Greywick Classes

Greywick has 12 classes, from the plate-clad Fighter to the pact-bound Warlock — and each branches into two subclass paths you choose once and keep. Your class sets your ability scores, your weapon, your armour, whether you cast spells, and a kit of signature moves. Below is every class, its stats, its full ability list, and both of its paths — straight from the game. See also the spells & magic guide and the class item sets.

Fighter martial

A master of weapons and armour who simply does not stop. Strikes more often than anyone and stands when others fall.

STR 16 · DEX 13 · CON 15 · INT 8 · WIS 12 · CHA 10 d10 hit die · base AC 19 · 1d10 greatsword · attacks with Str

Abilities

  • Second Wind (2/rest) — Catch your breath and shrug off your hurts.
  • Trip Attack (from level 3, 3/rest) — A blow aimed to take the legs — Strength save or be knocked prone.
  • Aggressive Stance — Commit to the attack — your blows land harder, but your guard drops. Held until you drop it or take another stance.
  • Defensive Stance — Fight behind your guard — far harder to hit, but your blows lose their bite. Held until you drop it or take another stance.
  • Challenge — Roar a challenge that fixes every foe's eyes on you — for two rounds they turn from your allies to face you. Costs stamina.

Subclass paths choose one at level 3

A permanent branch chosen once. Each path grants its own abilities as you level.

Battle Master

A student of the fight, who reads a foe's guard like a page and answers every opening it leaves.

  • Riposte (from level 3) — You read the opening a breath before your foe does, and answer it with the stroke they left for you. Costs stamina.
  • Menacing Attack (from level 7) — A blow so savage the foe flinches from every one after — a Wisdom save or fight rattled and afraid. Costs stamina.
  • Precision Strike (from level 11) — By now the seam in any guard opens to you like a page, and you set the point there and lean. Costs stamina.
  • Whirlwind of Steel (from level 15) — The whole press of them, answered in a single turning arc of the greatsword. Costs stamina.

Warden

An immovable guardian, who stands where the line would break and will not be moved from it.

  • Bulwark (from level 3) — Plant your feet and let the whole storm break on you — nothing gets past a wall that will not move, though your own blows soften. Held until you drop it or take another stance.
  • Shield Bash (from level 7) — Drop your shoulder behind the shield and put a foe on the ground where it belongs — a Strength save or go down hard. Costs stamina.
  • Hold the Line (from level 11, 2/rest) — You set yourself where the line would break, and around you the hurt find the strength to stand a little longer.
  • Unbreakable (from level 15, 1/rest) — Others fall. You draw one long breath, close the worst of it, and hold.
Level progression
LevelFeature
1Fighting Style — A signature way of fighting (here: a steady +to-hit baked into your stance).
1Second Wind — Heal yourself a little, twice per rest.
2Action Surge — Once per rest you can act with frightening speed (represented by your extra attacks).
3Martial Archetype — Choose your path — Battle Master or Warden — a real, permanent branch that grants its own signature move (type 'path'). Battle Master gains Riposte; Warden gains the Bulwark stance.
5Extra Attack — You now strike twice on the Attack action.
9Indomitable — Reroll a failed save once per rest.
11Extra Attack (2) — Three strikes on the Attack action — the most of any class.
20Unbreakable — The apex of martial endurance: you simply do not leave the field. Where lesser warriors are cut down, you fight on.

Wizard full caster

A scholar of the Weave who bends fire, frost, and force to a written will. Frail of body, devastating at range.

STR 8 · DEX 14 · CON 13 · INT 16 · WIS 12 · CHA 10 d6 hit die · base AC 14 · 1d4 staff · attacks with Int

Abilities

  • Fire Bolt (Evocation) — A mote of fire hurled at one foe — a spell attack.
  • Shield (Abjuration, level 1 spell) — A flash of force turns a blow aside — fight warded for a moment.
  • Burning Hands (Evocation, level 1 spell) — A fan of flame washes over all before you — Dexterity save for half.
  • Fireball (Evocation, level 3 spell, from level 5) — A roaring blast of fire engulfs the field — Dexterity save for half.
  • Phantom Blade (Illusion) — A dagger of pure illusion the mind cannot help but believe — a spell attack that cuts with imagined pain made real.
  • Withering Ray (Necromancy, level 2 spell, from level 3) — A ray of grave-cold that saps the life from living flesh — a spell attack dealing necrotic harm.

Subclass paths choose one at level 3

A permanent branch chosen once. Each path grants its own abilities as you level.

Evoker

A sculptor of raw energy, whose every working ends louder and wider than the last.

  • Arc Lightning (Evocation, level 1 spell, from level 3) — A bolt that splits and splits again, hunting the whole field for something to earth in — a Dexterity save for half.
  • Chain Lightning (Evocation, level 3 spell, from level 7) — The bolt no longer forks; it leaps, foe to foe to foe, and none it touches is spared whole — a Dexterity save for half.
  • Delayed Blast (Evocation, level 4 spell, from level 11) — A seed of fire you plant among them blooms late and clings, and all it catches goes on burning — a Dexterity save for half.
  • Meteor Swarm (Evocation, level 5 spell, from level 15) — You reach past the clouds and pull the sky down — burning stone, and the ground it lands on — a Dexterity save for half.

Abjurer

A warder of the self, whose magic turns inward to keep a frail body standing when it should have fallen.

  • Abjurer's Ward (from level 3, 2/rest) — You turn the Weave inward and knit your own flesh — a small mercy, and a rare one for so frail a hand.
  • Arcane Ward (Abjuration, level 2 spell, from level 7) — A lattice of force settles over you, and for a while the blows that should land simply do not.
  • Banishment (Abjuration, level 4 spell, from level 11) — You cut a foe loose from the here and now and let it fall into the empty places between — a Charisma save, or be gone a moment.
  • Greater Restoration (from level 15, 1/rest) — You turn the whole of the Weave inward at once, and years of hurt close in a single breath.
Level progression
LevelFeature
1Spellcasting — Cast prepared spells (here: a growing kit of attack/save spells).
1Arcane Recovery — Recover some expended magic on a short rest (represented by resting to refill uses).
2Arcane Tradition — Choose your path — Evoker or Abjurer — a real, permanent branch chosen at level 3 (type 'path'). The Evoker gains Arc Lightning; the Abjurer gains a self-heal ward.
3Second-Circle Spells — Your magic deepens — stronger blasts and wards.
5Fireball — The signature third-circle blast comes online.
10Higher Circles — Cone of cold, chain lightning, and worse, in time.
18Spell Mastery — Cast your lesser spells at will.
20Signature Spells — Two spells you can always cast without preparation.

Rogue martial

Quick, quiet, and unkind. Ends fights before they become fair, slipping a blade where it hurts most.

STR 10 · DEX 16 · CON 13 · INT 12 · WIS 12 · CHA 14 d8 hit die · base AC 15 · 1d6 daggers · attacks with Dex

Abilities

  • Sneak Attack — Strike a soft place with lethal precision — always with advantage, and extra dice. Costs stamina.
  • Cunning Action — Slip out of sight and line up the killing blow — advantage on your next strike. Costs stamina.
  • Envenom Blade (from level 3) — Draw a smear of poison down your edge and open a shallow wound — the foe sickens, its blows going wide as the venom works. Costs stamina.
  • Uncanny Dodge (from level 5) — Read the blow before it lands and roll with it — attacks against you have disadvantage until your next turn. Costs stamina.
  • Death Blow (from level 9) — Everything you know about killing, spent in one strike at a soft and mortal place — made with advantage, and a fistful of extra dice. Costs stamina.

Subclass paths choose one at level 3

A permanent branch chosen once. Each path grants its own abilities as you level.

Assassin

A killer from the dark, who ends a life quietly and is gone before the body knows it.

  • Ambush (from level 3) — The first they know of you is the blade already in — a thrust from the dark with everything behind it. Costs stamina.
  • Eviscerate (from level 7) — A deep, turning cut into something that matters, taken from the blind side. Costs stamina.
  • Open the Vein (from level 11) — One clean cut that will not close — the foe leaves a little more of itself with every step. A Constitution save. Costs stamina.
  • Coup de Grace (from level 15) — Everything you have ever learned about killing, spent in one unhurried thrust that ends it. Costs stamina.

Trickster

A master of misdirection, who wins the fight in a foe's own eyes before a blade is drawn.

  • Flash Powder (from level 3) — A flare of blinding dust flung in a foe's face — it swings at afterimages, its blows going wide. A Dexterity save. Costs stamina.
  • Blinding Powder (from level 7) — A fistful of stinging dust across the whole knot of them — they fight blinking, flinching, frightened. A Dexterity save. Costs stamina.
  • Confounding Feint (from level 11) — A feint so complete the foe commits everything to a blow that never comes, and stands there with its wits scattered. A Wisdom save. Costs stamina.
  • Waking Nightmare (from level 15) — You whisper the one thing each of them most fears, and let it bloom behind their eyes. A Wisdom save. Costs stamina.
Level progression
LevelFeature
1Sneak Attack — Extra damage when you strike with advantage. Scales: 1d6 at L1, +1d6 every two levels (here ~3d6).
2Cunning Action — Dash, Disengage, or Hide as a swift action (here: Vanish for advantage).
3Roguish Archetype — Choose your path — Assassin or Trickster — a real, permanent branch (type 'path'). The Assassin gains Ambush; the Trickster gains Flash Powder.
5Uncanny Dodge — Roll with a blow you see coming — the Duck ability gives attackers disadvantage against you for a round.
7Evasion — Take no damage on a successful Dexterity save, half on a failure.
11Reliable Talent — Your skills never truly fail you.
14Blindsense — You sense hidden foes nearby.
18Elusive — No attack has advantage against you while you're conscious.

Ranger half caster

A longbow, a keen eye, and a wolf at your heel. You mark your quarry and bring it down from across the field.

STR 12 · DEX 16 · CON 13 · INT 10 · WIS 14 · CHA 10 d10 hit die · base AC 15 · 1d8 longbow (ranged) · attacks with Dex

Abilities

  • Hunter's Mark (Divination, level 1 spell) — Name a foe your quarry — every hit it takes from you or your wolf bites deeper.
  • Volley (from level 5) — Loose a storm of arrows that falls on every foe at once.
  • Field Dressing (Abjuration, level 1 spell, from level 2) — A field dressing of pressed leaves and clean cloth — it knits a wound closed over the next little while. Mends the most hurt of you or your wolf.
  • Barbed Arrow (from level 6) — A broadhead cut with barbs that won't draw clean — it lodges and bleeds, worrying the wound with every move the quarry makes. Costs stamina.
  • Ensnaring Shot (Conjuration, level 1 spell, from level 6) — An arrow trailing a snare of thorned cord — it fouls the quarry's legs and drags it down. A Strength save or be pinned prone.

Subclass paths choose one at level 3

A permanent branch chosen once. Each path grants its own abilities as you level.

Hunter

A slayer of many at once, who makes the sky itself a quiver and lets it fall.

  • Hail of Thorns (from level 3) — One arrow that bursts at its height into a falling rain of thorns over the whole field — a Dexterity save for half. Costs stamina.
  • Pinning Volley (from level 7) — A barbed barrage across the whole field, and every shaft that bites stays to worry the wound. A Dexterity save for half. Costs stamina.
  • Storm of Arrows (from level 11) — You empty the quiver into the sky and let it come down as a killing weather on all before you. Costs stamina.
  • Rain of Death (from level 15) — One long, unhurried volley loosed with a hunter's certainty — nothing left standing in the open survives it. A Dexterity save for half. Costs stamina.

Stalker

An unseen hunter, who spends a whole day's patience on the one shot that will not need a second.

  • Camouflage (from level 3) — You go still and the treeline takes you — the next shot leaves with the certainty of a thing unseen. Costs stamina.
  • Marksman's Shot (from level 7) — One patient shot, breath held, for the single seam the armour leaves. Costs stamina.
  • Deadeye (from level 11) — The world narrows to one heartbeat and one mark, and the shot does not miss and does not forgive. Costs stamina.
  • Killing Shot (from level 15) — The shot a stalker waits a whole hunt to take — drawn from nowhere and set exactly where a life ends. Costs stamina.

Companion: a wolf (1d4 Piercing) fights at your side, growing tougher as you level.

Level progression
LevelFeature
1Favored Foe / Hunter's Mark — Brand a quarry for extra damage.
1Animal Companion — A wolf fights at your side (a real ally in the initiative order).
2Fighting Style — Archery, Dueling, and the like — a steady edge to your attacks.
3Ranger Conclave — Choose your path — Hunter or Stalker — a real, permanent branch (type 'path'). The Hunter gains Hail of Thorns; the Stalker gains Camouflage.
5Extra Attack — You loose two arrows on the Attack action.
8Land's Stride — Difficult ground and grasping plants no longer slow you.
10Volley / Nature's Veil — Rain arrows on a whole group; slip briefly into the unseen.
20Foe Slayer — Your quarry can never truly hide from your aim.

Paladin half caster

Plate steel and an oath that bites. You stand where others fall, mend what others break, and burn the wicked with borrowed light.

STR 16 · DEX 10 · CON 14 · INT 8 · WIS 12 · CHA 14 d10 hit die · base AC 18 · 1d8 longsword · attacks with Str

Abilities

  • Divine Smite (Evocation, level 1 spell) — A strike that detonates with borrowed light — sears the wicked with radiant force.
  • Lay on Hands (3/rest) — Press your hand to your wounds and will them closed.
  • Sacred Vow — Speak the oath aloud; your next stroke will not miss its mark.
  • Compelled Duel — A word of binding oath drags your foes' wrath onto you and off the weak at your back — they must face you for two rounds. Costs stamina.

Subclass paths choose one at level 3

A permanent branch chosen once. Each path grants its own abilities as you level.

Devotion

An oath of pure light, brightening from a single searing stroke to a brilliance no darkness stands in.

  • Sear the Wicked (Evocation, from level 3, 3/rest) — You speak the oath and the blade takes light — a searing stroke no armour turns aside.
  • Radiance of the Dawn (Evocation, from level 7, 2/rest) — Light breaks from you in a wheel of fire and scours everything near — a Constitution save for half.
  • Holy Nova (Evocation, level 3 spell, from level 11) — A silent burst of borrowed light that sears the wicked and leaves them cowering from it — a Wisdom save or fight afraid.
  • Blinding Light (Evocation, level 4 spell, from level 15) — You open the oath to its full and terrible brightness, and the field drowns in it, the wicked with it. A Constitution save for half.

Vengeance

An oath of the hunt, sworn against one foe and paid in full when the reckoning comes.

  • Vow of Enmity (Enchantment, level 1 spell, from level 3) — You name one foe your enemy, and every blow it takes from you bites the deeper until it falls.
  • Relentless Avenger (Evocation, from level 7) — A heavy, hunting stroke you keep for a foe you have sworn to end. Costs stamina.
  • Avenging Smite (Evocation, from level 11, 2/rest) — The oath comes due — a single detonation of light no armour will turn.
  • Soul of Vengeance (Evocation, from level 15, 1/rest) — Everything the oath has stored against the wicked, spent on one hated foe in a single ruinous blow.
Level progression
LevelFeature
1Lay on Hands — A pool of healing you can spend on your wounds.
1Divine Sense — Feel the presence of the unnatural nearby.
2Divine Smite — Spend holy power to sear a foe with radiant damage on a hit.
3Sacred Oath — Choose your path — Devotion or Vengeance — a real, permanent branch (type 'path'). Devotion gains Sear the Wicked, an armour-piercing radiant strike; Vengeance gains Vow of Enmity, a hunter's-mark on a hated foe.
5Extra Attack — Two strikes on the Attack action.
6Aura of Protection — You and nearby allies add your Charisma to saving throws.
11Improved Divine Smite — Every melee hit carries extra radiant damage.
14Cleansing Touch — End spells on yourself or allies with a touch.

Barbarian martial

Fury given a body. You wade into the thick of it, shrug off blows that would fell others, and hit like a falling tree.

STR 16 · DEX 14 · CON 15 · INT 8 · WIS 10 · CHA 10 d12 hit die · base AC 12 · 1d12 greataxe · attacks with Str

Abilities

  • Rage (3/rest) — Loose the fury — your blows land harder (advantage) and pain barely registers.
  • Reckless Attack — Throw caution aside — strike with advantage and a heavier blow, and take the hits. A burst of fury: costs stamina.
  • Intimidating Roar — A battle-roar so terrible that every foe forgets your allies and comes for you — for two rounds their wrath is yours. Costs stamina.
  • Sweeping Blow (from level 3) — One great horizontal stroke of the axe that catches every foe within its arc. Costs stamina.
  • Frenzy (from level 6) — Give the fury full rein — every blow lands harder, and you stop bothering to guard at all. A stance: hit for far more, but foes find you far easier to hit. Say it again to rein it in.

Subclass paths choose one at level 3

A permanent branch chosen once. Each path grants its own abilities as you level.

Berserker

Fury turned into a weapon, each blow wilder and heavier than the guard it costs you.

  • Skull-Splitter (from level 3) — A brutal crack of the skull that rattles the wits clean out of a foe — a Strength save or reel a moment. Costs stamina.
  • Frenzied Blow (from level 7) — A wild, overcommitted swing with the whole body behind it — you stop caring what it costs your guard. Costs stamina.
  • Brutal Slam (from level 11) — A downward, earth-shaking blow meant to put a foe flat on its back — a Strength save or be driven down. Costs stamina.
  • Annihilation (from level 15) — The fury given full and final rein — one great arc of the axe that takes everything in reach. Costs stamina.

Totem Warrior

The spirits of the wild lending their strength — the bear's endurance first, and deeper gifts in time.

  • Bear's Endurance (from level 3, 3/rest) — You call on the bear-spirit, and your wounds knit and close where a lesser body would fail.
  • Wolf Spirit (from level 7) — You call the wolf-totem and name a foe for the pack — every blow your allies land on it bites the deeper.
  • Bear's Hide (from level 11) — The bear-spirit thickens your skin to bark and hide — you strike a shade heavier, and the blows that fell others glance away. Say it again to let the spirit go.
  • Spirit of the Wild (from level 15, 1/rest) — You open yourself wholly to the totems, and their vigour pours in and closes what should have been the end of you.
Level progression
LevelFeature
1Rage — Bonus damage, advantage on Strength, and resistance to physical harm while raging.
1Unarmored Defense — Your AC is 10 + Dexterity + Constitution when unarmoured.
2Reckless Attack — Attack with advantage, granting it against you in turn.
2Danger Sense — Advantage on Dexterity saves against things you can see.
3Primal Path — Choose your path — Berserker or Totem Warrior — a real, permanent branch (type 'path'). The Berserker gains Skull-Splitter; the Totem Warrior gains Bear's Endurance.
5Extra Attack / Fast Movement — Two strikes on the Attack action, and you move quicker.
9Brutal Critical — Your critical hits roll extra weapon dice.
20Primal Champion — Strength and Constitution beyond mortal limits.

Cleric full caster

A conduit for a greater will — mending allies, scouring foes with radiance, and standing firm where faith is tested.

STR 14 · DEX 10 · CON 14 · INT 10 · WIS 16 · CHA 12 d8 hit die · base AC 16 · 1d6 mace · attacks with Wis

Abilities

  • Sacred Flame (Evocation) — Radiance falls on a foe — Dexterity save or burn.
  • Cure Wounds (Evocation, level 1 spell) — Lay on a healing word and close your wounds.
  • Renewal (Evocation, from level 2, 3/rest) — Lay a mending blessing on whoever is most hurt — it knits their wounds a little each turn, and fades if you do not renew it.
  • Guiding Bolt (Evocation, level 1 spell) — A lance of light strikes a foe — a radiant spell attack.
  • Channel Divinity (from level 2, 2/rest) — A wave of holy power lashes every foe — Wisdom save or be unmade.

Subclass paths choose one at level 3

A permanent branch chosen once. Each path grants its own abilities as you level.

War Priest

A militant of the faith, whose light sharpens from a single searing stroke to a second sun.

  • Radiant Smite (from level 3, 3/rest) — Your mace takes a wreath of searing light — a radiant stroke that brooks no armour.
  • Guided Strike (Evocation, from level 7, 2/rest) — You loose the blow and the god corrects it — light finds the gap in the armour with an unerring hand.
  • Divine Wrath (Evocation, level 3 spell, from level 11) — You call the god's anger down as a sheet of searing light over every foe — a Constitution save to weather half of it.
  • Sunburst (Evocation, level 4 spell, from level 15) — A second sun blooms and breaks over the field, and the wicked cannot bear to stand beneath it — a Constitution save for half, or fight afraid.

Life Priest

A vessel of mercy, whose blessings hold the hurt on their feet turn after turn.

  • Sanctuary (Evocation, from level 3, 2/rest) — You lay an abiding blessing on the most hurt, and their wounds knit swiftly, turn upon turn, until you let it lapse.
  • Prayer of Healing (Evocation, from level 7, 2/rest) — A long, steady prayer settled over your most-hurt companion — it mends turn on turn, and holds far past a hasty blessing.
  • Guardian Spirits (Evocation, level 3 spell, from level 11) — Wardens of light wheel about your flock and turn on any who would close — a Wisdom save, or fall back afraid.
  • Miracle (Evocation, from level 15, 1/rest) — You spend the whole of the god's favour at once on the one nearest death — the deepest mending a mortal vessel can hold.
Level progression
LevelFeature
1Divine Domain — Choose your path — War Priest or Life Priest — a real, permanent branch chosen at level 3 (type 'path'). The War Priest gains Radiant Smite; the Life Priest gains Sanctuary.
1Spellcasting — Cantrips and prepared spells drawn from the divine.
2Channel Divinity — Turn the wicked, or call down a domain effect, once per rest.
5Destroy Undead — Weaker undead are obliterated rather than merely turned.
10Divine Intervention — Beseech your deity for direct aid.
17Greater Miracles — Mass healing, resurrection, and judgement.
20Divine Intervention Improved — Your call is always answered.

Bard full caster

A weaver of words and music whose magic lifts allies and unmakes foes. The heart of any band of adventurers.

STR 10 · DEX 14 · CON 12 · INT 12 · WIS 10 · CHA 16 d8 hit die · base AC 15 · 1d6 rapier · attacks with Cha

Abilities

  • Bardic Inspiration (3/rest) — A word of courage to an ally — their next strike rings true (advantage).
  • Vicious Mockery (Enchantment) — A withering insult laced with magic — Wisdom save or be rattled and stung.
  • Shatter (Evocation, level 2 spell, from level 3) — A sudden ringing burst of sound cracks out over your foes — Constitution save for half.
  • Healing Word (Evocation, level 1 spell) — A snatch of song knits a wound from across the field.
  • Phantasmal Force (Illusion, level 2 spell, from level 3) — Weave an illusion so total the mind makes it real — a Wisdom save, or the victim takes wounds simply because they believe they must.

Subclass paths choose one at level 3

A permanent branch chosen once. Each path grants its own abilities as you level.

College of Valor

A skald of the war-song, whose music holds a band together and cuts to its rhythm.

  • Battle Hymn (Evocation, from level 3, 2/rest) — A marching-song settles over the most hurt of your band and mends them, verse on verse.
  • Blade Flourish (from level 7) — A whirl of rapier and refrain — you close and cut on the same beat, the sword moving to the music.
  • Thunderous Refrain (Evocation, level 3 spell, from level 11) — You strike a chord that lands like a war-drum across the whole field — a Constitution save to stand half of it.
  • Anthem of War (Evocation, from level 15, 2/rest) — You raise the great marching-song, and it settles deep over your most-hurt companion, mending verse after verse into the thick of the fight.

College of Lore

A keeper of cutting secrets, whose verses fray a foe's nerve and, in the end, its mind.

  • Dissonant Whispers (Enchantment, level 2 spell, from level 3) — A maddening verse worms into every foe at once, and their blows go wide of a fear they cannot place — a Wisdom save to hold their nerve.
  • Binding Verse (Enchantment, level 2 spell, from level 7) — A single held note that locks the body against its own will — a Wisdom save, or stand frozen a moment.
  • Psychic Lash (Enchantment, level 4 spell, from level 11) — You speak a word never meant for mortal ears, and it tears through every mind on the field — a Wisdom save, or reel, unstrung and afraid.
  • Unmaking Word (Enchantment, level 5 spell, from level 15) — A secret so ruinous the mind it lands on simply comes apart — a Wisdom save, or be left hollow and reeling.
Level progression
LevelFeature
1Bardic Inspiration — Hand out dice of inspiration that improve an ally's roll (here: advantage).
2Jack of All Trades — A little proficiency in everything.
2Song of Rest — Your music speeds the party's recovery on a rest.
3Bard College — Choose your path — College of Valor or College of Lore — a real, permanent branch (type 'path'). Valor gains Battle Hymn, a sustaining heal-over-time; Lore gains Dissonant Whispers, a field-wide fear.
5Font of Inspiration — Your inspiration refreshes on a short rest.
6Countercharm — Your performance wards allies against fear and charm.
10Magical Secrets — Borrow spells from any class's list.
20Superior Inspiration — You always enter a fight with inspiration ready.

Druid full caster

A keeper of the old wild — calling thorn and storm, mending with the green, and wearing the shapes of beasts.

STR 10 · DEX 14 · CON 14 · INT 12 · WIS 16 · CHA 8 d8 hit die · base AC 16 · 1d6 quarterstaff · attacks with Wis

Abilities

  • Thorn Whip (Transmutation) — A vine of thorns lashes a foe — a nature spell attack.
  • Entangle (Conjuration, level 1 spell) — Grasping weeds erupt under your foes — Strength save or be held fast.
  • Cure Wounds (Evocation, level 1 spell) — Channel the green to close your wounds.
  • Wild Shape (from level 2, 2/rest) — Take the shape of a beast — hardier and fiercer for a time.

Subclass paths choose one at level 3

A permanent branch chosen once. Each path grants its own abilities as you level.

Circle of the Moon

A shape-changer of the deep wild, wearing forms that grow fiercer the further you go.

  • Bear Form (from level 3) — Your shape hardens into the great bear — a body of tooth and claw that hits harder and shrugs off the blow. Say it again to return to your own shape.
  • Rend (from level 7) — You throw the beast's whole weight behind tooth and claw and tear a foe open.
  • Elemental Form (from level 11) — Flesh sloughs off for living stone and flame — a shape that lands like a landslide and turns aside what would break a lesser hide. Say it again to return to your own shape.
  • Primal Vitality (from level 15, 2/rest) — You draw on the deep well the wild opens to a shifted shape, and wounds close as fast as they are dealt.

Circle of the Land

A keeper of the living ground, who turns thorn, weather, and wildfire against any who trespass.

  • Spike Growth (Transmutation, level 2 spell, from level 3) — You call a thicket of thorned briar across the field, and it worries every wound that lingers in it — a Dexterity save for half.
  • Call Lightning (Conjuration, level 3 spell, from level 7) — You reach into the weather itself and pull a bolt down onto the field — a Dexterity save to weather half.
  • Insect Plague (Conjuration, level 4 spell, from level 11) — A droning storm of stinging things boils up and stays, gnawing at all it covers — a Constitution save for half.
  • Fire Storm (Evocation, level 5 spell, from level 15) — You call down a standing sheet of wildfire that roams the field and clings to all it touches — a Dexterity save to escape half.
Level progression
LevelFeature
1Druidic / Spellcasting — The secret tongue of druids, and the magic of the wild.
2Wild Shape — Transform into a beast you've studied (here: a fierce, hardier form).
2Druid Circle — Choose your path — Circle of the Moon or Circle of the Land — a real, permanent branch chosen at level 3 (type 'path'). Moon gains the Bear Form melee stance; Land gains Spike Growth, a field-wide briar.
4Wild Shape (Better Beasts) — Stronger forms, eventually able to swim and fly.
10Elemental Wild Shape — Become a living element.
18Timeless Body / Beast Spells — Age slows; you cast even while shaped.
20Archdruid — Wild Shape without limit.

Monk martial

Discipline made lethal. A flurry of unarmed strikes, a body that turns blows aside, and ki that bends the moment.

STR 12 · DEX 16 · CON 14 · INT 10 · WIS 15 · CHA 8 d8 hit die · base AC 13 · 1d6 fists · attacks with Dex

Abilities

  • Flurry of Blows (6/rest) — Spend ki for a blur of extra strikes against one foe.
  • Stunning Strike (from level 5, 3/rest) — A precise blow to a nerve — Constitution save or be stunned.
  • Patient Defense — Flow like water — attacks against you have disadvantage.
  • Step of the Wind (from level 3) — A breath of ki and a shift of weight — you flow into perfect position, and your next strike falls with advantage. Costs stamina.
  • Quivering Palm (from level 6, 2/rest) — Set a lethal vibration deep in the body with an open-hand strike — a Constitution save or the tremor gnaws from within, round after round.

Subclass paths choose one at level 3

A permanent branch chosen once. Each path grants its own abilities as you level.

Way of the Open Hand

A master of body and balance, turning a foe's weight against it and mending your own hurts with breath.

  • Open Hand Technique (from level 3) — A strike that turns a foe's own weight against it and lays it out — a Dexterity save or be swept off its feet. Costs stamina.
  • Wholeness of Body (from level 7, 2/rest) — You turn your ki inward and set your own body right — breath steadies, and the worst of the hurt closes.
  • Ki-Empowered Strike (from level 11) — An open-hand blow that drives ki through a nerve and locks the whole body against its owner — a Constitution save or be stunned. Costs stamina.
  • Perfect Self (from level 15, 1/rest) — For a breath you are wholly at balance — ki floods every hurt and closes it, and you hold where the body should have failed.

Way of Shadow

A monk of darkness and silence, who is never where the blow lands and always where it hurts.

  • Shadow Strike (from level 3) — You step through a pool of darkness and land the blow from the blind side, where no guard is set. Costs stamina.
  • Cloak of Shadows (from level 7) — You gather the dark around you like a robe, and for a while the blows that should land pass through where you are not. Costs stamina.
  • Shadow Flurry (from level 11) — You step between one shadow and the next, and a dozen blows fall from every blind angle at once. Costs stamina.
  • Killing Shadow (from level 15) — The blow a shadow-monk trains a lifetime to land — struck from the dark on the one beat a foe cannot answer. Costs stamina.
Level progression
LevelFeature
1Martial Arts — Your unarmed strikes scale with Dexterity and grow deadlier with level.
1Unarmored Defense — Your AC is 10 + Dexterity + Wisdom with no armour.
2Ki — A pool of focus powering Flurry of Blows, Patient Defense, and Step of the Wind.
3Monastic Tradition — Choose your path — Way of the Open Hand or Way of Shadow — a real, permanent branch (type 'path'). Open Hand gains Open Hand Technique, a prone-sweeping strike; Shadow gains Shadow Strike, an advantage blow from the dark.
4Slow Fall — Reduce falling damage with a touch of ki.
5Extra Attack / Stunning Strike — Two strikes, and a blow that can stun.
7Evasion / Stillness of Mind — Dodge area effects; shrug off charm and fear.
18Empty Body — Spend ki to turn invisible and resist all but force.

Sorcerer full caster

Magic in the blood, raw and unstudied. You shape spells on instinct and twist them with Metamagic.

STR 8 · DEX 14 · CON 14 · INT 10 · WIS 10 · CHA 16 d6 hit die · base AC 14 · 1d4 dagger · attacks with Cha

Abilities

  • Fire Bolt (Evocation) — A mote of fire hurled at a foe — a spell attack.
  • Metamagic (3/rest) — Bend the raw magic — your next strike comes with deadly certainty (advantage).
  • Burning Hands (Evocation, level 1 spell) — A fan of flame washes over your foes — Dexterity save for half.
  • Fireball (Evocation, level 3 spell, from level 5) — A roaring blast engulfs the field — Dexterity save for half.

Subclass paths choose one at level 3

A permanent branch chosen once. Each path grants its own abilities as you level.

Draconic Bloodline

Dragon-blooded, your fire hardening as the blood wakes, from a single lance to the wyrm entire.

  • Draconic Bolt (Evocation, level 2 spell, from level 3) — The blood answers, and your fire hardens into a lance of dragonflame far heavier than any cantrip.
  • Dragon's Breath (Evocation, level 3 spell, from level 7) — You loose a cone of dragonflame from your own throat across the field — a Dexterity save to take half.
  • Dragonfire Lance (Evocation, level 4 spell, from level 11) — The blood hardens your fire into a single spear of white flame, and it strikes with the weight of a diving wyrm.
  • Wyrm's Cataclysm (Evocation, level 5 spell, from level 15) — You open the blood to its ancient full and become, for a heartbeat, the dragon — one foe is met with all of it.

Wild Magic

Chaos in the veins, the leash slipping further with every working until you stop holding it at all.

  • Wild Surge (Evocation, level 2 spell, from level 3) — The magic slips its leash — raw force erupts across the field and clings, burning, to whatever it catches. A Dexterity save for half.
  • Chaos Bolt (Evocation, level 3 spell, from level 7) — You let the magic pick its own shape, and it leaps the field as raw, wrong force — a Dexterity save for half, and it clings and burns.
  • Tides of Chaos (Evocation, level 4 spell, from level 11) — The leash slips further, and the magic comes as a rolling wave of wild lightning that leaves the field scorched — a Dexterity save for half.
  • Unleashed Chaos (Evocation, level 5 spell, from level 15) — You stop holding the leash at all, and the wild magic erupts across everything at once and takes what it will. A Dexterity save for half.
Level progression
LevelFeature
1Sorcerous Origin — Choose your path — Draconic Bloodline or Wild Magic — a real, permanent branch chosen at level 3 (type 'path'). Draconic gains Draconic Bolt, a heavy elemental lance; Wild gains Wild Surge, a chaotic burning burst.
2Font of Magic — Sorcery points you can spend to fuel and shape spells.
3Metamagic — Twist spells — Twin, Quicken, Empower (here: a certainty buff).
5Fireball — The signature blast comes online.
10More Metamagic — Further ways to bend your magic.
20Sorcerous Restoration — Recover sorcery points on a short rest.

Warlock pact caster

Power bought from something vast and patient. Your Eldritch Blast never runs dry, and your patron's gifts are strange.

STR 8 · DEX 14 · CON 14 · INT 11 · WIS 10 · CHA 16 d8 hit die · base AC 14 · 1d6 blade · attacks with Cha

Abilities

  • Eldritch Blast (Evocation) — A beam of crackling force — your signature, never spent.
  • Hex (Enchantment, level 1 spell) — Curse a foe — every hit it takes from you bites deeper.
  • Armor of Agathys (Abjuration, level 1 spell) — Spectral frost sheathes you, warding and biting those who strike it.
  • Hunger of Hadar (Conjuration, level 3 spell, from level 5) — A pocket of the void opens — Dexterity save or be flensed by cold and dark, and left to wither in the freezing black.
  • Vampiric Touch (Necromancy, level 2 spell, from level 3) — Reach through the pact's hunger and draw the life out in a cold black thread — a Constitution save, or wither at the touch.

Subclass paths choose one at level 3

A permanent branch chosen once. Each path grants its own abilities as you level.

The Fiend

A pact with a lord of the pit, whose furnace opens wider the more of yourself you feed it.

  • Hellfire (Evocation, level 1 spell, from level 3) — The patron answers with a gout of hellfire, and what it sears goes on burning — a Dexterity save to be spared the worst.
  • Dark One's Blessing (from level 7, 2/rest) — The pit-lord's favour answers your hunger — a wash of hellish vigour seals your wounds and steadies you for worse.
  • Fiendish Blast (Evocation, level 3 spell, from level 11) — The patron opens the furnace, and a rolling gout of hellfire washes over the field — a Dexterity save for half, and it clings and burns.
  • Hellstorm (Evocation, level 5 spell, from level 15) — The pact's full price paid at once — the sky opens onto the pit and rains fire without end. A Dexterity save for half.

The Great Old One

A pact with a thing beyond the stars, whose reach through you closes on a foe's mind and, in time, unmakes it.

  • Psychic Grip (Enchantment, level 2 spell, from level 3) — Something vast reaches through you and closes a hand on a foe's mind — a Wisdom save or be frozen mid-motion.
  • Clutch of the Deep (Enchantment, level 3 spell, from level 7) — The patron's attention settles on one foe, and its will stops being its own — a Wisdom save or fight lost and afraid.
  • Psychic Scream (Enchantment, level 4 spell, from level 11) — A sound from between the stars tears through every mind on the field at once — a Wisdom save, or reel, unstrung and afraid.
  • Create Thrall (Enchantment, level 5 spell, from level 15) — The thing beyond the stars reaches all the way through you and takes a foe's mind in its hand — a Wisdom save, or stand frozen, wholly unmade.
Level progression
LevelFeature
1Otherworldly Patron — Choose your path — The Fiend or The Great Old One — a real, permanent branch chosen at level 3 (type 'path'). The Fiend gains Hellfire, a burning blast; the Great Old One gains Psychic Grip, a stunning mental hold.
1Pact Magic — Few spell slots, but they return on a short rest.
2Eldritch Invocations — Fragments of forbidden lore — e.g. Agonizing Blast, which strengthens your beam.
3Pact Boon — Pact of the Blade, Chain, or Tome.
5Stronger Pacts — Your blast splits and your magic deepens.
11Mystic Arcanum — A single casting of a mighty spell, refreshed on a rest.
20Eldritch Master — Beseech your patron to restore your power.
An unhandled error has occurred. Reload 🗙

Rejoining the server...

Rejoin failed... trying again in seconds.

Failed to rejoin.
Please retry or reload the page.

The session has been paused by the server.

Failed to resume the session.
Please retry or reload the page.