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.
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
| Level | Feature |
|---|---|
| 1 | Fighting Style — A signature way of fighting (here: a steady +to-hit baked into your stance). |
| 1 | Second Wind — Heal yourself a little, twice per rest. |
| 2 | Action Surge — Once per rest you can act with frightening speed (represented by your extra attacks). |
| 3 | Martial 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. |
| 5 | Extra Attack — You now strike twice on the Attack action. |
| 9 | Indomitable — Reroll a failed save once per rest. |
| 11 | Extra Attack (2) — Three strikes on the Attack action — the most of any class. |
| 20 | Unbreakable — 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.
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
| Level | Feature |
|---|---|
| 1 | Spellcasting — Cast prepared spells (here: a growing kit of attack/save spells). |
| 1 | Arcane Recovery — Recover some expended magic on a short rest (represented by resting to refill uses). |
| 2 | Arcane 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. |
| 3 | Second-Circle Spells — Your magic deepens — stronger blasts and wards. |
| 5 | Fireball — The signature third-circle blast comes online. |
| 10 | Higher Circles — Cone of cold, chain lightning, and worse, in time. |
| 18 | Spell Mastery — Cast your lesser spells at will. |
| 20 | Signature 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.
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
| Level | Feature |
|---|---|
| 1 | Sneak Attack — Extra damage when you strike with advantage. Scales: 1d6 at L1, +1d6 every two levels (here ~3d6). |
| 2 | Cunning Action — Dash, Disengage, or Hide as a swift action (here: Vanish for advantage). |
| 3 | Roguish Archetype — Choose your path — Assassin or Trickster — a real, permanent branch (type 'path'). The Assassin gains Ambush; the Trickster gains Flash Powder. |
| 5 | Uncanny Dodge — Roll with a blow you see coming — the Duck ability gives attackers disadvantage against you for a round. |
| 7 | Evasion — Take no damage on a successful Dexterity save, half on a failure. |
| 11 | Reliable Talent — Your skills never truly fail you. |
| 14 | Blindsense — You sense hidden foes nearby. |
| 18 | Elusive — 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.
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
| Level | Feature |
|---|---|
| 1 | Favored Foe / Hunter's Mark — Brand a quarry for extra damage. |
| 1 | Animal Companion — A wolf fights at your side (a real ally in the initiative order). |
| 2 | Fighting Style — Archery, Dueling, and the like — a steady edge to your attacks. |
| 3 | Ranger Conclave — Choose your path — Hunter or Stalker — a real, permanent branch (type 'path'). The Hunter gains Hail of Thorns; the Stalker gains Camouflage. |
| 5 | Extra Attack — You loose two arrows on the Attack action. |
| 8 | Land's Stride — Difficult ground and grasping plants no longer slow you. |
| 10 | Volley / Nature's Veil — Rain arrows on a whole group; slip briefly into the unseen. |
| 20 | Foe 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.
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
| Level | Feature |
|---|---|
| 1 | Lay on Hands — A pool of healing you can spend on your wounds. |
| 1 | Divine Sense — Feel the presence of the unnatural nearby. |
| 2 | Divine Smite — Spend holy power to sear a foe with radiant damage on a hit. |
| 3 | Sacred 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. |
| 5 | Extra Attack — Two strikes on the Attack action. |
| 6 | Aura of Protection — You and nearby allies add your Charisma to saving throws. |
| 11 | Improved Divine Smite — Every melee hit carries extra radiant damage. |
| 14 | Cleansing 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.
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
| Level | Feature |
|---|---|
| 1 | Rage — Bonus damage, advantage on Strength, and resistance to physical harm while raging. |
| 1 | Unarmored Defense — Your AC is 10 + Dexterity + Constitution when unarmoured. |
| 2 | Reckless Attack — Attack with advantage, granting it against you in turn. |
| 2 | Danger Sense — Advantage on Dexterity saves against things you can see. |
| 3 | Primal 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. |
| 5 | Extra Attack / Fast Movement — Two strikes on the Attack action, and you move quicker. |
| 9 | Brutal Critical — Your critical hits roll extra weapon dice. |
| 20 | Primal 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.
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
| Level | Feature |
|---|---|
| 1 | Divine 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. |
| 1 | Spellcasting — Cantrips and prepared spells drawn from the divine. |
| 2 | Channel Divinity — Turn the wicked, or call down a domain effect, once per rest. |
| 5 | Destroy Undead — Weaker undead are obliterated rather than merely turned. |
| 10 | Divine Intervention — Beseech your deity for direct aid. |
| 17 | Greater Miracles — Mass healing, resurrection, and judgement. |
| 20 | Divine 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.
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
| Level | Feature |
|---|---|
| 1 | Bardic Inspiration — Hand out dice of inspiration that improve an ally's roll (here: advantage). |
| 2 | Jack of All Trades — A little proficiency in everything. |
| 2 | Song of Rest — Your music speeds the party's recovery on a rest. |
| 3 | Bard 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. |
| 5 | Font of Inspiration — Your inspiration refreshes on a short rest. |
| 6 | Countercharm — Your performance wards allies against fear and charm. |
| 10 | Magical Secrets — Borrow spells from any class's list. |
| 20 | Superior 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.
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
| Level | Feature |
|---|---|
| 1 | Druidic / Spellcasting — The secret tongue of druids, and the magic of the wild. |
| 2 | Wild Shape — Transform into a beast you've studied (here: a fierce, hardier form). |
| 2 | Druid 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. |
| 4 | Wild Shape (Better Beasts) — Stronger forms, eventually able to swim and fly. |
| 10 | Elemental Wild Shape — Become a living element. |
| 18 | Timeless Body / Beast Spells — Age slows; you cast even while shaped. |
| 20 | Archdruid — 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.
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
| Level | Feature |
|---|---|
| 1 | Martial Arts — Your unarmed strikes scale with Dexterity and grow deadlier with level. |
| 1 | Unarmored Defense — Your AC is 10 + Dexterity + Wisdom with no armour. |
| 2 | Ki — A pool of focus powering Flurry of Blows, Patient Defense, and Step of the Wind. |
| 3 | Monastic 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. |
| 4 | Slow Fall — Reduce falling damage with a touch of ki. |
| 5 | Extra Attack / Stunning Strike — Two strikes, and a blow that can stun. |
| 7 | Evasion / Stillness of Mind — Dodge area effects; shrug off charm and fear. |
| 18 | Empty 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.
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
| Level | Feature |
|---|---|
| 1 | Sorcerous 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. |
| 2 | Font of Magic — Sorcery points you can spend to fuel and shape spells. |
| 3 | Metamagic — Twist spells — Twin, Quicken, Empower (here: a certainty buff). |
| 5 | Fireball — The signature blast comes online. |
| 10 | More Metamagic — Further ways to bend your magic. |
| 20 | Sorcerous 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.
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
| Level | Feature |
|---|---|
| 1 | Otherworldly 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. |
| 1 | Pact Magic — Few spell slots, but they return on a short rest. |
| 2 | Eldritch Invocations — Fragments of forbidden lore — e.g. Agonizing Blast, which strengthens your beam. |
| 3 | Pact Boon — Pact of the Blade, Chain, or Tome. |
| 5 | Stronger Pacts — Your blast splits and your magic deepens. |
| 11 | Mystic Arcanum — A single casting of a mighty spell, refreshed on a rest. |
| 20 | Eldritch Master — Beseech your patron to restore your power. |