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1.2- Classes

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Fighter

You are a warrior, trained in battle and in the use of armor and weapons. Perhaps you are a ferocious barbarian Viking raider, a deadly mercenary swords-woman, a grizzled sylvan ranger or a chivalrous knight, a leader of men and protector of the innocent.

Fighter Level Title Proficiency Bonus Features
1st Veteran +2 Fighting Style, Second Wind
2nd Warrior +2 Action Surge I
3rd Weaponmaster +2 Improved Critical
4th Hero +2 Ability Score Improvement I
5th Swashbuckler +3 Extra Attack I
6th Myrmidon +3 Ability Score Improvement II
7th Champion +3 Remarkable Athlete
8th Superhero +3 Ability Score Improvement III
9th Lord +4 Indomitable I
10th   +4 Additional Fighting Style

Features

Hit Dice: 1d10 per level

Hit Points at 1st Level: 10 + Con modifier

Hit Points at Higher Levels: 1d10 (or 6) + Con modifier per level after 1st

Ability Score Increase: Your choice of Strength or Dexterity increases by 1 and your Constitution by 1.

Size: Your size is Medium.

Speed: Your base walking speed is 30 feet.

Armor: All armors and shields

Weapons: All weapons

Equipment: You start with the following equipment:

  • (a) banded mail or (b) leather armor, longbow and 20 arrows
  • (a) any 2 non-heavy weapons and shield or (b) any heavy weapon
  • (a) a light crossbow and 20 bolts or (b) 2 handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Proficiency Area: You’re proficient in every aspect of combat, from strategy, mounted combat, intimidation and weapons lore to improvised stunts.

You are also skilled in all kinds of athletic feats, such as swimming, climbing,jumping, and feats of strength.

1st Level Abilities

Second Wind

On your turn, you can use a bonus action to regain 1d10 + fighter level hit points that you lost during the current Segment. You may do this once per rest.

Fighting Style

You adopt a particular style of fighting as your specialty. You also gain any Style Focus (named in italics) listed for the given style. You can’t pick a Fighting Style more than once. Choose one of the following:

Roll 1d10 or choose one of the fighting styles below. (Quick Pick: Mighty Deeds)

1-2 Mighty Deeds

Add 1d8 to any physical ability check, attack roll or damage roll you are proficient in. You can use this ability before or after making the roll.

You may perform Mighty Deeds a number of times equal to your proficiency bonus per long rest.

More Deeds: You replenish your uses of Mighty Deeds with a short rest as well as a long rest.

3-4 Sword and Board

When you are wielding a melee weapon in one hand and no other weapons (except a shield), you gain a +2 bonus to damage rolls with that weapon.

Shield Block: When wielding a shield, you can use your reaction to add your proficiency bonus to your AC for a melee attack that hits you, potentially causing it to miss you instead.

5-6 Two-Weapon Fighting

When fighting with two weapons, you can add your ability modifier to the damage of the second attack.

Dual Mastery: You add +1 to AC when dual-wielding, can dual-wield non-Light weapons and draw or stow 2 such weapons instead of 1 when Interacting with Objects in combat.

7-8 Great Weapon Fighting

When you roll 1 or 2 on a damage die, you can reroll the die. You must use the new roll, even if it’s a 1 or 2.

Power Blow: Before making a melee attack, you can use your bonus action to drop your proficiency bonus to hit to 0. If the attack hits, add twice your proficiency bonus to damage.

Cleave: Whenever you score a critical hit or reduce a creature to 0 hit points, you can drop your speed to 0 for the rest of the turn in order to make an extra attack with the same weapon.

The weapon used must have the two-handed or versatile property and be wielded in melee with two hands for you to gain any of these benefits.

9-10 Deadeye

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. You may ignore half cover and treat three-quarters cover as half cover for attack rolls with ranged weapons.

Aim: You may spend a bonus action to aim in order to ignore disadvantage for long range and add your proficiency bonus to damage on your next ranged weapon attack in the same turn.

Quickshot: If you have advantage on a ranged attack against a target on your turn, you can forgo advantage this turn to make an extra ranged attack against that target as a bonus action. Both attacks are made with disadvantage.

2nd Level Abilities

Action Surge

On your turn, you can take one additional action on top of your regular action. You may do this once per short or long rest.

3rd Level Abilities

Improved Critical

Your weapon attacks score a critical hit on a roll of 19 or 20.

4th Level Abilities

Ability Score Improvement I

Increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can’t increase an ability score above 20 with this feature.

5th Level Abilities

Extra Attack

You can attack twice, instead of once, when you take the Attack action on your turn.

6th Level Abilities

Ability Score Improvement II

Same as the 4th level Ability Score Improvement I.

7th Level Abilities

Remarkable Athlete

Add half your proficiency bonus (round up) to any Str, Dex, or Con check that doesn’t already use your proficiency bonus.

In addition, the running long jump distance you can cover increases by feet equal to your Str modifier.

8th Level Abilities

Ability Score Improvement III

Same as the 4th level Ability Score Improvement I.

9th Level Abilities

Indomitable

You can use your reaction to reroll a failed saving throw. You must use the new roll, and you can’t use this feature again until you finish a short rest.

10th Level Abilities

Additional Fighting Style

You can choose a 2nd Fighting Style class feature. This additional style does not include any of the listed Style Focus. Alternatively, You can gain +1 to AC while in armor.

Rogue

You are resourceful, individualistic, with a wide range of talents. You may be a clever thief, canny woodsman, daring relic scavenger, madcap daredevil, or a savvy entertainer. Rogues can represent almost any character idea. A true jack-of-all-trades, you are handy in and out of a fight and always have a trick up your sleeve.

Rogue Level Title Proficiency Bonus Sneak Attack Features
1st Apprentice +2 1d6 Mastery, Sneak Attack, Rogue’s Scheme
2nd Footpad +2 1d6 Cunning Action
3rd Robber +2 2d6 Fast Hands, Second Story Work
4th Burglar +2 2d6 Ability Score Improvement I
5th Cutpurse +3 3d6 Uncanny Dodge
6th Sharper +3 3d6 Greater Mastery
7th Pilferer +3 4d6 Evasion
8th Thief +3 4d6 Ability Score Improvement II
9th Master Thief +4 5d6 Supreme Sneak
10th   +4 5d6 Ability Score Improvement III

Traits

Hit Dice: 1d8 per rogue level

Hit Points at 1st Level: 8 + Con modifier

Hit Points at Higher Levels: 1d8 (or 5) + Con modifier per rogue level after 1st

Ability Score Increase: Increase your Dex score and one other attribute score of your choice each by 1.

Size: Your size is Medium.

Speed: Your base walking speed is 30 feet.

Armor: Light armor

Weapons: All simple weapons, hand crossbow, scimitar, broadsword and rapier.

Equipment: You start with the following equipment:

  • (a) a rapier/broadsword or (b) a scimitar/cutlass
  • (a) a shortbow and quiver of 20 arrows or (b) a scimitar/cutlass
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • (a) Leather armor, two daggers, and thieves’ tools

Proficiency Area: All rogues are proficient in a Tool Kit of their choice and the art of stealth. You also gain an extra proficiency area from your chosen Rogue Scheme.

1st Level Abilities

Mastery

You may treat an ability score of your choice as a proficiency area, adding your proficiency bonus to all ability checks with your chosen ability score.

Furthermore, your proficiency bonus is doubled for any ability check, where two of your proficiency areas would give proficiency for the same check.

Sneak Attack

Once per turn, you can deal extra damage to one creature you hit with a finesse or ranged weapon, as shown in the Sneak Attack column. One of the following three conditions must apply:A) Advantage on the attack roll, or B) A non-incapacitated enemy of the target within 5 feet of it and no disadvantage on your attack roll orc) Attacking a surprised target.

Class Feature – Rogue Scheme

Individualistic to a fault, no two rogues are quite alike. Choose a scheme to define what kind your character is.

You also gain the Scheme Focus (named in italics) listed for the scheme.

Feature: Rogue Schemes

Roll 1d4 or pick a scheme (Quick Pick: Thief).

1 Thief

Whether as a treasure hunter or a common burglar, you hone your skills in all the larcenous arts. You know either Thieves’ Cant or an ancient dead language of your choice.

Proficiency Area: You are skilled in the larcenous arts, from discovery, investigation, retrieval and re-selling of your chosen object. Your choice of being a relic hunter or common thief may influence what this skill set entails.

Trapfinder: You have advantage on saving throws versus traps and resistance to damage from traps. You have advantage on Wis and Int checks to detect the presence of secret doors (+5 for passive checks) and can Scout without slowing your pace.

2 Drifter

Bounty hunter, wood scout or explorer–You ’re at home in the great outdoors.

You always know which way is north and the hours left until the next sunrise or sunset.

Proficiency Area: You are skilled in all that being a a wanderer entails, in particular the perceptive arts, whether it is tracking or discovery.

Watchful: You have advantage on initiative and can’t be surprised while conscious.

Others don’t gain advantage on attack rolls against you due to being hidden from you.

3 Acrobat

You are an artful equilibrist or an elegant swashbuckler.

Outside of combat, you can perform basic acrobatic feats, such as somersaults and tightrope walking, without having to roll a die.

Proficiency Area: You are naturally adept in all areas of flair, panache, poise, deftness, elegance, agility, acrobatics and mobility, including feats of jumping and climbing.

Light-footed: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.

After making a melee attack, you don’t provoke opportunity attacks from your target for the rest of your turn.

4 Mountebank

You live by your wit, guile and silver tongue. Perhaps you are a slick trader, a cunning charlatan or simply a suave gadabout.

You’re proficient with Disguise Kit and your choice of a musical instrument or gaming set.

Proficiency Area: Whatever involves fast-talk, deception, sleight-of-hand, legerdemain, tricks, ploys, persuasion or reading your mark – You are proficient in all these flim-flams.

Conjurer of Tricks: You can cast the cantrips Mage Hand and Minor Illusion at will, as well as the 1st level spell Charm Person once per long rest. Your spellcasting ability is Charisma.

2nd Level Abilities

Cunning Action

You can use your bonus action on your turn to take a Dash, Disengage, or Hide action.

3rd Level Abilities

Fast Hands

You can use your bonus action on your turn to make a sleight of hand Dex check, disarm a trap, open a lock, or take a Use an Object action.

Second-Story Work

Climbing no longer costs you extra movement. You may use your Dex modifier instead of Str for any climbing rolls you make.

4th Level Abilities

Ability Score Improvement I

Increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 with this feature.

5th Level Abilities

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

6th Level Abilities

Greater Mastery

You gain all the benefits of Mastery with a second ability score of your choice.

7th Level Abilities

Evasion

Whenever you make a Dex saving throw to take half damage, you instead take no damage if your save succeeds and only half damage if you fail.

8th Level Abilities

Ability Score Improvement II

Same as the 4th level Ability Score Improvement.

9th Level Abilities

Supreme Sneak

You have advantage on Dex (Stealth) checks if you move at half speed or less.

10th Level Abilities

Ability Score Improvement III

Same as the 4th level Ability Score Improvement.

Priest

Though you’re a devotee, it’s more than your faith that distinguishes you from ordinary people. You were chosen by your deity, bonded to it and empowered by it to be a proxy of its cause. A mystic champion selected to act on its behalf.

As your inner spiritual eye deepens, so does your bond with the deity and with it the miraculous divine knowledge your deity can place in your heart. Now you thread the pathways of danger to live up to the faith (and power) your deity has invested in you.

Priest Level Title Proficiency Bonus Features Cantrips Known
1st Acolyte +2 Spellcasting, Divine Order 3
2nd Adept +2 Channel Divinity 3
3rd Priest +2 3
4th Vicar +2 Ability Score Improvement I 4
5th Curate +3 Channel Divinity Improvement 4
6th Elder +3 Channel Divinity (2/Rest), Divine Order feature 4
7th Bishop +3 4
8th Lama +3 Ability Score Improvement II, Divine Strike 4
9th Patriarch +4 4
10th   +4 Divine Intervention 4

Features

A priest gains the following class features.

Hit Dice: 1d8 per cleric level

Hit Points at 1st Level: 8 + Con modifier

Hit Points at Higher Levels: 1d8 (or 5) + Con modifier per cleric level after 1st

Ability Score Increase: Increase your Wis score and one other attribute score of your choice each by 1.

Size: Your size is Medium.

Speed: Your base walking speed is 30 feet.

Armor: Light armor, medium armor, shields

Weapons: Simple weapons

Equipment: You start with this equipment:

  • (a) a mace or (b) quarterstaff or (c) a warhammer (if proficient)
  • (a) scale mail or (b) leather armor or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack

Proficiency Area: Besides general theology of your faith, you are knowledgeable in all the higher mysteries and esoteric religious lore of your deity, including lore of the enemies of your faith.

1st Level Abilities

Spellcasting

The Priest Spell Slots per Level table shows your spell slots. To cast a spell, you must expend a slot of the spell’s level or higher. Casting a spell doesn’t remove it from your prepared spells.

You regain all spell slots after a long rest.

You prepare spells available for you to cast from the Priest spell list by choosing a number of spells equal to your spellcasting ability modifier + your Priest level.

The spells prepared must be of a level you can cast.

You can change your list of prepared spells again after a long rest. Preparing a new list of priest spells requires at least 1 minute per spell level for each spell on your list; spent in prayer and meditation.

Priest Spell Slots per Level Level
1st 2nd 3rd 4th 5th
1st 2
2nd 3
3rd 4 2
4th 4 3
5th 4 3 2
6th 4 3 3
7th 4 3 3 1
8th 4 3 3 2
9th 4 3 3 3 1
10th 4 3 3 3 2

Spellcasting Ability

Wisdom is your spellcasting ability, used when a spell refers to your spellcasting ability. Use your Wis modifier when setting a saving throw DC for a spell or making an attack roll with one.

Spell save DC = 8 + proficiency bonus + Wis

Spell attack modifier = proficiency bonus + Wis

Cantrips

Choose 3 cantrips from your available spell list.

Ritual Casting

You can cast your spells as a ritual if it has the ritual tag and you have the spell prepared.

Class Feature – Divine Order

Your choice of order defines the nature of your religion. It grants you domain spells, defines your spells list and grants you different ways to use Channel Divinity.

You also gain the Order Focus (named in italics) listed for the given order.

Feature: Divine Order

Roll 1d2 or pick an order of your own choosing (Quick Pick: Cleric).

1 Cleric

You’re a holy champion of Law, or Good, invested by a deity to enact his will with a soothing touch and a heavy hand if need be.

You are proficient with heavy armor, morningstar, heavy mace, flail and war hammers.

You may choose spells from the cleric spell list.

Disciple of Life

When you use a 1st level spell or higher to restore hit points, the creature regains hit points equal to 2 + the spell’s level.

The following spells are always prepared and don’t count against the number of spells you can prepare each day.

Cleric Level Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead

Martial Caster: You can perform the somatic components of spells, even when both hands are wielding weapons and shield. You have advantage on concentration checks.

When a foe provokes an opportunity attack, you can use your reaction to cast a spell with a casting time of one action, targeting only that creature.

2 Druid

You’re a sacred protector of nature, bonded with the World Root, the land itself.

You are proficient with the Herbalist kits.

You know Druidic, the secret language of druids and may learn both Sylvan and Primordial.

You may not wear metal armor while casting spells or using your Channel Divinity power.

You may choose spells from the druid spell list. The following spells are always prepared for you, and don’t count against the number of spells you can prepare each day.

Druid Level Spells
1st speak with animals, animal friendship.
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride

Trackless Watcher: You gain a +5 bonus to passive perception (Wis) score. Dim light does not impose disadvantage on checks relying on sight.

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them or taking damage from thorns, etc.

2nd Level Abilities

Channel Divinity

You choose which effect to create, when using Channel Divinity. You must then finish a rest to use your Channel Divinity again.

Some Channel Divinity effects may require saving throws. The DC equals your priest spell save DC.

Depending on your Divine Order, you gain the abilities listed in the table below.

Cleric Turn Undead and Preserve Life Druid Wild Shape

Channel Divinity – Cleric: Turn Undead

As an action, present your holy symbol and speak a prayer. All undead within 30 feet that can see or hear you must make a Wis saving throw. If failed, it’s turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect preventing it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Channel Divinity – Cleric: Preserve Life

As an action, you can present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your priest level.

Choose any creatures within 30 feet and divide the hit points among them. This can restore a creature to no more than half of its hit point maximum. You can’t use this on undead or constructs.

Channel Divinity – Druid: Wild Shape

You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast with a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed (for example a wolf).

You can stay in a beast shape for hours equal to half your priest level (rounded down). You then revert to normal form unless you expend another use of this feature. You can revert earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While transformed, these rules apply: Your game statistics are replaced by the statistics of the beast, except for your alignment, personality, Int, Wis, and Cha scores. You also retain all proficiencies, and gain those of the creature. If the creature has the same proficiency as you and its bonus is higher than yours, use the creature’s. If it has any legendary or lair actions, you can’t use them.

When you transform, you assume the beast’s hit points and Hit Dice. When you revert, you return to the hit points you had before transforming.

If you revert due to dropping to 0 hit points, any excess damage carries over to your normal form.

You can’t cast spells, and your ability to speak or take any action requiring hands is limited to the capabilities of your beast form. Transforming does not break concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell that you’ve already cast.

You retain the benefit and use of any features from your class or other source if the new form is physically capable of doing so. However, you can’t use any special senses, such as darkvision, unless your new form has that sense.

You choose whether your equipment falls to the ground, merges into your new form, or is worn by it.

Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear it, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must fall to the ground or merge with it. Merged equipment has no effect until you revert.

4th Level Abilities

Ability Score Improvement I

Increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 with this feature.

5th Level Abilities

Channel Divinity Improvement

You gain the following improvement to your Channel Divinity.

Cleric

Destroy Undead

Druid

Wild Shape Improvement

Channel Divinity – Cleric: Destroy Undead

When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below the threshold shown in the Destroy Undead table.

Destroy Undead Cleric Level Destroys Undead of CR…
5th 1/2 or lower
8th 1 or lower

Channel Divinity – Druid: Wild Shape Improvement

You can wild shape into creatures with fewer limitations and higher CR as per Beast Shape table.

Beast Shape Lvl Max. CR Limitations Example
5th 1/2 No flying speed Crocodile
6th 1/3 priest level No flying speed  
8th 1/3 priest level   Giant eagle

6th Level Abilities

Channel Divinity (2 Uses Per Rest)

Divine Order Feature Depending on your Divine Order, you gain the ability listed in the table below. Cleric Blessed Healer Druid Dampen Elements

Cleric – Blessed Healer

When you cast a 1st level spell or higher that restores hit points to another creature, you regain hit points equal to 2+spell level.

Druid – Dampen Elements

When you or a creature within 30 feet of you takes acid, cold, tire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

8th Level Abilities

Ability Score Improvement II

Same as the 4th level Ability Score Improvement.

Divine Strike Once on each of your turns when you hit a creature with a physical attack, you can deal an extra 1d8 radiant (cleric) or your choice of fire/cold/lightning (druid) damage to the target.

10th Level Abilities

Divine Intervention

As as action, you can call on your deity to intervene when your need is great.

Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your priest level, your deity intervenes.

The GM chooses the nature of the intervention; the effect of any priest spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Magic-User

You are a wielder of arcane power – Transcending the mundane world, performing reality-bending feats of wonder that normal people can barely imagine. You may bargain with other beings for power or rely on studies of others, but with magic at your call, you call no one master. Your personal power allows you to transcend the shackles of common people and attain true autonomy.

Magic-user Level Title Proficiency Bonus Features Cantrips Known
1st Hedge Mage +2 Spellcasting, Arcane Recovery, Arcane Origin 3
2nd Medium +2 Arcane Origin Feature 3
3rd Seer +2 3
4th Conjurer +2 Ability Score Improvement 4
5th Magician +3 4
6th Diviner +3 Signature Focus 4
7th Enchanter +3 4
8th Incanter +3 Ability Score Improvement 4
9th Thaumaturgist +4 4
10th   +4 Spellcraft 4

Features

Hit Dice: 1d6 per magic-user level

Hit Points at 1st Level: 6 + Con modifier

Hit Points at Higher Levels: 1d6 (or 4) + Con modifier per magic-user level after 1st

Ability Score Increase: Increase your spellcasting ability score and one other attribute score of your choice each by 1.

Size: Your size is Medium.

Speed: Your base walking speed is 30 feet.

Armor: None

Weapons: Daggers, darts, slings, quarterstaves, light crossbows

Equipment: You start with the following equipment:

  • (a) a quarterstaff or (b) a dagger
  • (a) a scholar’s pack or (b) an explorer’s pack
  • (a) a spellbook or (b) alchemist’s supplies or (c) a scroll containing a 1st level spell of your choice

Proficiency Area: You have studied all things magical, and supernatural as well as all that has to do with the names and functions of things and beings, including philosophy, the occult sciences (alchemy, astrology, metaphysics) as well as arcane heraldry both mundane and otherworldly, including notable contemporary magic-users and their reputed knowledges.

1st Level Abilities

Spellcasting

The Magic-User Spell Slots per Level table shows your spell slots. To cast a spell, you must have the spell prepared and expend a slot of the spell’s level or higher. Casting a spell doesn’t remove it from your list of prepared spells.

Magic-user Spell Slots per Level
Magic-User Level 1st 2nd 3rd 4th 5th
1st 2
2nd 3
3rd 4 2
4th 4 3
5th 4 3 2
6th 4 3 3
7th 4 3 3 1
8th 4 3 3 2
9th 4 3 3 3 1
10th 4 3 3 3 2

Spellcasting Ability

Depending on your Arcane Origin, Intelligence or Charisma is your spellcasting ability, used whenever a spell refers to your spellcasting ability. Use your Int/Cha modifier when setting a saving throw DC for a spell or making an attack roll with one.

Spell save DC = 8 + proficiency bonus + Int/Cha

Spell attack modifier = proficiency bonus + Int/Cha

Cantrips

Choose 3 cantrips from the magic-user spell list.

Arcane Recovery Upon completing a short rest, you can recover expended spell slots of a combined level equal to or less than half your magic-user level (rounded up). The slots must be 5th level or lower. After using this ability, you must complete a long rest before you can use it again.

Esoteric Training

You gain the following benefits:

Tower of Iron Will: You know mystic exercises that grant you advantage on all concentration checks.

Memory Palaces: You can accurately recall anything you have seen or heard within the past month.

Exotic Tongues: You learn two additional languages of your choice. These can include exotic languages.

Arcane Origin

The source of your magic defines how you learn spells.

You regain all expended spell slots after a long rest.

You can prepare a number of spells equal to your spellcasting ability modifier + your Magic-user level (minimum one spell). The spells prepared must be of a level you can cast.

Feature: Arcane Origin

Roll 1d3 or pick an origin (Quick Pick: Wizard).

1 Wizard

Your power comes from deep metaphysical study and intellectual prowess. You use Intelligence as your spellcasting ability.

Spell Book

Your spellbook contains six 1st-level magic-user spells of your choice. It is the repository of the magic-user spells you know and can prepare (except your cantrips, which remain fixed in your mind).

Arcane Study: Retaining your prepared spells requires 1 hour of daily study of your spellbook. Each day without studying your prepared spells results in losing a random spell from your prepared spells (GM rolls a die).

Once per day, when finishing a long or short rest, you can also change your list of prepared spells – This takes no extra time if done as part of your daily study. Else it takes 1 minute per spell level studying your spellbook for each new spell prepared.

Ritual Casting

You can use your spellbook to cast a magic-user spell as a ritual, if that spell has the ritual tag and you have it in your spell book. You don’t need to have the spell prepared.

Learning New Spells

You must seek out new magic-user spells to add to your spellbook yourself, either by finding them on adventures, studying with a another wizard or researching them. Either way, these spells must be of a level for which you have spell slots.

2 Warlock/Witch

Your magic is derived from pacts with a powerful otherworldly entity.

Choose one of Charisma or Intelligence as your spellcasting ability.

Familiar Bond The Find Familiar spell is always prepared for you without counting against your prepared spells.

Pact Magic

You always know only as many spells as you can prepare. During a long rest, you may commune with your patron under the light of the moon through your familiar, and petition it to exchange one prepared spell for a new one.

This requires a roll of your spell attack modifier against DC 12+spell level and takes 10 minutes per level of the spell. On a failure, the new spell is denied and may not be petitioned for again with the Pact Magic feature.

One prepared spell per spell level may be chosen from any spell list. The rest must be chosen from the magic-user spell list.

Learning New Spells Each time you gain a magic-user level or increase your spellcasting ability modifier, you can add a magic-user spell to your list of prepared spells. These must be of a level for which you have spell slots.

3 Sorcerer

You have an innate spark. Magic comes as naturally as breathing to you.

You use Charisma as your spellcasting ability and always know only as many spells as you can prepare.

Intuitive Magic Once per long rest, you may cast any spell from the Magic-user spell list you don’t know. This expends a slot one level higher than the actual spell (or a 1st level slot if a cantrip) and causes a level of exhaustion.

Learning New Spells Each time you gain a magic-user level or increase your Cha modifier, you can add a magic-user spell of your choice to your list of spells prepared. Additionally, you can choose one magic-user spell and replace it with another magic-user spell. In either case, these must be of a level for which you have spell slots.

2nd Level Abilities

Arcane Origin Feature Depending on your Arcane Origin, you gain the ability listed in the table below.

Wizard

Loremaster

Warlock/Witch

Improved Familiar

Sorcerer Innate Magic

Loremaster

Your proficiency bonus is doubled for any ability check involving scholarly knowledge.

Also, when you roll initiative, you can opt to make an Int check instead of a Dex check.

Improved Familiar

Your familiar may be summoned in the form of an imp, pseudodragon, or sprite.

Your telepathic communication with your familiar and perception through its senses has no range limit as long as you are on the same plane of existence.

While perceiving through your familiar’s senses, you can also speak through it in your own voice, even if it’s normally incapable of speech.

Additionally, when you take the Attack action, you can forgo one of your own attacks to let your familiar make one attack.

Innate Magic

As a bonus action, you can create minor, non-harmful effects from the spells you know without casting a spell or using a spell slot. For example, Gust of Wind could have your hair always flowing in a breeze and Dimension Door could move a pearl between shells in a shell game. These effects should not be significantly stronger than described for the Prestidigitation cantrip.

Furthermore, once per long rest, you can expend 2 spell slots to cast a high level spell equal in level to the combined levels of the two expended slots The spell must be on your list of prepared spells and can not exceed your highest possible spell level. The casting of it causes a level of exhaustion.

4th Level Abilities

Ability Score Improvement I

Increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 with this feature.

6th Level Abilities

Signature Focus

You can spend 8 hours attuning an arcane focus to your power. You may cast a spell (of no higher than 5th level) into the focus and store it. You can release it as a bonus action anytime you are wielding or wearing your focus. This uses up a spell slot that can’t be recovered until the stored spell has been released. The focus must be set with a gem worth at least 25 gp per maximum spell level you can store in it.

8th Level Abilities

Ability Score Improvement II

Same as the 4th level Ability Score Improvement.

10th Level Abilities

Spellcraft Once per short rest, you may apply one of the effects below to a spell as you cast it. Doing so expends a slot one level higher than the actual spell.

Careful Spell

When you cast a spell that forces others to make a saving throw, choose a number of creatures up to your spellcasting ability modifier (minimum one creature) – these chosen creatures automatically succeed on their saving throw against the spell.

Distant Spell

When you cast a spell with a range of 5 feet or more, you can double the range of it.

When you cast a spell with a range of touch, you can make the range of the spell 30 feet.

Subtle Spell

Your spell has no somatic or verbal components.

The Wizard’s Spellbook

You can find new spells during your adventures. Else, you will have to spend downtime researching spells yourself.

Copying a Spell into the Book. When you find a non-cantrip spell, you can, if you could prepare it, add it to your spellbook and from there prepare the spell just like your other spells. This involves reproducing the form of the spell and practicing it until you understand the sounds or gestures required, then transcribe it into your spellbook.

It takes 2 hours and costs 25 gp/spell level. This represents components you expend experimenting to master the spell, and the fine inks needed to record it.

Replacing the Book. You can copy a spell from your own spellbook into another book, for backup. This is similar to copying a new spell but faster and easier. You only need to spend 1 hour and 10 gp per level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells you have prepared into a new one.

Learning from other wizards When non-hostile wizards cross paths, it is common to make informal inquiries to ascertain if they have spells to exchange to their mutual benefit (though their most prized spells might be kept secret!). Most wizards build relations with other wizards for just such purposes, whether through wizard guilds or more informal ‘grapevine’ networks.

You may seek out other wizards, or guilds and bargain for an exchange of spells (if you know any rare ones). Or offer money or services to learn a spell.

Such service costs at least 50 gp/spell level (half if you’re a member of a guild).

It costs an extra 10 gp/spell level for the teaching wizard to transcribe a copy – to be paid by the student wizard, in addition to the regular cost of 25 gp per spell level to copy it into one’s own spell book.

Researching new spells

may also try to research a spell yourself, if it is of a spell level you can prepare. This is time consuming – Requiring 1 week of downtime per spell level and two rolls of your spell attack modifier against DC 10+spell level – One halfway through and another at the end. If either fails you must start from scratch. It also costs 100 gp per week of research, in addition to the regular cost of 25 gp per spell level to copy it into your own spell book.

The Warlock/Witch’s Patron

Your power is not learned, or given, but bought. At lower levels, the nature of your patron and the cost of the bargain may be left vague. As your character develops, you should, in collaboration with your GM, give thought to the nature of your patron and the cost of your pact. What price did you pay? Is it paid or to be paid?

Is it one of the Old Ones? The King of Elfland or a duke of Hell? Or an ancient wizard who has transcended time itself? The nature of your patron might well reflect the secrets it has and will impart to you and the cost exacted for this power.

Bargaining for secret knowledge Perhaps a spell was denied you during your moonlight compact that you simply must have, or maybe some other favor or Boon is needed. If desperate enough, you may attempt to bargain for these things under the next moon outside your existing compact. The price may be higher than you may wish to pay though.

The Sorcerer ‘s Innate Gift

Was your grandfather an elf lord? Or your mother an angel? Unlike other magic-users, you do not strive for or seek to tame power – It simply courses in your veins. You may seem human, but your bloodline has made you more than human. Your aura of personal power grants you effortless presence, as unnerving as it is beguiling.

Character Advancement

Your character is awarded Experience Points (XP) for adventuring activities, such as exploration, overcoming foes, and by spending gold found on adventures (see “Downtime”). Once you reach a certain XP total you gain a level.

When your character gains a level, his or her class grants additional features. In addition, all characters’ proficiency bonus increases at certain levels.

When you gain a level, you gain 1 extra Hit Die. Roll that Hit Die, add your Con modifier and add the total to your hit point maximum. Alternatively, use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). When your Con modifier increases by 1, your hit point maximum also increases by 1 for each level you have attained.

The Character Advancement table shows the XP needed to advance from level 1 to 20. Consult class descriptions to see what else you gain at each level.

Tiers of Play

The Character Advancement table shows the three tiers of play, giving an idea of the scope at each level of play.

The Basic tier (Levels 1-4), tend to be local in scope and generally focuses on dungeon delving expeditions.

The Expert tier (level 5-10) expands focus to wilderness exploration and the wider world. Adventures are often regional in scope, sometimes affecting entire kingdoms.

Character at the Companion tier (level 11-20) are mythic heroes whose actions shake kingdoms, even the world. This will be covered in the Companion volume, expanding the rules for high level play.

Character Advancement Level XP Proficiency Bonus Tier of Play10+2Basic21,250+2Basic32,500+2Basic45,000+2Basic510,000+3Expert620,000+3Expert740,000+3Expert870,000+3Expert9100,000+4Expert10130,000+4Expert11170,000+4Companion12210,000+4Companion13250,000+5Companion14300,000+5Companion15350,000+5Companion16450,000+5Companion17500,000 +Q6 Companion18550,000+6Companion19600,000+6Companion20700,000+6Companion

Customizing Classes

Altering your class can be done, with the GM’s approval, by trading away one of your class’ ability score increases in exchange for a minor benefit such as:

Proficiency with light armor; proficiency with 4 weapons; Cast a 1st level spell/long rest; learn a cantrip; double proficiency bonus for toolkit, etc. Alternatively, all Class Feature Focuses (and the magic-user’s Esoteric Training) are balanced against each other.

Example: Player A wants to have a more martial rogue. He trades one ability score increase for proficiency with medium armor and calls Sneak Attack Blademaster Strike.

Optional: Race-as-Class

[The elves] magicked up some of their food and drink …and hunted some among the weird beasts which prowled their domain. All of them seemed to be warriors and sorcerers”

Three Hearts and Three Lions?

If your GM allows it, you may even play non-human characters in Into the Unknown. A few fantasy races, are considered sufficiently allied with humanity for them to feasibly join a human adventuring band:

Dwarves, elves and halflings, the rules for which are given in the following pages. Each race is considered its own class, like the four core ‘human’ classes.

Demi-humans largely follow the same rules as the core classes, with these exceptions:

No Class Feature and No Background Races are already their own archetypes!

As such, if you play a racial class, you don’t select a class feature nor a background.

For a discussion on why race-as-class is more uniform than human classes, see the side-bar “Humans in rubber masks?”

Since races have no background, they gain the following racial feature instead:

Racial Feature: Claim to Hospitality As demi-human races are more harmonious with each other than humans, a demi-human can always expect a friendly welcome and hospitality in any community of their own race.

Special Proficiency Areas Demi-humans are different and approach life differently to humans. This is shown in their proficiency areas which is defined by class (as normal) and by choosing a Personality Trait as an area of proficiency instead of a background.

See the section on Personality Traits for more on how to define personality traits.

Humans in rubber masks?

Demi-humans are not merely different cultures wearing rubber masks with pointy ears. They are different species, in-human. The way they perceive and think about life, the world and morality are not just different from human thinking, but in a way alien to them in origin, nature and outlook.

Elves are not just long-lived forest humans who like arts, archery and magic. They are creatures of Faerie, embodied nature spirits to whom magic is as natural as dancing and who frequently fail to grasp the many implications of time passing. They have a morality more aesthetic than ethical.

Nor are dwarves just short dour miners with a Scottish accent. They are of stone, their affinity with it is familial and their character is molded as firmly from it as stone.

Dwarves are not known for changing their minds often. They chip stubbornly at all aspects of life until it slowly reveals its intended shape, one grain at a time.

To demi-humans, the defining racial trait of humans is diversity, which, in their eyes, make humans a rather confused species. That humans could want and do such myriad and vastly different things to each other is to demi-humans a cause of human inequality, and hostility. A weakening of their strength and purpose as a species. Mankind, unsurprisingly, beg to differ.

Not to say all elves are just the same. But, unlike humans, they have more shared traits in common and tend to get along better with each other than humans do. These traits are not just in their character. They are in their nature.

Dwarf

You are a dwarf – The people of the worlds of stone; stout, adamant and relentless in both body and mind, with great love for all that can be extracted from stone. Your people are the greatest defenders of Law in the underworld and none know its secrets better. Dwarves are famed for their loyalty, the steadfastness of their word, the rigid persistence of their enmities and their greed for precious metals and stones.

Dwarf Level Title Proficiency Bonus Features
1st Dwarven Veteran +2 Amor Master, Darkvision, Dwarven Resilience, Racial Grudge, Battering Blow, Stonecunning
2nd Dwarven Warrior +2 Ferocious Attack
3rd Dwarven Weaponmaster +2 Solid Hitter
4th Dwarven Hero +2 Ability Score Improvement I
5th Dwarven Hammerer +3 Sweeping Strike
6th Dwarven Myrmidon +3 Rock Solid, Masterwork
7th Dwarven Champion +3 Brutal Retaliator
8th Dwarven Superhero +3 Ability Score Improvement II
9th Dwarven Lord +4 Giant Racial Grudge
10th   +4 Hard Hitter

Features

Hit Dice: 1d12 per level

Hit Points at 1st Level: 12 + Con modifier

Hit Points at Higher Levels: 1d12 (or 7) + Con modifier per level after 1st.

Ability Score Increase: Your Constitution score increases by 2 and your Strength by 1.

Speed: Your base walking speed is 25 feet.

Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Alignment: Dwarves are almost always Lawful.

Languages: You speak, read, and write Common and Dwarvish and a language spoken by a humanoid race.

Armor: All armor, shields – Must be fitted to size.

Weapons: All weapons

Equipment: You start with the following equipment:

  • (a) chain mail, light crossbow and 20 bolts or (b) banded mail and 2 handaxes
  • (a) war pick and shield or (b) warhammer or (c) 2 axes
  • (a) smith’s tools or (b) brewer’s supplies or (c) mason’s tools.
  • common clothes, dungeoneer’s pack, 10 gp.

Proficiency Area: You are learned in the lore of the underworld, its creatures, stonework, mining, basic engineering, precious metals and stones of all sorts.

Additionally, you gain proficiency with one of these artisan’s tools of your choice:

  • Smith’s tools, brewer’s supplies, or mason’s tools.

Hafted Weapons

Many of the Dwarf’s abilities are limited to “hafted weapons”; weapons with a relatively long handle, relying on a heavy swing for damage.

These include: Club, Handaxe, Light Hammer, Axe, Mace, Greatclub, Flail, Heavy mace Morningstar, War pick, Warhammer, Battleaxe, Maul, Polearm, and Greataxe.

1st Level Abilities

Armor Master While wearing heavy armor, any physical damage you take from non-magical weapons is reduced by your proficiency bonus.

Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.

Racial Grudge

You add +1 to your proficiency bonus to any melee weapon attacks against humanoids.

Additionally, you have advantage on Intelligence checks to recall information about them.

Battering Blow

When you have advantage on an attack roll made with a hafted weapon and hit a target no more than one size larger than you, you can knock it prone, or push it 5 feet away from you, if the lower of the two d20 rolls would also hit the target.

If this happens as part of an opportunity attack, it drops the target’s speed to 0 for the rest of its turn.

Stonecunning

Whenever you make an Intelligence check related to the origin of stonework, you add double your proficiency bonus to the check.

2nd Level Abilities

Ferocious Attack

When making an attack on your turn, you can decide to give yourself advantage on all melee weapon attack rolls using Strength until the start of your next turn; in exchange, all attack rolls against you are also made with advantage until the start of your next turn. Any foe that can see you making a Ferocious Attack recognizes the opening given.

3rd Level Abilities

Solid Hitter

You add your proficiency bonus to all damage rolls made with hafted melee weapon attacks so long as you do not attack with disadvantage (this also works with the bonus from Racial Grudge).

Furthermore, when you do have disadvantage on a melee attack roll made with a hafted weapon and miss, you still deal your Str modifier in damage, if the higher of the two d20 rolls would have hit the target.

4th Level Abilities

Ability Score Improvement I

Increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 with this feature.

5th Level Abilities

Sweeping Strike

When swinging a hafted weapon, you can use up your action and bonus action to attack any number of creatures within 5 feet of you.

You must use the same single weapon, attack roll and damage roll for all foes.

The attack roll is made with disadvantage (this can be negated by the Ferocious Attack feature) and your speed drops to 0 for the rest of your turn.

6th Level Abilities

Rock Solid

You have advantage on all Strength and Constitution saving throws.

Masterwork your proficiency bonus is doubled with a tool set of your choice that you have proficiency with.

7th Level Abilities

Brutal Retaliator Opportunity attacks against creatures leaving your reach do not use your reaction, provided that you attacked them in your previous turn.

Furthermore, when a foe hits you with a melee attack without advantage, you may use your reaction to make an opportunity attack with disadvantage against it.

8th Level Abilities

Ability Score Improvement II

Same as the 4th level Ability Score Improvement.

9th Level Abilities

Giant Racial Grudge

All the benefits that you normally gain against humanoids, you also gain against giants. You also learn the language of giants.

You now add +2 to your proficiency bonus for melee weapons attacks against humanoids and giants.

Additionally, you have advantage on saving throws against the spells and abilities of giants.

10th Level Abilities

Hard Hitter

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack using strength.

Elf

You have left the amaranthine elflands behind to sense time the way mortals do – To experience the new and unexpected, to change and grow for a time. Naturally graceful, you are adept at combat, magic and many other things. Over countless years, your dabbles equal the life’s work of many mortal men What next takes your fancy can’t be guessed at, for elves do not them-selves know, nor care, where their whims take them.

Elf Level Title Proficiency Bonus Features Cantrips Known Spells Known
1st Scout/Keeper +2 Darkvision, Fey Ancestry, Trance, Elven Archery, Spellcasting 3 4
2nd Warrior/Medium +2 Jack of All Trades, Fey Step 3 5
3rd Weaponmaster/Seer +2 Feel of the Wild 3 6
4th Hero/Conjurer +2 Ability Score Improvement I 4 7
5th Bladesinger/Magician +3 Bladesong 4 8
6th Warden/Diviner +3 Magical Secrets I 4 10
7th Champion/Enchanter +3 Bow Whistling 4 11
8th Superhero/Incanter +3 Ability Score Improvement II 4 12
9th Lord/Thaumaturgist +4 Dancing Blade 4 13
10th   +4 Magical Secrets II 4 15

Features

Hit Dice: 1d8 per level

Hit Points at 1st Level: 8 + Con modifier

Hit Points at Higher Levels: 1d8 (or 5) + Con modifier per level after 1st.

Ability Score Increase: Your Dexterity score increases by 2 and your Charisma by 1.

Size: Elves are from 5 6 feet tall with slender builds. Your size is Medium.

Speed: Base walking speed is 30 feet.

Armor: Light and medium armor, shields.

Weapons: Simple weapons, martial finesse weapons, longbow.

Equipment: You start with the following equipment:

  • (a) traveler’s clothes, chain shirt, shortbow, 20 arrows or (b) fine clothes, leather armor, longbow, 20 arrows
  • (a) broadsword (or rapier) and buckler or (b) two scimitars
  • an explorer’s pack and 10 gp

Alignment: Elves are typically neutral or chaotic.

Languages: You speak, read, and write Common and Elven.

Proficiency Area: You are skilled in poetry, guile and wit, faerie lore, woodsmanship and knowledge both arcane and druidic.

1st Level Abilities

Darkvision

You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness.

Fey Ancestry

You have advantage on saving throws against being charmed. Magic can’t put you to sleep.

Trance

Elves meditate instead of sleeping, remaining semiconscious, for 4 hours a day, and gain the same benefits from this a human does from 8 hours of sleep.

Elven Archery

Foliage and woodland obscuration does not count as cover for your archery. Whenever you have advantage on an attack roll made with a bow, you may roll three d20s instead of two.

Spellcasting

The Elf Spell Slots per Level table shows your spell slots. To cast a spell, you must know the spell and expend a slot of the spell’s level or higher. You regain all expended spell slots after a long rest.

The Spells Known column of the Elf table shows when you learn more Elf spells of your choice. Each of these spells must be of a level for which you have spell slots.

When you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the Elf spell list. which also must be of a level for which you have spell slots.

Elf Spell Slots per Level Elf Level 1st 2nd 3rd 4th 5th
1st 2
2nd 3
3rd 4 2
4th 4 3
5th 4 3 2
6th 4 3 3
7th 4 3 3 1
8th 4 3 3 2
9th 4 3 3 3 1
10th 4 3 3 3 2

Elf spells comprise all druid spells and all magic-user spells from the divination, transmutation and enchantment schools. Elves may never learn or cast Resurrection or Raise Dead.

Spellcasting Ability

Charisma is your spellcasting ability, used whenever a spell refers to your spellcasting ability. Use your Cha modifier when setting a saving throw DC for a spell or making an attack roll with one.

Spell save DC = 8 + proficiency bonus + Cha

Spell attack modifier = proficiency bonus + Cha

Cantrips

You know 3 cantrips of choice from the Elf spell list.

2nd Level Abilities

Jack of All Trades

You add half your proficiency bonus, rounded down, to any ability check that doesn’t already include your proficiency bonus.

Fey Step Once per rest, you can cast the Misty Step spell. This does not use a spell slot.

3rd Level Abilities

Feel of The Wild

Dense forest and foliage does not count as difficult terrain for you. You can skulk through woodlands during overland travel without lowering your travel pace.

When in woodlands, you may take the Hide action as a bonus action and may attempt to hide even when only lightly obscured by woods or underbrush.

4th Level Abilities

Ability Score Improvement I

Increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 with this feature.

5th Level Abilities

Bladesong

If you are unencumbered and hit an creature with a finesse weapon, that creature has disadvantage on all attacks against you until your next turn, so long as you are still holding your weapon.

6th Level Abilities

Magical Secrets I

You learn two spells of your choice from any spell list. The spells must be of a level you can cast, as shown on the Elf table, or a cantrip.

The chosen spells count as Elf spells for you and are included in the Spells Known column of the Elf table.

7th Level Abilities

Bow Whistling

When you make a ranged attack with a bow and miss, you may expend your bonus action to make another attack against a different target, by magically re-directing the arrow still in flight.

8th Level Abilities

Ability Score Improvement II

Same as the 4th level Ability Score Improvement.

9th Level Abilities

Dancing Blade

If you are unencumbered and have advantage on an attack with a finesse weapon on your turn, you can opt to forfeit that advantage and instead use your bonus action to gain a possible extra attack with that weapon.

If your first attack hits, you can make an extra attack with the same weapon. If the first attack misses, you do not get an extra attack. In either case, you still forfeit your advantage and use your bonus action for the turn.

10th Level Abilities

Magical Secrets II

You learn two additional spells of your choice from any class.

Halfling

You are the salt of the earth, a Halfling. Your kin may be content with a rural life, rarely venturing even to the neighboring village. But that is not you. You’re struck by a rare but well known impulse among the little folk – Wanderlust. You’re rootless, a drifter, drawn to see what’s beyond the next hill. Your travels take you into the world of men and dangerous lands, demanding you make the most of the virtues of your people to survive. You’re nimble, sturdy, brave and lucky – Others may make bigger waves, but halflings unassumingly survive in the face of threats larger people would not.

Halfling Level Title Proficiency Bonus Features
1st Halfling Rambler +2 Lucky, Brave, Nimble, Stealthy, Durable, Wanderlust
2nd Halfling Traveler +2 Close Quarter Fighting, Halfling’s Knack, Gourmet
3rd Halfling Explorer +2 Slippery
4th Halfling Hero +2 Ability Score Improvement I
5th Halfling Adventurer +3 Eye for Distance, Luckier
6th Halfling Pioneer +3 Stalker’s Dodge
7th Halfling Champion +3 Herbalist
8th Halfling Sheriff +3 Ability Score Improvement II
9th Halfling Lord +4 Cunning Stalker
10th   +4 Magic Sturdiness

Features

Hit Dice: 1d8 per level

Hit Points at 1st Level: 8 + Con modifier

Hit Points at Higher Levels: 1d8 (or 5) + Con modifier per level after 1st.

Ability Score Increase: Your Dexterity score increases by 2 and your Constitution by 1.

Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed: Your base walking speed is 25 feet.

Alignment: Halflings are Lawful but sometimes neutral.

Languages: You speak, read, and write Common.

Armor: All armor, shields – Must be fitted to size (same cost, half the weight).

Weapons: Simple Weapons, Martial Finesse Weapons, Blowguns, Hand Crossbows, Nets.

Equipment: You start with the following equipment:

  • (a) chain mail or (b) studded leather armor
  • (a) broadsword, shield sling and 20 sling bullets or (b) two shortswords, shortbow and 20 arrows.
  • traveler’s clothes, explorer’s pack, cartographer’s tools, cook’s utensils, herbalism kit and 10 gp.

Proficiency Area: You are skilled in farming, leisure, cooking, herbalism and knowledgeable in cartography, the lore of the land in woodlands, hill country, plains and farmland.

You excel at hiding and not bringing attention on yourself and naturally make an amiable yet unassuming impression on others.

1st Level Abilities

Lucky

When you roll a 1 for an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

Brave

You have advantage on saving throws against being frightened.

Nimble

You can move through the space of any creature that is of a size larger than yours.

Additionally, you may treat any light weapon as a finesse weapon.

Naturally Stealthy

You can attempt to hide even when lightly obscured or obscured only by a creature that is at least one size larger than you.

You have advantage on checks made to hide when lightly or heavily obscured by woods or underbrush.

Wanderlust

You’re at home outdoors and react instinctively when attacked. You gain these benefits:

  • You have advantage on initiative rolls.
  • On your first turn of combat, you have advantage on attack rolls against creatures that have not yet acted.

You gain the following benefits during overland travel:

  • When foraging, you find twice as much food as you normally would.
  • You take no penalty to your passive perception while scuttling and can scuttle when skulking and scouting.

2nd Level Abilities

Close Quarter Fighting

You can enter and remain in the space controlled by a hostile creature of a size larger than yours. Any attack made between the two combatants in the same space has disadvantage, unless made with light weapons or natural attacks (including unarmed strike, grapple and shove).

If anyone, other than the foe whose space you are occupying, attacks you and miss, roll 1d20. If the result equals or exceeds the AC of the foe whose space you are occupying, it gets hit by the attack instead.

Furthermore, if a foe whose space you are occupying attempts to leave that space, you may use your reaction to make an opportunity attack against it.

Halfling’s Knack

You can take a bonus action on each of your turns in combat, to take the Help, Hide or Use an Object action.

Gourmet

You are a master of herbs and spices, both for their taste, nutritional and medicinal value. You gain the following benefits:

  • Double your proficiency bonus with cook’s utensils.
  • You can spend an hour to prepare an especially nutrient meal for up to six people who each regain and may spend an additional Hit Die at the end of the long rest or recover one level of exhaustion.

Recipients can benefit only from one meal per long rest.

You must have suitable food, cook’s utensils, and special herbs on hand, which can be gathered beforehand with an hour of foraging.

3rd Level Abilities

Slippery

You gain +1 to AC against melee attacks made by Medium-sized creatures or larger. Furthermore, all opportunity attacks against you are made with disadvantage.

4th Level Abilities

Ability Score Improvement I

Increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 with this feature.

5th Level Abilities

Eye For Distance

You gain a +2 bonus to attack rolls you make with ranged and thrown weapons.

Luckier

Twice between long rests, you can re-roll any attack roll, ability check, saving throw or attack roll made against you. You must use the new roll.

6th Level Abilities

Stalker’s Dodge

When a creature you can see attacks you without advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

7th Level Abilities

Herbalist

As an action, you can inspect a drink or meal within 5 feet to determine if it is poisoned, provided that you can see and smell it.

Moreover, you can spend an hour preparing a fresh concoction, to be consumed immediately, to cure one poison effect on the creature consuming it.

Furthermore, you have advantage on saves against poison, and resistance to poison damage.

8th Level Abilities

Ability Score Improvement II

Same as the 4th level Ability Score Improvement.

9th Level Abilities

Cunning Stalker

When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.

Also dim light doesn’t impose disadvantage on your Wis (Perception) checks relying on sight.

10th Level Abilities

Magic Sturdiness

You have advantage on all saves against magic.

Additionally, you may take the Use an Object action to activate magic items.