{ "subclasses": [ { "name": "Berserker", "class": "Barbarian", "subclass_flavor": "Primal Path", "description": "For some barbarians, rage is a means to an end--that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being." }, { "name": "Lore", "class": "Bard", "subclass_flavor": "Bard College", "description": "Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority." }, { "name": "Life", "class": "Cleric", "subclass_flavor": "Divine Domain", "description": "The Life domain focuses on the vibrant positive energy--one of the fundamental forces of the universe--that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community." }, { "name": "Land", "class": "Druid", "subclass_flavor": "Druid Circle", "description": "The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites." }, { "name": "Champion", "class": "Fighter", "subclass_flavor": "Martial Archetype", "description": "The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows." }, { "name": "Open Hand", "class": "Monk", "subclass_flavor": "Monastic Tradition", "description": "Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm." }, { "name": "Devotion", "class": "Paladin", "subclass_flavor": "Sacred Oath", "description": "The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels--the perfect servants of good--as their ideals, and incorporate images of angelic wings into their helmets or coats of arms." }, { "name": "Hunter", "class": "Ranger", "subclass_flavor": "Ranger Archetype", "description": "Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons." }, { "name": "Thief", "class": "Rogue", "subclass_flavor": "Roguish Archetype", "description": "You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ." }, { "name": "Draconic", "class": "Sorcerer", "subclass_flavor": "Sorcerous Origin", "description": "Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance." }, { "name": "Fiend", "class": "Warlock", "subclass_flavor": "Otherworldly Patron", "description": "You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths." }, { "name": "Evocation", "class": "Wizard", "subclass_flavor": "Arcane Tradition", "description": "You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants." } ], "classes": [ { "name": "Barbarian", "hit_die": 12, "proficiency_choices": [ { "desc": "Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival", "choose": 2, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-animal-handling" }, { "reference": "skill-athletics" }, { "reference": "skill-intimidation" }, { "reference": "skill-nature" }, { "reference": "skill-perception" }, { "reference": "skill-survival" } ] } } ], "proficiencies": [ "Light Armor", "Medium Armor", "Shields", "Simple Weapons", "Martial Weapons", "Saving Throw: STR", "Saving Throw: CON" ], "saving_throws": [ "STR", "CON" ], "multi_classing": { "prerequisites": [ { "STR": "13" } ], "proficiencies": [ "Shields", "Simple Weapons", "Martial Weapons" ] }, "subclasses": [ "Berserker" ] }, { "name": "Bard", "hit_die": 8, "proficiency_choices": [ { "desc": "Choose any three", "choose": 3, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "Skill: Acrobatics" }, { "reference": "Skill: Animal Handling" }, { "reference": "Skill: Arcana" }, { "reference": "Skill: Athletics" }, { "reference": "Skill: Deception" }, { "reference": "Skill: History" }, { "reference": "Skill: Insight" }, { "reference": "Skill: Intimidation" }, { "reference": "Skill: Investigation" }, { "reference": "Skill: Medicine" }, { "reference": "Skill: Nature" }, { "reference": "Skill: Perception" }, { "reference": "Skill: Performance" }, { "reference": "Skill: Persuasion" }, { "reference": "Skill: Religion" }, { "reference": "Skill: Sleight of Hand" }, { "reference": "Skill: Stealth" }, { "reference": "Skill: Survival" } ] } }, { "desc": "Three musical instruments of your choice", "choose": 3, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "Bagpipes" }, { "reference": "Drum" }, { "reference": "Dulcimer" }, { "reference": "Flute" }, { "reference": "Lute" }, { "reference": "Lyre" }, { "reference": "Horn" }, { "reference": "Pan flute" }, { "reference": "Shawm" }, { "reference": "Viol" } ] } } ], "proficiencies": [ "light-armor", "simple-weapons", "longswords", "rapiers", "shortswords", "hand-crossbows", "saving-throw-dex", "saving-throw-cha" ], "saving_throws": [ "dex", "cha" ], "multi_classing": { "prerequisites": [ { "cha": "13" } ], "proficiencies": [ "Light Armor" ], "proficiency_choices": [ { "desc": "skill", "choose": 1, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-acrobatics" }, { "reference": "skill-animal-handling" }, { "reference": "skill-arcana" }, { "reference": "skill-athletics" }, { "reference": "skill-deception" }, { "reference": "skill-history" }, { "reference": "skill-insight" }, { "reference": "skill-intimidation" }, { "reference": "skill-investigation" }, { "reference": "skill-medicine" }, { "reference": "skill-nature" }, { "reference": "skill-perception" }, { "reference": "skill-performance" }, { "reference": "skill-persuasion" }, { "reference": "skill-religion" }, { "reference": "skill-sleight-of-hand" }, { "reference": "skill-stealth" }, { "reference": "skill-survival" } ] } }, { "desc": "musical instrument", "choose": 1, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "bagpipes" }, { "reference": "drum" }, { "reference": "dulcimer" }, { "reference": "flute" }, { "reference": "lute" }, { "reference": "lyre" }, { "reference": "horn" }, { "reference": "pan-flute" }, { "reference": "shawm" }, { "reference": "viol" } ] } } ] }, "subclasses": [ "lore" ], "spellcasting": { "level": 1, "spellcasting_ability": "cha", "info": [ { "name": "Cantrips", "desc": [ "You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table." ] }, { "name": "Spell Slots", "desc": [ "The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", "For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot." ] }, { "name": "Spells Known of 1st Level and Higher", "desc": [ "You know four 1st-level spells of your choice from the bard spell list.", "The Spells Known column of the Bard table shows when you learn more bard spells of your choice.", "Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.", "Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots." ] }, { "name": "Spellcasting Ability", "desc": [ "Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.", "Spell save DC = 8 + your proficiency bonus + your Charisma modifier.", "Spell attack modifier = your proficiency bonus + your Charisma modifier." ] }, { "name": "Ritual Casting", "desc": [ "You can cast any bard spell you know as a ritual if that spell has the ritual tag." ] }, { "name": "Spellcasting Focus", "desc": [ "You can use a musical instrument (see Equipment) as a spellcasting focus for your bard spells." ] } ] } }, { "name": "Cleric", "hit_die": 8, "proficiency_choices": [ { "desc": "Choose two from History, Insight, Medicine, Persuasion, and Religion", "choose": 2, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-history" }, { "reference": "skill-insight" }, { "reference": "skill-medicine" }, { "reference": "skill-persuasion" }, { "reference": "skill-religion" } ] } } ], "proficiencies": [ "light-armor", "medium-armor", "shields", "simple-weapons", "saving-throw-wis", "saving-throw-cha" ], "saving_throws": [ "wis", "cha" ], "multi_classing": { "prerequisites": [ { "wis": "13" } ], "proficiencies": [ "light-armor", "medium-armor", "shields" ] }, "subclasses": [ "life" ], "spellcasting": { "level": 1, "spellcasting_ability": "wis", "info": [ { "name": "Cantrips", "desc": [ "At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table." ] }, { "name": "Preparing and Casting Spells", "desc": [ "The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", "You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.", "For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", "You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." ] }, { "name": "Spellcasting Ability", "desc": [ "Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.", "Spell save DC = 8 + your proficiency bonus + your Wisdom modifier", "Spell attack modifier = your proficiency bonus + your Wisdom modifier" ] }, { "name": "Ritual Casting", "desc": [ "You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared." ] }, { "name": "Spellcasting Focus", "desc": [ "You can use a holy symbol (see Equipment) as a spellcasting focus for your cleric spells." ] } ] } }, { "name": "Druid", "hit_die": 8, "proficiency_choices": [ { "desc": "Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival", "choose": 2, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-arcana" }, { "reference": "skill-animal-handling" }, { "reference": "skill-insight" }, { "reference": "skill-medicine" }, { "reference": "skill-nature" }, { "reference": "skill-perception" }, { "reference": "skill-religion" }, { "reference": "skill-survival" } ] } } ], "proficiencies": [ "light-armor", "medium-armor", "shields", "clubs", "daggers", "javelins", "maces", "quarterstaffs", "sickles", "spears", "darts", "slings", "scimitars", "herbalism-kit", "saving-throw-int", "saving-throw-wis" ], "saving_throws": [ "int", "wis" ], "multi_classing": { "prerequisites": [ { "wis": "13" } ], "proficiencies": [ "light-armor", "medium-armor", "shields" ] }, "subclasses": [ "land" ], "spellcasting": { "level": 1, "spellcasting_ability": "wis", "info": [ { "name": "Cantrips", "desc": [ "At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table." ] }, { "name": "Preparing and Casting Spells", "desc": [ "The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", "You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.", "For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", "You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." ] }, { "name": "Spellcasting Ability", "desc": [ "Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.", "Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.", "Spell attack modifier = your proficiency bonus + your Wisdom modifier." ] }, { "name": "Ritual Casting", "desc": [ "You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared." ] }, { "name": "Spellcasting Focus", "desc": [ "You can use a druidic focus (see chapter 5, \"Equipment\") as a spellcasting focus for your druid spells." ] } ] } }, { "name": "Fighter", "hit_die": 10, "proficiency_choices": [ { "desc": "Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival", "choose": 2, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-acrobatics" }, { "reference": "skill-animal-handling" }, { "reference": "skill-athletics" }, { "reference": "skill-history" }, { "reference": "skill-insight" }, { "reference": "skill-intimidation" }, { "reference": "skill-perception" }, { "reference": "skill-survival" } ] } } ], "proficiencies": [ "all-armor", "shields", "simple-weapons", "martial-weapons", "saving-throw-str", "saving-throw-con" ], "saving_throws": [ "str", "con" ], "multi_classing": { "prerequisite_options": { "type": "ability-scores", "choose": 1, "from": { "option_set_type": "options_array", "options": [ { "option_type": "score_prerequisite", "str": 13 }, { "option_type": "score_prerequisite", "dex": 13 } ] } }, "proficiencies": [ "light-armor", "medium-armor", "shields", "simple-weapons", "martial-weapons" ] }, "subclasses": [ "champion" ] }, { "name": "Monk", "hit_die": 8, "proficiency_choices": [ { "desc": "Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth", "choose": 2, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-acrobatics" }, { "reference": "skill-athletics" }, { "reference": "skill-history" }, { "reference": "skill-insight" }, { "reference": "skill-religion" }, { "reference": "skill-stealth" } ] } }, { "desc": "Choose one type of artisan’s tools or one musical instrument", "type": "proficiencies", "choose": 1, "from": { "option_set_type": "options_array", "options": [ { "option_type": "choice", "choice": { "desc": "artisan's tools", "type": "proficiencies", "choose": 1, "from": { "option_set_type": "options_array", "options": [ { "reference": "alchemists-supplies" }, { "reference": "brewers-supplies" }, { "reference": "calligraphers-supplies" }, { "reference": "carpenters-tools" }, { "reference": "cartographers-tools" }, { "reference": "cobblers-tools" }, { "reference": "cooks-utensils" }, { "reference": "glassblowers-tools" }, { "reference": "jewelers-tools" }, { "reference": "leatherworkers-tools" }, { "reference": "masons-tools" }, { "reference": "painters-supplies" }, { "reference": "potters-tools" }, { "reference": "smiths-tools" }, { "reference": "tinkers-tools" }, { "reference": "weavers-tools" }, { "reference": "woodcarvers-tools" }, { "reference": "disguise-kit" }, { "reference": "forgery-kit" } ] } } }, { "option_type": "choice", "choice": { "desc": "musical instrument", "type": "proficiencies", "choose": 1, "from": { "option_set_type": "options_array", "options": [ { "reference": "bagpipes" }, { "reference": "drum" }, { "reference": "dulcimer" }, { "reference": "flute" }, { "reference": "lute" }, { "reference": "lyre" }, { "reference": "horn" }, { "reference": "pan-flute" }, { "reference": "shawm" }, { "reference": "viol" } ] } } } ] } } ], "proficiencies": [ "simple-weapons", "shortswords", "saving-throw-dex", "saving-throw-str" ], "saving_throws": [ "str", "dex" ], "multi_classing": { "prerequisites": [ { "dex": 13 }, { "wis": 13 } ], "proficiencies": [ "simple-weapons", "shortswords" ] }, "subclasses": [ "open-hand" ] }, { "name": "Paladin", "hit_die": 10, "proficiency_choices": [ { "desc": "Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion", "choose": 2, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-athletics" }, { "reference": "skill-insight" }, { "reference": "skill-intimidation" }, { "reference": "skill-medicine" }, { "reference": "skill-persuasion" }, { "reference": "skill-religion" } ] } } ], "proficiencies": [ "all-armor", "shields", "simple-weapons", "martial-weapons", "saving-throw-wis", "saving-throw-cha" ], "saving_throws": [ "wis", "cha" ], "multi_classing": { "prerequisites": [ { "str": 13 }, { "cha": 13 } ], "proficiencies": [ "light-armor", "medium-armor", "shields", "simple-weapons", "martial-weapons" ] }, "subclasses": [ "devotion" ], "spellcasting": { "level": 2, "spellcasting_ability": "cha", "info": [ { "name": "Preparing and Casting Spells", "desc": [ "The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", "You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.", "For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. 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 doesn't remove it from your list of prepared spells.", "You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." ] }, { "name": "Spellcasting Ability", "desc": [ "Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.", "Spell save DC = 8 + your proficiency bonus + your Charisma modifier.", "Spell attack modifier = your proficiency bonus + your Charisma modifier." ] }, { "name": "Spellcasting Focus", "desc": [ "You can use a holy symbol as a spellcasting focus for your paladin spells." ] } ] } }, { "name": "Ranger", "hit_die": 10, "proficiency_choices": [ { "desc": "Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival", "choose": 3, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-animal-handling" }, { "reference": "skill-athletics" }, { "reference": "skill-insight" }, { "reference": "skill-investigation" }, { "reference": "skill-nature" }, { "reference": "skill-perception" }, { "reference": "skill-stealth" }, { "reference": "skill-survival" } ] } } ], "proficiencies": [ "light-armor", "medium-armor", "shields", "simple-weapons", "martial-weapons", "saving-throw-dex", "saving-throw-str" ], "saving_throws": [ "str", "dex" ], "multi_classing": { "prerequisites": [ { "dex": 13 }, { "wis": 13 } ], "proficiencies": [ "light-armor", "medium-armor", "shields", "simple-weapons", "martial-weapons" ], "proficiency_choices": [ { "choose": 1, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-animal-handling" }, { "reference": "skill-athletics" }, { "reference": "skill-insight" }, { "reference": "skill-investigation" }, { "reference": "skill-nature" }, { "reference": "skill-perception" }, { "reference": "skill-stealth" }, { "reference": "skill-survival" } ] } } ] }, "subclasses": [ "hunter" ], "spellcasting": { "level": 2, "spellcasting_ability": "wis", "info": [ { "name": "Spell Slots", "desc": [ "The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", "For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot." ] }, { "name": "Spells Known of 1st Level and Higher", "desc": [ "You know two 1st-level spells of your choice from the ranger spell list.", "The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.", "Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots." ] }, { "name": "Spellcasting Ability", "desc": [ "Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.", "Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.", "Spell attack modifier = your proficiency bonus + your Wisdom modifier." ] } ] } }, { "name": "Rogue", "hit_die": 8, "proficiency_choices": [ { "desc": "Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth", "choose": 4, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-acrobatics" }, { "reference": "skill-athletics" }, { "reference": "skill-deception" }, { "reference": "skill-insight" }, { "reference": "skill-intimidation" }, { "reference": "skill-investigation" }, { "reference": "skill-perception" }, { "reference": "skill-performance" }, { "reference": "skill-persuasion" }, { "reference": "skill-sleight-of-hand" }, { "reference": "skill-stealth" } ] } } ], "proficiencies": [ "light-armor", "simple-weapons", "longswords", "rapiers", "shortswords", "hand-crossbows", "thieves-tools", "saving-throw-dex", "saving-throw-int" ], "saving_throws": [ "dex", "int" ], "multi_classing": { "prerequisites": [ { "dex": "13" } ], "proficiencies": [ "light-armor", "thieves-tools" ], "proficiency_choices": [ { "choose": 1, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-acrobatics" }, { "reference": "skill-athletics" }, { "reference": "skill-deception" }, { "reference": "skill-insight" }, { "reference": "skill-intimidation" }, { "reference": "skill-investigation" }, { "reference": "skill-perception" }, { "reference": "skill-performance" }, { "reference": "skill-persuasion" }, { "reference": "skill-sleight-of-hand" }, { "reference": "skill-stealth" } ] } } ] }, "subclasses": [ "thief" ] }, { "name": "Sorcerer", "hit_die": 6, "proficiency_choices": [ { "desc": "Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion", "choose": 2, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-arcana" }, { "reference": "skill-deception" }, { "reference": "skill-insight" }, { "reference": "skill-intimidation" }, { "reference": "skill-persuasion" }, { "reference": "skill-religion" } ] } } ], "proficiencies": [ "daggers", "darts", "slings", "quarterstaffs", "crossbows-light", "saving-throw-con", "saving-throw-cha" ], "saving_throws": [ "con", "cha" ], "multi_classing": { "prerequisites": [ { "cha": "13" } ], "proficiencies": [] }, "subclasses": [ "draconic" ], "spellcasting": { "level": 1, "spellcasting_ability": "cha", "info": [ { "name": "Cantrips", "desc": [ "At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table." ] }, { "name": "Spell Slots", "desc": [ "The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", "For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot." ] }, { "name": "Spells Known of 1st Level and Higher", "desc": [ "You know two 1st-level spells of your choice from the sorcerer spell list.", "The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. ", "Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots." ] }, { "name": "Spellcasting Ability", "desc": [ "Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.", "Spell save DC = 8 + your proficiency bonus + your Charisma modifier.", "Spell attack modifier = your proficiency bonus + your Charisma modifier." ] }, { "name": "Spellcasting Focus", "desc": [ "You can use an arcane focus as a spellcasting focus for your sorcerer spells." ] } ] } }, { "name": "Warlock", "hit_die": 8, "proficiency_choices": [ { "desc": "Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion", "choose": 2, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-arcana" }, { "reference": "skill-deception" }, { "reference": "skill-history" }, { "reference": "skill-intimidation" }, { "reference": "skill-investigation" }, { "reference": "skill-nature" }, { "reference": "skill-religion" } ] } } ], "proficiencies": [ "light-armor", "simple-weapons", "saving-throw-wis", "saving-throw-cha" ], "saving_throws": [ "wis", "cha" ], "multi_classing": { "prerequisites": [ { "cha": "13" } ], "proficiencies": [ "light-armor", "simple-weapons" ] }, "subclasses": [ "fiend" ], "spellcasting": { "level": 1, "spellcasting_ability": "cha", "info": [ { "name": "Cantrips", "desc": [ "You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table." ] }, { "name": "Spell Slots", "desc": [ "The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.", "For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell." ] }, { "name": "Spells Known of 1st Level and Higher", "desc": [ "At 1st level, you know two 1st-level spells of your choice from the warlock spell list.", "The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. ", "A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.", "Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots." ] }, { "name": "Spellcasting Ability", "desc": [ "Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.", "Spell save DC = 8 + your proficiency bonus + your Charisma modifier.", "Spell attack modifier = your proficiency bonus + your Charisma modifier." ] }, { "name": "Spellcasting Focus", "desc": [ "You can use an arcane focus as a spellcasting focus for your warlock spells." ] } ] } }, { "name": "Wizard", "hit_die": 6, "proficiency_choices": [ { "desc": "Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion", "choose": 2, "type": "proficiencies", "from": { "option_set_type": "options_array", "options": [ { "reference": "skill-arcana" }, { "reference": "skill-history" }, { "reference": "skill-insight" }, { "reference": "skill-investigation" }, { "reference": "skill-medicine" }, { "reference": "skill-religion" } ] } } ], "proficiencies": [ "daggers", "darts", "slings", "quarterstaffs", "crossbows-light", "saving-throw-int", "saving-throw-wis" ], "saving_throws": [ "int", "wis" ], "multi_classing": { "prerequisites": [ { "int": "13" } ], "proficiencies": [] }, "subclasses": [ "evocation" ], "spellcasting": { "level": 1, "spellcasting_ability": "int", "info": [ { "name": "Cantrips", "desc": [ "At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table." ] }, { "name": "Spellbook", "desc": [ "At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind." ] }, { "name": "Preparing and Casting Spells", "desc": [ "The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", "You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.", "For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", "You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list." ] }, { "name": "Spellcasting Ability", "desc": [ "Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.", "Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.", "Spell attack modifier = your proficiency bonus + your Intelligence modifier." ] }, { "name": "Ritual Casting", "desc": [ "You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared." ] }, { "name": "Spellcasting Focus", "desc": [ "You can use an arcane focus as a spellcasting focus for your wizard spells." ] } ] } } ] }