Starting at 14th level, you can u se the H ide action as a
bonus action on your turn. Also, you can’t be tracked by
nonm agical m eans, unless you ch oose to leave a trail.

F er a l Senses

At 18th level, you gain preternatural sen ses that help
you fight creatures you can’t see. W hen you attack a
creature you ca n ’t see, your inability to see it d oesn ’t
im p ose disadvantage on your attack rolls against it.

You are also aware o f the location o f any invisible
creature within 30 feet o f you, provided that the
creature isn’t hidden from you and you aren’t
blinded or deafened.

Foe Slayer

At 20th level, you b ecom e an unparalleled hunter o f your
enemies. Once on each of your turns, you can add your
W isdom m odifier to the attack roll or the dam age roll of
an attack you make against one o f your favored enemies.
You can ch oose to use this feature before or after the
roll, but before any effects of the roll are applied.


Ranger A rchetypes if
da
The ideal o f the ranger has two classic expressions: the
Hunter and the Beast Master. m
to
H u n ter an

Emulating the Hunter archetype m eans accepting your hi
place as a bulwark between civilization and the terrors ha
o f the w ild ern ess. A s you w alk the H unter’s path, you
learn specialized techniques for fighting the threats B
you face, from ram paging ogres and hordes o f orc s to
towering giants and terrifying dragons. Th
be
H u n t e r ’s P r e y U
At 3rd level, you gain one o f the follow ing features th
of your choice. w
m
Colossus Slayer. Y our tenacity can w ear dow n pa

the m ost potent foes. W hen you hit a creature with a R
w eap on attack, the creature takes an extra 1d8 dam age At
if it’s b elo w its hit point m axim um . You can deal this ac
extra dam age only on ce per turn. fig
M
Giant Killer. W h en a Large or larger creature w ithin (a
an
5 feet o f you hits or m isses you with an attack, you can to
use your reaction to attack that creature im mediately as
after its attack, provided that you can see the creature. hi
tim
Horde Breaker. O nce on each o f your turns w hen you
ta
m ake a w eapon attack, you can make another attack ac
with the sam e w eapon against a different creature that ve
is within 5 feet of the original target and within range re
of your weapon. co
or
D e fe n siv e T a c t ic s yo
At 7th level, you gain one o f the follow ing features co
o f your choice.
th
Escape the Horde. O pportunity attacks against you
sp
are made with disadvantage. th
be
Multiattack Defense. W h en a creature hits you
E
with an attack, you gain a +4 bonus to AC against Be
all subsequent attacks m ade by that creature for the yo
rest o f the turn. bo
Di
Steel Will. You have advantage on saving throw s
B
against being frightened. St
m
M u l t ia t t a c k At
At 11th level, you gain on e o f the follow in g features
of your choice. Sh
Be
Volley. You can u se your action to m ake a ranged yo
th
attack against any num ber o f creatures w ithin 10 feet
o f a point you can se e w ithin your w ea p on ’s range. You
must have am munition for each target, as norm al, and
you m ake a separate attack roll for each target.

Whirlwind Attack. You can use your action to m ake a

m elee attack against any number o f creatures within 5
feet o f you, with a separate attack roll for each target.

Su p e r io r H u n t e r ’s D efen se
At 15th level, you gain one o f the follow ing features
o f your choice.

Evasion. You can nim bly d odge out o f the w ay o f

certain area effects, su ch as a red dragon ’s fiery breath

or a lightning bolt spell. W h en you are su bjected to an

effect that allow s you to make a Dexterity saving throw
to take only half damage, you instead take no damage


you succeed on the saving throw, and only half
am age if you fail.

Stand Against the Tide. W h en a hostile creature

m isses you with a m elee attack, you can use your reaction
o force that creature to repeat the sam e attack against
nother creature (other than itself) o f your choice.

Uncanny Dodge. W h en an attacker that you can see

its you w ith an attack, you can use your reaction to
alve the attack’s dam age against you.

east M aster

he Beast Master archetype em bodies a friendship
etween the civilized races and the beasts o f the world.
nited in focus, beast and ranger w ork as one to fight
he m onstrous foes that threaten civilization and the
ilderness alike. Emulating the Beast M aster archetype
m eans com m itting y ou rself to this ideal, w ork in g in
artnership with an anim al as its com panion and friend.

a n g e r ’s C o m p a n io n
t 3rd level, you gain a beast com panion that
ccom panies you on your adventures and is trained to
ght alongside you. C hoose a beast that is no larger than
M edium and that has a challenge rating o f 1/4 or low er
appendix D presents statistics for the hawk, mastiff,
nd panther as examples). Add your proficiency bonus
o the beast’s AC, attack rolls, and dam age rolls, as w ell
s to any saving th row s and skills it is proficient in. Its
it point m axim u m equals its n orm al m axim u m or four
m es your ranger level, w hichever is higher.
T he beast obeys your com m a n d s as best as it can. It
akes its turn on your initiative, though it d o esn ’t take an
ction u n less you com m a n d it to. O n your turn, you can
erbally com m and the beast w here to m ove (no action
equired by you). You can use your action to verbally
om m a n d it to take the Attack, Dash, D isengage, D odge,
r Help action. O nce you have the Extra Attack feature,
ou can make one w eapon attack yourself when you
om m and the beast to take the Attack action.
W hile traveling through your favored terrain with only
he beast, you can m ove stealthily at a n orm al pace.
If the beast dies, you can obtain another one by
pending 8 hours magically bonding with another beast
hat isn’t hostile to you, either the sam e type o f beast as
efore or a different one.

x c e p t io n a l T r a in in g
egin ning at 7th level, on any o f your turns w hen
our beast com panion d oesn ’t attack, you can use a
onus action to com m and the beast to take the Dash,
isengage, D odge, or Help action on its turn.

e st ia l F u ry
tarting at 11th level, your beast com p a n ion can
ake tw o attacks w hen you co m m a n d it to u se the
ttack action.

h a r e Spells
egin ning at 15th level, w hen you cast a spell targeting
ourself, you can also affect your beast com panion with
he spell if the beast is within 30 feet of you.



Rogue

Signaling for her com panions to wait, a halfling creeps
forward through the dungeon hall. She presses an ear
to the door, then pulls out a set o f tools and picks the
lock in the blink o f an eye. Then sh e disappears into
the shadow s as her fighter friend m oves forward to kick
the door open.

A hum an lurks in the shadow s o f an alley w hile his
accom plice prepares for her part in the am bush. W hen
their target—a notorious slaver—passes the alleyway,
the accom plice cries out, the slaver com es to investigate,
and the assa ssin ’s blade cuts his throat before he can
make a sound.

Suppressing a giggle, a gnom e w aggles her fingers
and m agically lifts the key ring from the guard’s belt.
In a moment, the keys are in her hand, the cell door is
open, and she and her com panions are free to make
their escape.

R ogues rely on skill, stealth, and their fo e s’
vulnerabilities to get the upper hand in any situation.
They have a knack for finding the solution to just about
any problem, demonstrating a resourcefulness and
versatility that is the cornerstone o f any successful
adventuring party.

Sk il l a n d P recisio n

R ogues devote as much effort to mastering the use of
a variety o f skills as they do to perfecting their com bat
abilities, giving them a broad expertise that few other
characters can match. Many rogues focus on stealth and
deception, w hile others refine the skills that help them
in a dungeon environment, such as climbing, finding and
disarm ing traps, and opening locks.

W h en it co m e s to com bat, rogu es prioritize cun ning
over brute strength. A rogue w ould rather make one
p recise strike, placing it exactly w here the attack w ill
hurt the target most, than w ear an opponent down
with a barrage of attacks. R ogues have an almost
supernatural knack for avoiding danger, and a few learn
m agical tricks to supplement their other abilities.

A Sh a d y L ivin g

Every tow n and city has its share o f rogues. M ost o f
them live up to the w orst stereotypes o f the class,
m aking a living as burglars, assassins, cutpurses, and
con artists. Often, these scoundrels are organized
into thieves’ guilds or crim e families. Plenty o f rogues
operate independently, but even they som etim es
recruit apprentices to help them in their scam s
and heists. A few rogues make an honest living as


Th e Ro g u e

Level Proficiency Sneak Features
1st Bonus Attack Expertise, Sneak Attack,
Thieves’ Cant
+2 1d6 Cunning Action
Roguish Archetype
2nd +2 1d6 Ability Score Improvement
3rd +2 2d6 Uncanny Dodge
4th +2 2d6 Expertise
5th +3 3d6 Evasion
6th +3 3d6 Ability Score Improvement
7th +3 4d6 Roguish Archetype feature
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Reliable Talent
10th +4 5d6 Ability Score Improvement
+4 6d6 Roguish Archetype feature
11th +4 6d6 Blindsense
+5 7d6 Slippery Mind
12th +5 7d6 Ability Score Improvement
13th +5 8d6 Roguish Archetype feature
14th +5 8d6 Elusive
15th +6 9d6 Ability Score Improvement
16th +6 9d6 Stroke o f Luck
+6 10 d6
17th +6 10 d6

18th
19th
20th

locksm iths, investigators, or exterminators, which can Q ui
be a dangerous jo b in a w orld w here dire rats—and You c
wererats—haunt the sew ers. these
be yo
A s adventurers, rogu es fall on both sides o f the law. Intell
S om e are hardened crim inals w ho decide to seek excel
their fortune in treasure hoards, w hile others take up Arcan
a life o f adventure to e sca p e from the law. S o m e have instea
learned and perfected their skills with the explicit intera
purpose o f infiltrating ancient ruins and hidden crypts
in search o f treasure. Cl

C r eatin g a R ogue As a r

As you create your rogue character, consider the H it
character’s relationship to the law. D o you have a Hit D
crim inal past—or present? Are you on the run from the Hit P
law or from an angry thieves’ guild master? Or did you Hit P
leave your guild in sea rch o f bigger risks and bigger
rew ards? Is it greed that drives you in your adventures, Con
or som e other desire or ideal?
Prof
W hat w as the trigger that led you away from your Armo
previous life? Did a great con or heist gone terribly Weap
w rong cause you to reevaluate your career? Maybe
you w ere lucky and a successful robbery gave you the long
coin you needed to escape the squalor o f your life. Tools
Did wanderlust finally call you away from your hom e?
Perhaps you suddenly found yourself cut off from your Savin
family or your mentor, and you had to find a new m eans Skills
of support. Or maybe you m ade a new friend—another
m em ber o f your adventuring party—w h o sh ow ed you Dec
new possibilities for earning a living and employing Per
your particular talents. Han


c k Build
can make a rogue quickly by following
e suggestions. First. Dexterity should
ur highest ability score. Make
ligence your next-highest if you want to

at Investigation or plan to take up the
ne Trickster archetype. C hoose Charisma
ad if you plan to em phasize deception and social
action. Second, choose the charlatan background.

lass Features

rogue, you have the following class features.

P o in t s
Dice: 1d8 per rogue level
Points at 1st Level: 8 + your Constitution m odifier
Points at Higher Levels: 1d8 (or 5) + your
nstitution m odifier p er rogu e level after 1st

ficien cies

or: Light arm or
pons: Simple weapons, hand crossbow s,
gsw ords, rapiers, shortsw ords
s: Thieves’ tools

ng Throws: Dexterity. Intelligence
s: C hoose four from Acrobatics, Athletics,
ception. Insight, Intimidation, Investigation,
rception, Perform ance. Persuasion, Sleight of
nd, and Stealth


E q u ip m e n t
You start with the following equipment, in addition
the equipment granted by your background:

• (a) a rapier or (b) a sh ortsw ord
• (a) a sh ortbow and quiver o f 20 arrow s or (b) a

sh ortsw ord

• (a) a bu rglar’s pack, (b) a du n g eon eer’s pack, or (

explorer’s pack
• Leather armor, two daggers, and thieves’ tools

E xpertise

At 1st level, ch oose tw o o f your skill proficiencies,
one of your skill proficiencies and your proficiency
thieves’ tools. Your proficiency bonus is doubled fo
ability check you m ake that uses either o f the chos
proficiencies.

At 6th level, you can ch oose tw o m ore o f your
proficiencies (in skills or with thieves’ tools) to gain
this benefit.

Sn e a k A t t a c k

B egin n in g at 1st level, you k n ow h ow to strike subt
and exploit a foe’s distraction. O nce per turn, you c
deal an extra 1d6 dam age to on e creature you hit w
an attack if you have advantage on the attack roll. T
attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if ano
enem y o f the target is w ithin 5 feet o f it, that enem y
isn’t incapacitated, and you d on ’t have disadvantag
the attack roll.

The amount of the extra damage increases as yo
gain levels in this class, as show n in the S n eak Att
colum n o f the R ogue table.

T h ie v e s’ C a n t

During your rogue training you learned thieves’ ca
secret m ix o f dialect, jargon, and cod e that allow s y
hide m essages in seem ingly norm al conversation.
another creature that know s thieves’ cant understa
such m essa ges. It takes four tim es longer to conve
a m essa ge than it d o e s to sp eak the sam e idea plai

In addition, you understand a set o f secret signs
sym bols used to convey short, simple m essages, su
as whether an area is dangerous or the territory of
thieves’ guild, whether loot is nearby, or whether th


n to people in an area are easy m arks or w ill provide a safe
house for thieves on the run.
(c) an
C u n n in g A ctio n
or
y with Starting at 2nd level, your quick thinking and agility
or any allow you to m ove and act quickly. You can take a
bonus action on each o f your turns in combat. This
en action can be used only to take the Dash, Disengage,
or Hide action.
n
R oguish A rch etype
tly
can At 3rd level, you ch oose an archetype that you emulate
w ith in the exercise o f your rogue abilities: Thief, A ssassin,
The or A rca n e Trickster, all detailed at the end o f the class
other description. Your archetype choice grants you features
y at 3rd level and then again at 9th, 13th, and 17th level.
ge on
A bility Score Im pro vem ent
ou
tack W h en you reach 4th level, and again at 8th, 10th, 12th,
16th, and 19th level, you can increase one ability score
ant, a o f your choice by 2, or you can increase tw o ability
you to s c o r e s o f your ch o ice by 1. A s norm al, you ca n ’t in crease
Only an ability score above 20 using this feature.
ands
y such U n can n y D odge
inly.
and Starting at 5th level, w hen an attacker that you can see
uch hits you with an attack, you can use your reaction to
fa halve the attack’s dam age against you.
he
Evasio n

B egin ning at 7th level, you can nim bly d o d g e out o f the
way o f certain area effects, such as a red dragon’s fiery

breath or an ice storm spell. W h en you are subjected

to an effect that allow s you to m ake a Dexterity saving
throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only
h alf dam age if you fail.

R eliable T a l e n t

By 11th level, you have refined your ch osen skills until
they approach perfection. W henever you m ake an ability
check that lets you add your proficiency bonus, you can
treat a d 2 0 roll o f 9 or low er as a 10.

B lin d sen se

Starting at 14th level, if you are able to hear, you are
aware of the location of any hidden or invisible creature
within 10 feet o f you.

Slipper y M ind

By 15th level, you have acquired greater mental
strength. You gain proficiency in W isdom saving throws.

E lu sive

B egin ning at 18th level, you are s o evasive that
attackers rarely gain the upper hand against you. No
attack roll has advantage against you w hile you aren’t
incapacitated.


St r o k e of L u c k se
th
At 20th level, you have an uncanny knack for succeeding
w hen you need to. If your attack m isses a target within A
range, you can turn the m iss into a hit. Alternatively, if
you fail an ability check, you can treat the d20 roll as a 20. Yo
wh
O n ce you u se this feature, you ca n ’t u se it again until sp
you finish a short or long rest. pr
St
Roguish A rchetypes foe

R ogues have many features in com m on, including their Bo
emphasis on perfecting their skills, their precise and W
deadly approach to combat, and their increasingly quick pr
reflexes. But different rogues steer those talents in
varying directions, em bodied by the rogue archetypes. A
Your choice of archetype is a reflection of your focus— St
not n ecessarily an indication o f your chosen profession, ge
but a description of your preferred techniques. att
in
T h ief ac

You hone your skills in the larcenous arts. Burglars, In
bandits, cutpurses, and other crim inals typically follow St
this archetype, but so do rogues w ho prefer to think of ide
themselves as professional treasure seekers, explorers, 25
delvers, and investigators. In addition to im proving your for
agility and stealth, you learn skills useful for delving into be
ancient ruins, reading unfamiliar languages, and using ap
m agic item s you n orm ally cou ld n ’t employ. loo
at
Fa s t H a n d s yo
Starting at 3rd level, you can u se the bon u s action
granted by your Cunning Action to m ake a Dexterity T
(Sleight o f H and) check, use your thieves’ tools to oth
disarm a trap or open a lock, or take the U se an an
Object action.
Im
Se c o n d -S t o r y W o r k At
W h en you c h o o s e this archetype at 3rd level, you gain an
the ability to clim b faster than norm al; clim bing no Yo
longer costs you extra movement. the
lis
In addition, w hen you m ake a running jum p, the ob
distance you cover increases by a num ber of feet equal
to your Dexterity modifier. Y
wa
Su p r e m e Sn e a k ad
Starting at 9th level, you have advantage on a Dexterity to
(Stealth) check if you m ove no m ore than half your
speed on the sam e turn. De
Sta
U se M a g ic D e v ic e dea
By 13th level, you have learned enough about the sur
w orkings o f m agic that you can im provise the use of (D
items even w hen they are not intended for you. You bon
ignore all class, race, and level requirem ents on the use att
of m agic items.
A
T h ie f ’s R e f l e x e s
W h en you reach 17th level, you have b e c o m e adept at So
laying am bushes and quickly escaping danger. You can and
take tw o turns during the first round o f any com bat. You and
take your first turn at your n orm al initiative and your bur
sig


e co n d turn at your initiative m inus 10. You c a n ’t use
his feature when you are surprised.

ssassin

ou focus your training on the grim art of death. T hose
ho adhere to this archetype are diverse: hired killers,
pies, bounty hunters, and even specially anointed
riests trained to exterm inate the en em ies o f their deity.
tealth, poison, and disguise help you eliminate your
es with deadly efficiency.

o n u s P r o f ic ie n c ie s
h en you c h o o s e this archetype at 3rd level, you gain
roficiency w ith the disgu ise kit and the p o is o n e r’s kit.

ssa ssin a te

tarting at 3rd level, you are at your deadliest w hen you
et the drop on your enemies. You have advantage on
tack rolls against any creature that hasn’t taken a turn

the com bat yet. In addition, any hit you score against
creature that is su rp rised is a critical hit.

n f il t r a t io n E x p e r tise
tarting at 9th level, you can unfailingly create false
entities for yourself. You must spend seven days and
5 gp to establish the history, profession, and affiliations
r an identity. You ca n ’t establish an identity that
longs to som eone else. For example, you might acquire
ppropriate clothing, letters of introduction, and official-
oking certification to establish yourself as a m em ber of
trading house from a remote city so you can insinuate
urself into the com pany of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise,
her creatures believe you to be that person until given
n obvious reason not to.

m postor

13th level, you gain the ability to unerringly m im ic
nother p erson ’s speech, writing, and behavior.
ou must spend at least three hours studying
ese three com p on en ts o f the p e rso n ’s behavior,

tening to speech, exam ining handwriting, and
serving mannerisms.
Your ruse is indiscernible to the casual observer. If a
ary creature suspects som ething is am iss, you have
vantage on any Charisma (Deception) check you make
avoid detection.

e a t h St r ik e
arting at 17th level, you b e c o m e a m aster o f instant
ath. W h en you attack and hit a creature that is
rprised, it must m ake a Constitution saving throw
C 8 + your Dexterity m odifier + your proficiency
nus). On a failed save, double the damage of your
tack against the creature.

rcan e T rickster

m e rogues enhance their fine-honed skills o f stealth
d agility with m agic, learning tricks o f enchantment
d illusion. T hese rogues include pickpockets and
rglars, but also pranksters, mischief-m akers, and a
gnificant number of adventurers.


Spe l lc a stin g
W hen you reach 3rd level, you gain the ability to
cast spells. S ee chapter 10 for the general rules of
sp ellcastin g and chapter 11 for the w izard spell list

Cantrips. You learn three cantrips: mage hand an

two other cantrips of your choice from the wizard s
list. You learn another w izard cantrip o f your choice
at 10th level.

Spell Slots. The A rcan e Trickster Spellcasting

table show s how many spell slots you have to cast
your spells o f 1st level and higher. To cast one o f th
spells, you must expend a slot o f the spell's level or
higher. You regain all expended spell slots w hen you
finish a long rest.

For exam ple, if you kn ow the 1st-level spell charm
person and have a 1st-level and a 2nd-level spell slo
available, you can cast charm person using either s

Spells Known o f 1st-Level and Higher. You know

three 1st-level w izard sp ells o f your ch oice, tw o o f w
you must ch oose from the enchantment and illusion
spells on the w izard spell list.

The Spells Known colum n of the Arcane Trickste
Spellcasting table show s w hen you learn m ore wiza
spells o f 1st level or higher. Each of these spells mu
be an enchantment or illusion spell of your choice, a
must be o f a level for which you have spell slots. For
instance, w hen you reach 7th level in this class, you
learn one new spell o f 1st or 2nd level.

T he sp ells you learn at 8th, 14th, and 20th level c
com e from any school of magic.

W henever you gain a level in this class, you can
replace one o f the w izard spells you know with anot
spell o f your ch oice from the w izard spell list. The
new spell must be o f a level for which you have spel
slots, and it must be an enchantm ent or illusion spe
unless y ou ’re replacin g the spell you gained at 8th,
or 20th level.

Spellcasting Ability. Intelligence is your spellcas

ability for your w izard spells, since you learn your
spells through dedicated study and memorization.
You use your Intelligence w henever a spell refers to
your spellcastin g ability. In addition, you use your
Intelligence m odifier when setting the saving throw
DC for a w izard spell you cast and when m aking an
attack roll with one.

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

Spell attack modifier = your proficiency bonus +
your Intelligence modifier

M a g e H a n d L egerdem ain
Starting at 3rd level, w hen you cast mage hand, you
make the spectral hand invisible, and you can perfo
the follow in g additional tasks w ith it:

• You can stow one object the hand is h olding in a
container worn or carried by another creature.

• You can retrieve an object in a container w orn or
carried by another creature.

• You can use thieves’ tools to pick locks and disarm
traps at range.


A r c a n e T r ic k s t e r S p e l l c a s t in g

Rogue Cantrips Spells — Spell Slots per Spell Level—
Level Known Known
t. 3rd 1st 2nd 3rd 4th
nd 4th 3 3
spell 5th 3 4 2— — —
e 6th 3 4
7th 3 4 3— — —
ese 8th 3 5
u 9th 3 6 3— — —
10th 3 6
m 11th 4 7 3— — —
12th 4 8
ot 13th 4 8 4 2— —
lot. 14th 4 9
w 15th 4 10 4 2— —
which 16th 4 10
n 17th 4 11 4 2— —
er 18th 4 11
ard 19th 4 11 4 3— —
ust 20th 4 12
and 4 13 4 3— —
r
u can 4 3— —
an
4 3 2—
ther
ll 4 3 2—
ell,
14th, 4 3 2—
sting
4 3 3—
o
w 4 3 3—
n
4 3 3—
u can
orm 4 331

m 4 331

You can perform one of these tasks without being
noticed by a creature if you succeed on a Dexterity
(Sleight o f H and) ch eck contested by the creatu re’s
W isdom (Perception) check.

In addition, you can u se the bon u s action granted by
your Cunning Action to control the hand.

M ag ical A mbush
Starting at 9th level, if you are hidden from a
creature w hen you cast a spell on it, the creature has
disadvantage on any saving th row it m akes against the
spell this turn.

V ersatile T rick ster
At 13th level, you gain the ability to distract targets with

your mage hand. A s a bon us action on your turn, you can

designate a creature within 5 feet of the spectral hand
created by the spell. D oing so gives you advantage on
attack rolls against that creature until the end of the turn.

Spell T hief
At 17th level, you gain the ability to m agically
steal the knowledge o f how to cast a spell from
another spellcaster.

Immediately after a creature casts a spell that targets
you or includes you in its area o f effect, you can u se your
reaction to force the creature to make a saving throw
with its spellcasting ability modifier. The D C equals
your spell save DC. On a failed save, you negate the
spell’s effect against you, and you steal the knowledge
o f the spell if it is at least 1st level and o f a level you can
cast (it d oe sn ’t n eed to be a w izard spell). F or the next
8 hours, you kn ow the spell and can cast it using your
spell slots. The creature can’t cast that spell until the
8 hours have passed.

O nce you use this feature, you ca n ’t u se it again until
you finish a long rest.


Sorcerer

Golden eyes flashing, a human
stretches out her hand and unleashes
the dragonfire that bu rns in her veins.
As an inferno rages around her foes,
leathery w ings spread from her back and
she takes to the air.

Long hair w hipped by a conjured wind,
a half-elf spreads his arms wide and throws
his head back. Lifting him momentarily off
the ground, a wave o f m agic surges up in him,
through him, and out from him in a mighty blast
o f lightning.

Crouching behind a stalagmite, a halfling points a
finger at a chargin g troglodyte. A blast o f fire springs
from her finger to strike the creature. She ducks back
behind the rock form ation with a grin, unaware that her
wild m agic has turned her skin bright blue.

Sorcerers carry a m agical birthright conferred
upon them by an exotic bloodline, som e otherworldly
influence, or exposure to unknow n cosm ic forces.
O ne c a n ’t study s o r c e ry as on e learn s a language, any
m ore than one can learn to live a legendary life. No one
ch ooses sorcery; the pow er ch ooses the sorcerer.

R aw M agic

Magic is a part o f every sorcerer, suffusing body, mind,
and spirit with a latent pow er that waits to be tapped.
S om e sorcerers w ield m agic that springs from an
ancient bloodline infused with the m agic o f dragons.
Others carry a raw, uncontrolled m agic w ithin them,
a chaotic storm that m anifests in unexpected ways.

The appearance of sorcerous pow ers is wildly
unpredictable. S om e draconic bloodlines produce
exactly one sorcerer in every generation, but in other
lines of descent every individual is a sorcerer. Most
o f the time, the talents o f sorcery appear as apparent
flukes. S om e sorcerers can’t nam e the origin o f their
pow er, w hile others trace it to strange events in their
ow n lives. The touch o f a demon, the blessing of a
dryad at a baby’s birth, or a taste o f the w ater from
a mysterious spring might spark the gift o f sorcery.
S o too might the gift o f a deity o f m agic, exposure
to the elem ental forces o f the Inner Planes or the
m addening chaos o f Lim bo, or a glim pse into the
inner w orkings o f reality.

Sorcerers have no use for the spellbooks and ancient
tom es o f m agic lore that w izards rely on, nor do they
rely on a patron to grant their spells as w arlocks do.
By learning to harness and channel their ow n inborn
m agic, they can discover new and staggering ways
to unleash that power.

U n explain ed Pow ers

S o rce re rs are rare in the w orld, and it’s unusual to find
a sorcerer w ho is not involved in the adventuring life
in som e way. P eople with m agical p ow er seething in
their veins soon discover that the pow er d oesn ’t like to
stay quiet. A sorcerer’s m agic wants to be w ielded, and
it has a tendency to spill out in unpredictable w ays if
it isn’t called on.



The So rcerer

Proficiency Sorcery

Level Bonus Points Features
1st Spellcasting, Sorcerous
+2 —
2nd
3rd Origin
4th
5th +2 2 Font o f Magic
6th
7th +2 3 Metamagic
8th
9th +2 4 Ability Score Improvemen
10th
11th +3 5 —
12th
13th +3 6 Sorcerous Origin feature
14th
15th +3 7 —
16th
17th +3 8 Ability Score Improvemen
18th
19th +4 9 —
20th
+4 10 Metamagic

+4 11 —

+4 12 Ability Score Improvemen

+5 13 —

+5 14 Sorcerous Origin feature

+5 15 —

+5 16 Ability Score Improvemen

+6 17 Metamagic

+6 18 Sorcerous Origin feature

+6 19 Ability Score Improvemen

+6 20 Sorcerous Restoration

Sorcerers often
have obscure or quixoti
motivations driving them
to adventure. S om e seek a greater
understanding o f the m agical force that infus
them, or the answ er to the mystery o f its origin. Oth
hop e to find a w ay to get rid o f it, or to unleash its fu
potential. W hatever their goals, sorcerers are every
as useful to an adventuring party as w izards, m akin
up for a com parative lack of breadth in their m agica
knowledge with enorm ous flexibility in using the
spells they know.

C reatin g a Sorcerer

The m ost important question to consider when crea
your sorcerer is the origin o f your power. A s a start
character, you'll ch oose an origin that ties to a drac
bloodline or the influence o f wild magic, but the exa
so u rce o f your pow er is up to you to decide. Is it a fa
curse, passed dow n to you from distant ancestors? O
did som e extraordinary event leave you blessed with
inherent m agic but perhaps scarred as well?

H ow do you feel about the m agical pow er coursin
through you? D o you em brace it, try to m aster it, or
revel in its unpredictable nature? Is it a b lessin g or
a cu rse? D id you se e k it out, or did it find you? Did
you have the option to refuse it, and do you w ish you
had? W hat do you intend to do w ith it? Perhaps you
feel like you ’ve been given this p ow er for so m e lofty
purpose. Or you might decide that the pow er gives y
the right to do what you want, to take what you wan
from those w ho lack such power. Perhaps your pow


Cantrips Spells — Spell Slots per Spell Level—
Known Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
4 2 2— — — — — — — —

4 3 3— — — — — — — —
4 4 4 2— — — — — — —
nt 5 5 4 3— — — — — — —
5 6 4 3 2— — — — — —
5 7 4 3 3— — — — — —
5 8 4 3 3 1— — — — —
nt 5 9 4 3 3 2— — — — —
5
6 10 4 3 3 3 1 — — — —
6 11 4 3 3 3 2 — — — —
nt 6 12 4 3 3 3 2 1 — — —
6
6 12 4 3 3 3 2 1 — — —
6 13 4 3 3 3 2 1 1 — —
nt 6
6 13 4 3 3 3 2 1 1 — —
6 14 4 3 3 3 2 1 1 1 —
nt 6
6 14 4 3 3 3 2 1 1 1 —

15 4 3 3 3 2 1 1 1 1

15 4 3 3 3 3 1 1 1 1
15 4 3 3 3 3 2 1 1 1
15 4 3 3 3 3 2 2 1 1

n links you to a pow erful individual in the w orld—the fey
ic creature that blessed you at birth, the dragon w h o put
a drop of its blood into your veins, the lich w ho created
es you as an experiment, or the deity w ho chose you to
hers carry this power.
ull
y bit Q u ic k Bu il d
ng You can make a sorcerer quickly by following these
al suggestions. First, Charisma should be your highest
ability score, follow ed by Constitution. Second,
ating choose the hermit background. Third, ch oose the
ting
conic light, prestidigitation, ray o f frost, and shocking grasp
act cantrips, along with the 1st-level spells shield and
am ily magic missile.
Or
h C lass Features

ng A s a sorcerer, you gain the follow ing class features.

u H it Po in t s
Hit Dice: 1d6 per so rce re r level
y Hit Points at 1st Level: 6 + your Constitution m odifier
you Hit Points at Higher Levels: 1d6 (or 4) + your
nt
wer Constitution m odifier per so rce re r level after 1st

P r o f ic ie n c ie s
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs,

light crossbow s
Tools: None

Saving Throws: Constitution, Charisma
Skills: C h oose tw o from Arcana, D eception, Insight,

Intimidation, Persuasion, and Religion


Eq u ipm en t S
You start with the follow ing equipment, in addition to Yo
the equipment granted by your background: sp

• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple S

weapon C
so
• (a) a com pon en t p ou ch or (b) an arcane focu s B
• (a) a du ng eon eer’s pack or (b) an explorer’s pack cl

• Two daggers 1s

Sp e l l c a st in g F

A n event in your past, or in the life o f a parent or At
ancestor, left an indelible mark on you, infusing you with w
arcane m agic. This font of m agic, whatever its origin, so
fuels your spells. S ee chapter 10 for the general rules of m
sp ellcastin g and chapter 11 for the sorcerer spell list.
S
C antrips Yo
At 1st level, you know four cantrips of your choice from re
the sorcerer spell list. You learn additional sorcerer co
cantrips o f your ch oice at higher levels, as sh ow n in the m
Cantrips K now n colum n o f the S orcerer table. le
fin
Spell Slo ts
The Sorcerer table show s how many spell slots you F
have to cast your sp ells o f 1st level and higher. To cast Yo
one of these sorcerer spells, you must expend a slot of sl
the sp ell’s level or higher. You regain all expended spell po
slots w hen you finish a long rest. as

F or exam ple, if you k n ow the 1st-level spell burning so
hands and have a 1st-level and a 2nd-level spell slot yo
available, you can cast burning hands using either slot. of
sp
S p e l l s K n o w n o f 1s t L e v e l a n d H i g h e r
You know tw o 1st-level spells o f your choice from the C
so rce re r spell list.
bo
The Spells K now n colum n o f the S orcerer table sl
show s when you learn more sorcerer spells of your sl
choice. Each of these spells must be of a level for which
you have spell slots. For instance, w hen you reach 3rd M
level in this class, you can learn one n ew spell o f 1st
or 2nd level. A
to
Additionally, w hen you gain a level in this class, M
you can choose one of the sorcerer spells you know at
and replace it with another spell from the sorcerer
spell list, w hich also m ust be o f a level for w h ich you w
have spell slots.

Spe l l c a st in g A b il it y
Charism a is your spellcasting ability for your sorcerer
spells, since the pow er o f your m agic relies on your
ability to project your w ill into the world. You use your
Charisma whenever a spell refers to your spellcasting
ability. In addition, you use your Charism a m odifier
when setting the saving throw D C for a sorcerer spell
you cast and w hen m aking an attack roll with one.

Spell save D C = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = your proficiency bonus +
your Charisma modifier


pellcasting Focus
ou can use an arcane focus (found in chapter 5) as a
pellcasting focus for your sorcerer spells.

o r cer o u s O r ig in

hoose a sorcerous origin, which describes the
ource o f your innate m agical power: D raconic
lood lin e or W ild M agic, both detailed at the end o f the
lass description.
Your ch o ice grants you features w hen you c h o o s e it at
st level and again at 6th, 14th, and 18th level.

o n t of M a g ic

t 2nd level, you tap into a deep w ellspring o f m agic
ithin yourself. This w ellspring is represented by
orcery points, which allow you to create a variety of
magical effects.

orcery Points
ou have 2 sorcery points, and you gain m ore as you
each higher levels, as show n in the S orcery Points
olum n o f the S orcerer table. You can never have
m ore sorcery points than shown on the table for your
evel. You regain all spent sorcery points w hen you
nish a long rest.

lexible C a stin g
ou can use your sorcery points to gain additional spell
lots, or sacrifice spell slots to gain additional sorcery
oints. You learn other ways to use your sorcery points
s you reach higher levels.

Creating Spell Slots. You can transform unexpended

orcery points into one spell slot as a bonus action on
our turn. The Creating Spell Slots table show s the cost
f creating a spell slot o f a given level. You can create
pell slots no higher in level than 5th.

r e a t in g S pell S lo t s

Spell Slot Sorcery
Level Point Cost

1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a

onus action on your turn, you can expend one spell
lot and gain a num ber o f sorcery points equal to the
lot’s level.

M e t a m a g ic

t 3rd level, you gain the ability to twist your spells
o suit your needs. You gain two o f the follow ing
M etam agic options of your choice. You gain another one
t 10th and 17th level.

You can use only one M etam agic option on a spell
w hen you cast it, u nless oth erw ise noted.


C a r e f u l Spell
W hen you cast a spell that forces other creatures to m
a saving throw, you can protect som e of those creatur
from the spell’s full force. To do so, you spend 1 sorcer
point and choose a number o f those creatures up to yo
Charisma modifier (minimum of one creature). A cho
creature autom atically s u c ce e d s on its saving throw
against the spell.

D istan t Spell
W hen you cast a spell that has a range o f 5 feet or
greater, you can spend 1 sorcery point to double the
range o f the spell.

W hen you cast a spell that has a range o f touch, you
can spend 1 sorcery point to make the range o f the
spell 30 feet.

E m po w e r e d Spell
W hen you roll dam age for a spell, you can spend 1
sorcery point to reroll a num ber o f the dam age dice u
to your Charisma m odifier (minim um of one). You mu
use the new rolls.

You can use Em powered Spell even if you have
already used a different M etam agic option during the
casting o f the spell.

Ext en d e d Spell
W hen you cast a spell that has a duration o f 1 minute
or longer, you can sp end 1 sorcery point to double its
duration, to a m axim um duration o f 24 hours.

H eigh tened Spell
W hen you cast a spell that forces a creature to m ake a
saving throw to resist its effects, you can spend 3 sorce
points to give one target of the spell disadvantage on it
first saving throw made against the spell.

Q u ick en ed Spell
W hen you cast a spell that has a casting time o f 1 act
you can spend 2 sorcery points to change the casting
time to 1 bonus action for this casting.

Su btle Spell
W hen you cast a spell, you can spend 1 sorcery point
cast it w ithout any som atic or verbal com pon ents.

Tw in n e d Spell
W hen you cast a spell that targets only one creature an
d oe sn ’t have a range o f self, you can spend a num ber o
sorcery points equal to the spell’s level to target a seco
creature in range with the sam e spell (1 sorcery point
the spell is a cantrip).

A b ility Score Im pro vem en t

W h en you reach 4th level, and again at 8th, 12th, 16th
and 19th level, you can increase one ability score of y
choice by 2, or you can increase two ability scores of
your ch o ice by 1. A s norm al, you ca n ’t in crease an abi
score above 20 using this feature.


make Sorcerous R esto ratio n
es
ry At 20th level, you regain 4 expended sorcery points
our w henever you finish a short rest.
sen
Sorcerous O rigins
u
Different sorcerers claim different origins for their
up innate m agic. Although m any variations exist, m ost
ust o f these origins fall into tw o categories: a draconic
e bloodline and wild magic.

e D raco n ic B lo o d lin e

a Your innate m agic com es from draconic m agic that w as
ery m ingled with your blood or that o f your ancestors. M ost
ts often, sorcerers with this origin trace their descent
back to a mighty sorcerer of ancient times w ho m ade a
tion, bargain with a dragon or who might even have claim ed
a dragon parent. S om e of these bloodlines are well
to established in the world, but m ost are obscure. Any
given sorcerer could be the first o f a new bloodline, as a
nd result of a pact or som e other exceptional circum stance.
of
ond D ragon A ncestor
At 1st level, you c h o o s e one type o f dragon as your
if ancestor. The damage type associated with each dragon
is used by features you gain later.
h,
your D r a c o n ic A n c est r y
ility
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Cold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can speak, read, and write D raconic. Additionally,
whenever you make a Charisma check when interacting
w ith dragons, your proficiency bon u s is doubled if it
applies to the check.

D r a c o n ic R esilience
A s m agic flow s through your body, it cau ses physical
traits o f your dragon ancestors to em erge. At 1st level,
your hit point m axim u m in creases by 1 and in creases by
1 again whenever you gain a level in this class.

Additionally, parts o f your skin are covered by a thin
sheen of dragon-like scales. W hen you aren’t w earing
armor, your AC equals 13 + your Dexterity modifier.

Elem ental A ffin ity
Starting at 6th level, w hen you cast a spell that deals
damage of the type associated with your draconic
ancestry, add your Charism a m odifier to that damage.
At the sam e time, you can spend 1 sorcery point to gain
resistance to that dam age type for 1 hour.


D r a g o n W in g s can
At 14th level, you gain the ability to sprout a pair of of th
dragon w ings from your back, gaining a flying speed
equal to your current speed. You can create these w ings Co
as a bonus action on your turn. They last until you At 1
dism iss them as a bonus action on your turn. surg
W ild
You can’t m anifest your w ings w hile w earing arm or eith
unless the arm or is m ade to accom m odate them, and
clothing not made to accom m odate your w ings might Spe
be destroyed when you manifest them. Beg
spel
D r a c o n ic P resence roll
B egin ning at 18th level, you can channel the dread cho
presence of your dragon ancestor, causing those around the
you to becom e awestruck or frightened. As an action,
you can spend 5 sorcery points to draw on this pow er
and exude an aura of awe or fear (your choice) to a
distance o f 60 feet. For 1 minute or until you lose your
concentration (as if you w ere casting a concentration
spell), each hostile creature that starts its turn in this
aura must succeed on a W isdom saving throw or be
charm ed (if you chose awe) or frightened (if you chose
fear) until the aura ends. A creature that su cceed s on
this saving throw is im m une to your aura for 24 hours.

W ild M a g ic

Your innate m agic com es from the w ild forces of chaos
that underlie the order o f creation. You might have
endured exposure to som e form o f raw m agic, perhaps
through a planar portal leading to Lim bo, the Elemental
Planes, or the mysterious Far Realm . Perhaps you
w ere blessed by a pow erful fey creature or marked by a
dem on. Or your m agic could be a fluke o f your birth, with
no apparent cau se or reason. H ow ever it cam e to be, this
chaotic m agic churns within you, waiting for any outlet.

W ild M a g ic Su rge
Starting w hen you c h o o s e this origin at 1st level, your
spellcasting can unleash surges of untamed magic.
Im m ediately after you cast a sorcerer spell o f 1st level
or higher, the DM can have you roll a d20. If you roll a
1, roll on the W ild M agic S u rge table to create a random
m agical effect.

T id e s of C h a o s
Starting at 1st level, you can m anipulate the fo rce s o f
chance and chaos to gain advantage on one attack roll,
ability check, or saving throw. O nce you do so, you must
finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the
DM can have you roll on the W ild M agic Surge table
im mediately after you cast a sorcerer spell o f 1st level or
higher. You then regain the use of this feature.

Bend Luck
Starting at 6th level, you have the ability to twist fate
using your w ild magic. W hen another creature you can
see m akes an attack roll, an ability check, or a saving
throw, you can use your reaction and spend 2 sorcery
points to roll 1d4 and apply the num ber rolled as a
bon u s or penalty (your choice) to the creatu re’s roll. You


do so after the creature rolls but before any effects
he roll occur.

ntrolled C haos
14th level, you gain a m od icu m o f control over the
ges o f your wild magic. W henever you roll on the
d M agic Surge table, you can roll tw ice and use
her number.

ell B om bardm en t
gin ning at 18th level, the harm ful energy o f your
lls intensifies. W hen you roll damage for a spell and

the highest num ber possible on any of the dice,
o s e one o f th ose dice, roll it again and add that roll to
dam age. You can use the feature only on ce per turn.


W ild M a g ic S u r g e

d 100 Effect
01-02 Roll on this table at the start o f each o f your turns
the next minute, ignoring this result on subseque
03-04 rolls.
05-06 For the next minute, you can see any invisible cre
if you have line o f sight to it.
07-08 A modron chosen and controlled by the DM appe
09-10 in an unoccupied space within 5 feet o f you, then
11-12 disappears 1 minute later.
You ca st fireball as a 3rd-level spell centered on
13-14 yourself.
15-16 You cast m agic missile as a 5th-level spell.
17-18 Roll a d10. Your height changes by a number o f in
equal to the roll. If the roll is odd, you shrink. If th
19-20 roll is even, you grow.
21-22 You cast confusion centered on yourself.
For the next minute, you regain 5 hit points at the
23-24 start o f each o f yourturns.
25-26 You grow a long beard made o f feathers that rem
until you sneeze, at which point the feathers expl
27-28 out from your face.
29-30 You cast grease centered on yourself.
31-32 Creatures have disadvantage on saving throws ag
the next spell you cast in the next minute that inv
33-34 a saving throw.
35-36 Your skin turns a vibrant shade of blue. A remove
spell can end this effect.
37-38 An eye appears on your forehead for the next min
During that time, you have advantage on Wisdom
39-40 (Perception) checks that rely on sight.
41-42 For the next minute, all your spells with a casting
o f 1 action have a casting time o f 1 bonus action.
43-44 You teleport up to 60 feet to an unoccupied space
your choice that you can see.
You are transported to the Astral Plane until the
end o f your next turn, after which time you return
to the space you previously occupied or the neare
unoccupied space if that space is occupied.
Maximize the damage o f the next damaging spell
cast within the next minute.
Roll a d10. Your age changes by a number o f years
equal to the roll. If the roll is odd, you get younger
(minimum 1 year old). If the roll is even, you get o
1d6 flumphs controlled by the DM appear in
unoccupied spaces within 60 feet o f you and are
frightened o f you. They vanish after 1 minute.
You regain 2d10 hit points.
You turn into a potted plant until the start o f your
next turn. While a plant, you are incapacitated and
have vulnerability to all damage. If you drop to 0 h
points, your pot breaks, and your form reverts.
For the next minute, you can teleport up to 20 fee
a bonus action on each o f yourturns.


ns for d 100 Effect
ent 45-46 You cast levitate on yourself.
eature 47-48 A unicorn controlled by the DM appears in a space
ears
n within 5 feet o f you, then disappears 1 minute later.
49-50 You can’t speak for the next minute. Whenever you
nches
he try, pink bubbles float out o f your mouth.
51-52 A spectral shield hovers near you for the next minute,
e
mains granting you a +2 bonus to AC and immunity to m agic

lode missile.

gainst 53-54 You are immune to being intoxicated by alcohol for
volves the next 5d6 days.

curse 55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch
nute.
m that isn’t being worn or carried by another creature
g time bursts into flame.
. 59-60 You regain your lowest-level expended spell slot.
61-62 For the next minute, you must shout when you speak.
e of 63-64 You cast fog cloud centered on yourself.
65-66 Up to three creatures you choose within 30 feet o f you
n take 4d10 lightning damage.
est 67-68 You are frightened by the nearest creature until the
l you end o f your next turn.
s 69-70 Each creature within 30 feet o f you becomes invisible
r for the next minute. The invisibility ends on a creature
older. when it attacks or casts a spell.
71-72 You gain resistance to all damage for the next minute.
r 73-74 A random creature within 60 feet o f you becomes
nd poisoned for 1d4 hours.
hit 75-76 You glow with bright light in a 30-foot radius for the
et as next minute. Any creature that ends its turn within 5
feet o f you is blinded until the end o f its next turn.
77-78 You cast polym orph 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 feet o f you for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet o f you takes 1d10 necrotic
damage. You regain hit points equal to the sum o f the
necrotic damage dealt.
85-86 You cast m irror image.
87-88 You cast fly on a random creature within 60 feet o f you.
89-90 You become invisible for the next 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 the next minute, you immediately
come back to life as if by the reincarnate spell.
93-94 Your size increases by one size category for the next
minute.
95-96. You and all creatures within 30 feet o f you gain
vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the
next minute.
99-00 You regain all expended sorcery points.


Warlock

With a pseudodragon curled on his shoulder, a young
elf in golden robes sm iles warmly, w eaving a m agical
charm into his honeyed w ords and bending the palace
sentinel to his will.

A s flam es spring to life in her hands, a w izened
human w hispers the secret name o f her dem onic patron,
infusing her spell with fiendish magic.

Shifting his gaze betw een a battered tom e and the
odd alignment of the stars overhead, a w ild-eyed tiefling
chants the m ystic ritual that w ill open a doorw ay to a
distant world.

W arlocks are seekers o f the know ledge that lies
hidden in the fabric o f the multiverse. Through pacts
m ade with m ysterious beings of supernatural power,
w arlocks unlock m agical effects both subtle and
spectacular. Drawing on the ancient knowledge of
beings such as fey nobles, dem ons, devils, hags, and
alien entities o f the Far Realm , w arlocks piece together
arcane secrets to bolster their own power.

Sw o r n a n d B e h o l d e n

A w arlock is defined by a pact with an otherworldly
being. Som etim es the relationship between w arlock
and patron is like that o f a cleric and a deity, though
the beings that serve as patrons for w arlocks are not
gods. A w arlock might lead a cult dedicated to a dem on
prince, an archdevil, or an utterly alien entity—beings
not typically served by clerics. M ore often, though, the
arrangem ent is sim ilar to that betw een a master and
an apprentice. The w arlock learns and grow s in power,
at the co st o f o cca sio n a l serv ices perform ed on the
patron’s behalf.

The magic bestowed on a warlock ranges from minor
but lasting alterations to the w arlock's being (such as
the ability to see in darkness or to read any language)
to access to pow erful spells. Unlike bookish wizards,
w arlocks supplement their m agic with som e facility
at hand-to-hand com bat. They are com fortable in light
arm or and know how to use simple w eapons.

D elvers in to Secrets

W arlocks are driven by an insatiable need for knowledge
and power, w hich com pels them into their pacts and
shapes their lives. This thirst drives w arlocks into their
pacts and shapes their later careers as well.

Stories of w arlocks binding themselves to fiends are
widely known. But m any w arlocks serve patrons that
are not fiendish. S om etim es a traveler in the w ilds
com es to a strangely beautiful tower, m eets its fey lord
or lady, and stum bles into a pact without being fully
aw are o f it. A n d som etim es, w hile p orin g over tom es o f



The W arlo ck

Proficiency

Level Bonus Features
1st
2nd +2 Otherworldly Patron, Pact Magic
3rd
4th +2 Eldritch Invocations
5th
6th +2 Pact Boon
7th
8th +2 Ability Score Improvement
9th
10th +3 —
11th
12th +3 Otherworldly Patron feature
13th
14th +3 —
15th
16th +3 Ability Score Improvement
17th
18th +4 —
19th
+4 Otherworldly Patron feature
20th
+4 Mystic Arcanum (6th level)

+4 Ability Score Improvement

+5 Mystic Arcanum (7th level)

+5 Otherworldly Patron feature

+5 Mystic Arcanum (8th level)

+5 Ability Score Improvement

+6 Mystic Arcanum (9th level)

+6 —

+6 Ability Score Improvement

+6 Eldritch Master

forbidden lore, a brilliant but cra zed student’s m ind is
opened to realities beyond the material w orld and to
alien beings that dwell in the outer void.

O nce a pact is made, a w arlock ’s thirst for know ledg
and pow er can’t be slaked with m ere study and resear
No one makes a pact with such a mighty patron if he o
she d oesn ’t intend to u se the p ow er thus gained. Rathe
the vast majority o f w arlocks spend their days in active
pursuit o f their goals, which typically m eans som e kin
o f adventuring. Furthermore, the dem ands o f their
patrons drive w arlocks toward adventure.

C reatin g a Wa r l o c k

A s you make your w arlock character, spend som e tim
thinking about your patron and the obligations that
your pact im poses upon you. W hat led you to m ake th
pact, and how did you make contact with your patron
W ere you seduced into sum m oning a devil, or did you
seek out the ritual that w ould allow you to m ake cont
with an alien elder god? Did you search for your patro
or did your patron find and ch oose you? D o you chafe
under the obligations o f your pact or serve joyfu lly in
anticipation o f the rewards prom ised to you?

W ork with your DM to determine how big a part you
pact w ill play in your character’s adventuring career.


Cantrips Spells Spell Slot Invocations
Known Known Slots Level Known

2 2 1 1st —
2 3 2 1st
2 4 2 2nd 2
3 5 2 2nd 2
3 6 2 3rd 2
3 7 2 3rd 3
3 8 2 4th 3
3 9 2 4th 4
3 10 2 5th 4
4 10 2 5th 5
4 11 3 5th 5
4 11 3 5th 5
4 12 3 5th 6
4 12 3 5th 6
4 13 3 5th 6
4 13 3 5th 7
4 14 4 5th 7
4 14 4 5th 7
4 15 4 5th 8
4 15 4 5th 8
8

s Your patron’s dem an ds might drive you into adventures,
the or they might consist entirely o f sm all favors you can do
between adventures.
ge
rch. W hat kind o f relationship do you have with your
or patron? Is it friendly, antagonistic, uneasy, or rom antic?
er, H ow im portant does your patron consider you to be?
e W hat part do you play in your patron’s plans? D o you
nd know other servants of your patron?

me How does your patron com m unicate with you? If
you have a familiar, it might occa sion a lly sp eak with
he your patron’s voice. S o m e w arlock s find m essa ges
? from their patrons etched on trees, m ingled am ong tea
u leaves, or adrift in the clou d s—m essa g es that only the
act w arlock can see. Other w arlocks converse with their
on, patrons in dream s or w aking visions, or deal only with
e in term ed iaries.

ur Q u ic k B u il d
You can make a w arlock quickly by following these
suggestions. First, Charism a should be your highest
ability score, follow ed by Constitution. Second, choose

the charlatan background. Third, ch o o s e the eldritch
blast and chill touch cantrips, along with the 1st-level
spells ray o f sickness and witch bolt.

C lass Features

A s a warlock, you gain the follow ing class features.

H it Po in t s
Hit Dice: 1d8 per w a rlock level
Hit Points at 1st Level: 8 + your Constitution m odifier
Hit Points at Higher Levels: 1d8 (or 5) + your

Constitution m odifier per w arlock level after 1st


P r o f ic ie n c ie s A
Armor: Light armor you
Weapons: Simple weapons and
Tools: None spe
hav
Saving Throws: W isdom , Charisma
Skills: Choose two skills from Arcana, Sp
Ch
D eception, History, Intimidation, Investigation, spe
Nature, and Religion to y
Cha
E q u ip m e n t for
You start w ith the follow ing equipment, in addition to roll
the equipment granted by your background:
Sp
• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple You
spe
weapon
El
• (a) a com p on en t pou ch or (b) an arcane focu s
• (a) a sch ola r’s pack o r (b) a du ng eon eer’s pack In y
inv
• Leather armor, any simple weapon, and two daggers im b

O t h e r w o r l d l y Pa t r o n A
cho
At 1st level, you have struck a bargain with an of t
otherworldly being o f your choice: the Archfey, the leve
Fiend, or the Great Old One, each o f w hich is detailed as s
at the end o f the class description. Your ch o ice Wa
grants you features at 1st level and again at 6th, 10th,
and 14th level. A
you
Pa c t M a g i c rep
at t
Your arcane research and the m agic bestow ed on you
by your patron have given you facility with spells. See Pa
chapter 10 for the general rules o f spellcasting and
chapter 11 for the w a rlock spell list. At 3
upo
C a n t r ip s foll
You know two cantrips of your choice from the w arlock
spell list. You learn additional w arlock cantrips of your Pa
c h o ice at higher levels, as sh ow n in the Cantrips K now n You
colum n o f the W arlock table. ritu
spe
Spell Slo ts
The W arlock table show s how m any spell slots you have. W
T h e table also sh ow s w hat the level o f those slots is; all nor
o f your spell slots are the sam e level. To cast one o f your spe
w arlock spells o f 1st level or higher, you must expend a
spell slot. You regain all expended spell slots w hen you A
finish a short or long rest. forg
ma
For example, when you are 5th level, you have
tw o 3rd-level sp ell slots. To cast the 1st-level spell Pa
You
thunderwave, you must spend on e o f th ose slots, and em
wea
you cast it as a 3rd-level spell. wea
w ie
S p e l l s K n o w n o f 1s t L e v e l a n d H i g h e r of o
At 1st level, you know tw o 1st-level spells o f your choice atta
from the w a rlock spell list.

The Spells Know n colum n o f the W arlock table show s
w hen you learn m ore w a rlock spells o f your ch oice o f 1st
level and higher. A spell you ch oose must be o f a level
n o higher than w hat’s sh ow n in the table's S lot Level
colum n for your level. W hen you reach 6th level, for
example, you learn a new w arlock spell, w hich can be
1st, 2nd, or 3rd level.


Player's Handbook - Flip eBook Pages 151-200 (2024)

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