325+ POIs, 225+ Areas, 100+ Subclasses, 30+ Races, and more to come! Come adventure!
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Wizard - School of Enchantment
Enchantment wizards manipulate minds, weaving spells of charm and compulsion. Their hypnotic gaze and subtle magic bend others to their will. Hypnotic Gaze imposes disadvantage, while Instinctive Charm deflects attacks. At higher levels, Split Enchantment doubles spell targets, and Alter Memories rewrites the past. They excel at social encounters, controlling foes, and subtly influencing events.
Wizard - School of War Magic
War Magic wizards blend arcane study with martial prowess. They gain bonuses to AC and saving throws, enhancing survivability. Their Arcane Deflection reaction boosts defense or attack rolls. Power Surge adds damage or utility to spells. War Magic excels at front-line spellcasting, balancing offense and defense.
Wizard - School of Chronurgy
Chronurgy wizards manipulate time itself. Their studies delve into the strands of causality, allowing them to accelerate, decelerate, or even briefly rewind events. They might bend probability to their will, subtly altering fate. Their magic is precise, focused, and often unsettling, as they unravel the temporal weave. Their spells can grant bursts of speed, impose temporal stasis, or even glimpse possible futures, making them masters of temporal control.
Wizard - School of Graviturgy
Graviturgy wizards manipulate gravity, shifting weight, and controlling motion. They can amplify or diminish gravity's pull, launching foes or pinning them down. They alter the flow of time around objects, hastening or slowing their movement. Their abilities focus on kinetic energy, allowing for powerful bursts of force or subtle control over the battlefield. They bend the fundamental forces of the universe to their will, creating localized gravity wells and altering the very nature of weight.
Wizard - School of Divination
Divination wizards peer into fate, manipulating probability. Portent allows them to replace dice rolls, influencing outcomes. They gain enhanced divination spells, and Third Eye grants temporary darkvision or ethereal sight. Their focus is on knowledge and foresight, bending chance to their will.
Wizard - School of Illusion
Illusion wizards bend reality, crafting deceptive magic. Their illusions become more potent, with improved saving throws and the ability to alter sensory aspects. They can create minor illusions as a bonus action, and at higher levels, make illusions partially real, dealing damage or imposing conditions. They excel in trickery and misdirection.
Wizard - School of Evocation
Evocation wizards master raw magical energy. They sculpt destructive spells, maximizing damage & control. Sculpt Spell avoids allies, Potent Cantrip boosts weak spells, Empowered Evocation adds their intelligence modifier to their damage, & Overchannel pushes spells beyond limits, risking self-harm for immense power.
Wizard - School of Abjuration
Abjurers are wizards who master protective magic. Their studies focus on shielding, dispelling, and negating magical effects. Their spells create wards, counter curses, and banish threats. They're defensive powerhouses, weaving layers of arcane resilience. Their magic is a bulwark against harm, turning away attacks and safeguarding allies. Their Arcane Ward is a signature, a shimmering barrier against incoming damage, reflecting their dedication to safety.
Wizard - School of Conjuration
Conjuration wizards excel at summoning objects and creatures. Their Minor Conjuration creates temporary items, while Benign Transposition swaps places with allies. Focused Conjuration maintains spells through damage. Durable Summons bolsters summoned allies, and Superior Summoning allows potent, sustained conjurations. They master the art of bringing forth aid from other planes.
Wizard - School of Bladesinging
Bladesinging weaves arcane magic with elegant swordplay. Elves, particularly, master this art, blending dance-like movements with potent spells. They favor light blades, becoming whirling dervishes of steel and magic, enhancing their agility and offense. Their style emphasizes speed, precision, and the seamless integration of spellcasting into combat, creating a dazzling display of martial and arcane prowess.
Wizard - School of Transmutation
Transmutation wizards manipulate reality, altering matter's form. They gain proficiency in Constitution saves and can use Transmuter's Stone for varied effects like darkvision or speed. Their Master Transmuter ability allows powerful, one-use transformations, like turning objects into other materials. They are versatile, capable of both support and offense, with a focus on changing the physical world around them.
Wizard - Order of Scribes
The Order of Scribes wizard infuses their spellbook with sentience, creating a magical quill. They can instantly change a spell's damage type, cast rituals quickly, and even manifest their consciousness as a spectral presence. Their Awakened Spellbook becomes a versatile tool, enabling tactical flexibility and unique spellcasting options.
Wizard - School of Necromancy
Necromancy wizards command life & death. Their Undead Thralls gain hit points & damage, boosting necromantic spells. Grim Harvest grants temporary HP on killing foes with spells. They excel at raising & controlling undead, amplifying their power, and draining life to fuel their own. They're masters of the macabre, wielding necrotic energy with chilling efficiency.
Warlock - The Undead
A Warlock of the Undead pact forges a dark bond with a powerful entity of death, gaining necromantic abilities. They manipulate life and death, commanding undead minions and drawing strength from the grave. Their magic chills the living, and they often seek to understand or control the forces that bind souls. This pact grants resilience against death's touch and the power to inflict necrotic decay.
Warlock - The Undying
Bound to a deathless patron, the Undying Warlock defies mortality. They wield necromantic magic, gain resilience against death's touch, and can even cheat fate. Their pact grants them spellcasting, healing, and the ability to command undead, though their patron's motives often remain shrouded in ancient mysteries, blurring the line between life and eternal servitude.
Warlock - The Genie
A Genie Warlock pacts with a powerful elemental being, gaining access to their patron's vessel. They command elemental magic, can grant wishes (limited), and retreat into their patron's vessel for safety or travel. Their spells weave wind, fire, water, or earth, reflecting their patron's nature, and they often seek to fulfill their patron's capricious desires.
Warlock - The Hexblade
A Hexblade Warlock forges a pact with a sentient weapon from the Shadowfell, gaining martial prowess and dark magic. They channel their patron's power, becoming skilled warriors capable of cursing foes and wielding spectral blades. Their magic focuses on enhancing their attacks, hindering enemies, and ensuring their own survival in combat. They often blur the lines between spellcaster and fighter, wielding a blade as an extension of their will.
Warlock - The Archfey
Bound to a capricious fey lord, this warlock wields illusions and enchantments. Their magic, a blend of wild nature and otherworldly glamours, twists reality. Fey pacts grant them charm, trickery, and fleeting, dreamlike powers. Often whimsical or unsettling, they dance on the edge of the mortal and fey realms, a conduit for the Archfey's unpredictable whims.
Warlock - The Fiend
A Warlock of the Fiend pact channels infernal power, gaining spells and abilities from a powerful demonic or devilish patron. They wield fire, command fear, and can tempt others with dark gifts. Their magic often manifests as scorching flames and shadowy bindings, reflecting their patron's malevolent influence. They sacrifice pieces of their soul for potent, if perilous, abilities.
Warlock - The Fathomless
Bound to a vast, oceanic entity, the Fathomless warlock wields the crushing power of the deep. They summon tentacles, command icy currents, and manifest a protective spectral form from the abyss. Their magic reflects the fathomless depths' unknowable nature, offering both crushing offense and chilling defense, drawing on the ancient, primal power of the sea.
Warlock - The Great Old One
A Warlock of the Great Old One pact taps into cosmic horrors beyond mortal ken. Their patron, a being of immense, alien power, grants them strange magic. They delve into psychic abilities, telepathy, and maddening visions, their minds brushed by the infinite. 1 They wield unsettling power, often shrouded in mystery and unease, their very presence warping reality.
Warlock - The Celestial
A Celestial Warlock forges a pact with a being of holy light, channeling radiant power. They heal, protect, and smite with divine fire, a stark contrast to typical warlocks. Their magic blends eldritch might with celestial grace, offering support and blistering offense. It's a mix of radiant damage and healing, fueled by a patron's benevolent, yet demanding, influence.
Sorcerer - Lunar Sorcery
Lunar Sorcerers draw power from the moon's phases, their magic shifting with its waxing and waning. They wield celestial energies, invoking lunar light for healing or shadowy darkness for control. Their spells reflect the moon's fickle nature, changing from radiant beams to chilling whispers. They embody the moon's duality, a balance of light and shadow, their magic an ethereal dance with the lunar cycle.
Sorcerer - Clockwork Soul
A Clockwork Soul sorcerer channels the meticulous order of Mechanus, their magic precise and predictable. They manipulate fate with gears and cogs, weaving spells of perfect symmetry and calculated effect. Their powers bend reality to a rigid, predictable form, offering both potent control and a stark, unyielding aesthetic. They are often stoic, valuing efficiency and balance above all else, their magic a reflection of the perfect, immutable laws they embody.
Sorcerer - Storm Sorcery
A Storm Sorcerer channels the raw power of tempests. Their magic crackles with lightning, booms with thunder, and whips with gale-force winds. They command the sky's fury, unleashing bolts and summoning storms to overwhelm foes. Their innate connection to elemental chaos grants them swiftness and resilience, allowing them to ride the storm's edge, teleporting amidst the chaos, and surging with electric might. They are living conduits of the storm's wrath, wielding nature's destructive beauty.
Sorcerer - Draconic Bloodline
Born with a spark of draconic power, these sorcerers wield elemental magic tied to their ancestor's scale. Scales might shimmer, eyes gleam, and spells echo roars. They gain resilience, breath weapons, and potent magic, channeling the dragon's might within. Their bloodline shapes their spells, imbuing them with draconic fury.
Sorcerer - Divine Soul
A Divine Soul Sorcerer channels celestial power, blending innate magic with divine gifts. They wield spells from both the sorcerer and cleric lists, healing allies and blasting foes with radiant energy. Their magic is a birthright, a spark of the divine within their blood, allowing them to manifest miracles and unleash holy wrath. They are living conduits of sacred power, shaping fate with every spell.
Sorcerer - Aberrant Mind
An Aberrant Mind sorcerer bends reality with psychic might, their magic stemming from a touch of the Far Realm. Whispers and alien thoughts fuel their spells, warping minds and matter. They command telepathy, project psychic blasts, and subtly manipulate others. Their magic, though potent, carries a chilling, otherworldly aura, often unsettling those nearby. They're a conduit for strange, unsettling power.
Sorcerer - Wild Magic
Wild Magic sorcerers are unpredictable conduits of raw magic. Their spells are potent, but each casting risks unleashing a chaotic surge. A roll on the Wild Magic Surge table determines the outcome, ranging from harmless sparkles to sudden teleportation, or even transforming the caster. This inherent instability makes them thrilling and dangerous, their power a double-edged sword, always a gamble.
Sorcerer - Shadow Magic
A Shadow Sorcerer taps into the Plane of Shadow, wielding its eerie power. Their magic warps reality, conjuring darkness and manipulating shadows. They might summon hounds of shadow, drain life with chilling touch, or even vanish into the gloom. Their origin often ties to a brush with the Shadowfell, leaving them marked by its chilling essence.
Rogue - Inquisitive
A sharp-eyed Rogue Inquisitive excels at uncovering hidden truths. They blend cunning with keen observation, dissecting lies and exploiting subtle tells. Their Insightful Fighting lets them strike with precision, using mental acuity to find weaknesses. They thrive in intrigue, solving mysteries and exposing deceit with a mix of deduction and deadly finesse.
Rogue - Mastermind
A cunning Rogue Mastermind excels in social manipulation and strategic planning. They weave intricate webs of deceit, using charm and intellect to control situations from the shadows. Their expertise lies in granting allies tactical advantages and exploiting enemy weaknesses through calculated schemes, not direct combat. They are the puppet masters of any encounter.
Rogue - Assassin
A shadowy figure, the Assassin Rogue thrives on swift, lethal strikes. Masters of infiltration and disguise, they exploit vulnerabilities with calculated precision. Their expertise in poisons and surprise attacks turns victims into silent, swift casualties. Focused on eliminating key targets, they leave behind only whispers of their deadly presence.
Rogue - Arcane Trickster
A cunning Rogue, the Arcane Trickster blends stealth with subtle magic. They weave illusions and enchantments, enhancing their roguish skills. With spells like mage hand and minor illusion, they manipulate surroundings and distract foes, making them masters of both shadow and arcane trickery
Rogue - Scout
A nimble Rogue Scout excels at wilderness survival and rapid movement. They use skirmishing tactics, striking from afar with ranged attacks, then vanishing into the shadows. Their expertise in nature allows them to navigate treacherous terrain, set traps, and provide crucial battlefield intel. They're masters of ambush and escape.
Rogue - Phantom
A Phantom Rogue whispers to the dead, gaining spectral insights. They harvest soul fragments, "Wails from the Grave," to empower their abilities, dealing necrotic damage and gaining temporary skills. Their connection to death grants them chilling knowledge and a haunting presence. They are masters of infiltration and assassination, leaving behind only whispers and shadows.
Ranger - Gloom Stalker Conclave
Gloom Stalkers excel in darkness, ambushing foes. They thrive in subterranean depths, turning shadows into allies. They strike first, hard, and unseen, mastering initiative and surprise. Their magic enhances their stealth and combat, making them deadly hunters in the dark. They are the boogeymen of the underdark, feared and respected.
Ranger - Monster Slayer Conclave
Monster Slayers hunt abominations, honing skills against supernatural threats. They study weaknesses, wield silvered weapons, and employ protective magic. Their focus: eradicating creatures that defy nature's order, ensuring safety for the innocent. They are relentless, driven by a duty to purge darkness.
Ranger - Swarmkeeper
A Swarmkeeper Ranger bonds with a swirling entity of nature spirits, manifesting as a buzzing, ethereal swarm. This connection grants them unique abilities, enhancing their combat prowess with telekinetic pushes and pulls, and providing a source of versatile utility. They manipulate their swarm to hinder foes, boost their own movement, and deal extra damage, blending martial skill with the wild magic of their insectoid allies.
Ranger - Drakewarden
A Drakewarden Ranger bonds with a draconic spirit, manifesting as a drake companion. They fight alongside this scaled ally, enhancing its abilities and their own with elemental energy. The drake grows, becoming a mount, and both gain draconic resistances. Their connection allows for shared senses and powerful, coordinated attacks, blending nature's resilience with draconic might.
Ranger - Hunter Conclave
Hunters excel at slaying powerful foes. Their features enhance combat prowess, granting bonus damage against wounded targets and defensive boons against larger creatures. Multiattack Defense makes them harder to hit, while Colossus Slayer adds damage to a foe already hurt. Giant Killer allows a reaction attack when a large creature attacks them, and gives advantage to checks against them. They are masters of taking down formidable prey.
Ranger - Horizon Walker Conclave
Horizon Walkers patrol planar boundaries, defending against extraplanar threats. They master teleportation, striking foes across vast distances, and adapt to diverse environments. Their abilities warp space, granting them swift strikes and defensive maneuvers. They're guardians of the multiverse, blending ranger skills with planar magic to protect the Material Plane from interdimensional incursions.
Ranger - Beast Master Conclave
Beast Masters forge a deep bond with an animal companion, fighting as a coordinated unit. The ranger commands their beast, enhancing its attacks and sharing their own tactical insights. This synergy allows for powerful flanking, scouting, and versatile combat roles. The beast becomes an extension of the ranger, a loyal ally in the wild and in battle, their bond a primal force.
Ranger - Fey Wanderer
A nimble Ranger, touched by the Feywild, blends nature's might with otherworldly charm. They traverse realms, befriending spirits and banishing foes with swift bow and silver tongue. Their steps weave through forests and planar rifts, offering solace and steel in equal measure. They are guides and guardians, their magic a whisper of the wild's capricious heart.
Paladin - Oath of Conquest
The Conquest Paladin enforces order through fear and might. Their oath demands subjugation, crushing resistance with an iron fist. Dominate foes, extinguish hope, and impose unwavering control. They wield terror as a weapon, believing only absolute power ensures peace. Their aura radiates dread, compelling surrender or inciting panic. They are the heralds of a grim, enforced calm.
Paladin - Oath of Devotion
A Devotion Paladin swears to uphold the highest ideals of justice and virtue. They are beacons of hope, radiating purity and courage. Their oath binds them to honesty, compassion, and the relentless defense of the innocent. They smite evil with divine might, safeguarding the weak and embodying unwavering faith. Their presence inspires, their actions exemplify, and their purpose is to bring light to darkness.
Paladin - Oathbreaker
A fallen paladin, the Oathbreaker revels in darkness. Their divine power twists, fueling cruelty and undeath. Once bound by sacred vows, they now command shadows and fear, spreading corruption and defying the light they forsook. Their aura radiates dread, a grim testament to broken oaths and the hunger for dark power.
Paladin - Oath of the Ancients
An Oath of the Ancients paladin embodies the light of nature, championing joy and life. They swear to kindle hope, shelter the light, preserve their own light, and pursue joy. They are guardians against darkness, wielding divine power to protect the wild and innocent. Their magic echoes the natural world, fostering growth and healing, and their presence inspires resilience against despair.
Paladin - Oath of Redemption
Oath of Redemption paladins seek peace, not violence. They strive to redeem those who have strayed, offering mercy and understanding. Their tenets emphasize non-violence, patience, and the belief in inherent goodness. They act as shields, absorbing harm to protect others, and use their magic to heal and soothe. They believe even the most wicked can find a path to redemption, and dedicate themselves to guiding them.
Paladin - Oath of the Crown
The Oath of the Crown binds a paladin to the ideals of civilization, law, and loyalty. They serve a sovereign, upholding order and protecting the realm. Their tenets emphasize justice, obedience, and the preservation of society. They are stalwart defenders against chaos, embodying the strength and stability of the crown.
Paladin - Oath of the Watchers
The Oath of the Watchers binds paladins to defend against extraplanar threats. They stand vigilant against aberrations and fiends, safeguarding the mortal realm from otherworldly incursions. Their tenets emphasize unwavering vigilance, loyalty to their ward, and the destruction of corrupting influences. They are the bulwark against the encroaching darkness, ensuring the integrity of reality.
Paladin - Oath of Vengeance
An Oath of Vengeance Paladin is a grim warrior, driven by relentless pursuit of justice and retribution. They swear to punish those who commit grave sins, becoming instruments of divine wrath. Their tenets demand ruthless action against evil, often blurring the lines between justice and vengeance. They are fierce combatants, channeling holy power to smite their foes and protect the innocent, though their methods can be seen as harsh.
Paladin - Oath of Glory
Paladins of Glory pursue legendary feats, driven by a burning desire to etch their names into history. They champion the weak, seeking to inspire others with grand acts of heroism. Their oath demands they face challenges head-on, turning every battle into a spectacle of valor. They believe in the power of their own legend to uplift and protect, embodying the ideal of a shining beacon against darkness.
Monk - Way of the Sun Soul
Sun Soul monks channel radiant energy, blending martial arts with solar power. They unleash searing blasts of light, transforming their fists into ranged sunbolts. They can also manifest a burning aura, searing foes who approach. This path emphasizes radiant damage and ranged combat, offering a fiery alternative to traditional monk styles.
Monk - Way of the Kensei
A Kensei Monk blends martial arts with weapon mastery. They select favored weapons, gaining proficiency and enhanced attacks. Agile and precise, they use Ki to sharpen their strikes, granting bonuses to attack and defense. Their fighting style is fluid, a dance of steel and empty-handed techniques, turning any weapon into an extension of their disciplined body. At higher levels, they can unleash devastating Kensei's Way, striking with supernatural accuracy.
Monk - Way of the Open Hand
Open Hand Monks master martial arts, channeling ki into devastating strikes and serene defense. They manipulate foes, pushing, tripping, or stunning them. Their Flurry of Blows becomes a conduit for these effects. At higher levels, they can heal themselves and even deliver death's touch, a quivering palm that can instantly kill. They embody balance, control, and the focused application of ki to achieve physical and spiritual mastery.
Monk - Way of the Long Death
Monks of the Long Death obsess over mortality, mastering death's touch. They inflict necrotic damage, gaining temporary hit points from slain foes. Their mastery culminates in the Hour of Reaping, a terrifying aura that terrifies and damages nearby creatures. They embrace fear and decay, becoming harbingers of demise, wielding death as a tool.
Monk - Way of the Ascendant Dragon
Ascendant Dragon Monks channel draconic ki, manifesting elemental power. They weave breath attacks, scale their fists for strikes, and gain temporary flight. Their strikes echo with elemental force, and their presence inspires awe or fear. They embody the dragon's essence, blending martial art with elemental mastery.
Monk - Way of the Astral Self
Monks of the Astral Self manifest their ki as spectral limbs, extending their reach and power. They conjure an astral self, channeling cosmic energy for enhanced strikes and senses. Their arms become weapons, allowing for grappling and far-reaching blows. They gain heightened perception, seeing through illusions and sensing unseen threats. They embody the vastness of the astral plane, projecting a fearsome, otherworldly presence.
Monk - Way of Mercy
Monks of the Way of Mercy blend martial arts with healing. They use their ki to mend wounds, cure ailments, and deliver swift, merciful ends to suffering. Hand of Healing restores HP, while Hand of Harm inflicts necrotic damage. Physician's Touch grants conditions removal. Their focus is on balance, offering both life and death as needed, a delicate dance of compassion and consequence.
Monk - Way of Shadow
Shadow Monks blend martial arts with subtle magic. They manipulate darkness, teleport short distances, and strike from unseen angles. Their abilities include Shadow Step, allowing swift movement between shadows, and Shadow Arts, granting spells like Silence and Darkness. They excel at infiltration and assassination, using stealth and surprise to overcome foes. Their focus is on disciplined ki control, used to enhance their shadow-based techniques, making them formidable, elusive fighters.
Monk - Way of the Four Elements
The Way of the Four Elements monk channels elemental power. They manipulate fire, water, earth, and air, shaping them into attacks and defenses. They can blast foes with surging waves, create walls of stone, or unleash fiery fists. This path blends martial arts with elemental magic, allowing for versatile combat and control over the battlefield.
Monk - Way of the Drunken Master
Drunken Masters weave unpredictable, swaying movements into combat. They gain advantage mimicking clumsiness, using it for surprising strikes. Their Drunken Technique enhances mobility and grants temporary hit points. They can redirect attacks, making foes hit each other. This chaotic style turns inebriation into a weapon, blurring the line between stumbling and lethal precision, leaving opponents bewildered and bruised.
Fighter - Cavalier
A noble warrior, the Cavalier excels at mounted combat and protecting allies. With unwavering resolve, they charge into battle, using their martial prowess and tactical mind to control the battlefield. Their expertise in mounted combat allows for swift strikes and defensive maneuvers. They're a bulwark against foes, shielding companions with their unwavering loyalty and imposing presence.
Fighter - Banneret
A Banneret inspires allies, a noble warrior bolstering comrades with rallying cries and tactical acumen. They lead from the front, their presence a beacon of hope, granting temporary hit points and advantage through inspiring surges. Their martial prowess is amplified by their ability to coordinate and uplift those around them, turning the tide of battle with strategic support and unwavering resolve.
Fighter - Psi Warrior
A disciplined fighter, the Psi Warrior blends martial prowess with psychic might. They telekinetically augment strikes, deflect blows with mental force, and even teleport short distances. Focused and controlled, they channel inner energy to enhance their combat abilities, making them a formidable and versatile combatant.
Fighter - Eldritch Knight
An Eldritch Knight blends martial prowess with arcane magic. They're fighters who weave spells into their attacks, enhancing their combat abilities. They can summon weapons, teleport short distances, and cast defensive spells, creating a versatile warrior capable of both striking blows and manipulating the battlefield with limited magical arts.
Fighter - Samurai
A stoic Samurai, disciplined and deadly. Their katana sings a swift, precise song. Focused on honor and combat, they channel their spirit into devastating strikes, bolstering their resilience and striking with unwavering accuracy. A master of both blade and self, they embody the warrior's path.
Fighter - Champion
A stalwart warrior, the Champion excels in raw combat prowess. Their critical strikes are devastating, honed through rigorous training. They possess an unwavering focus, pushing their physical limits to overcome any foe. Simple, yet brutally effective, they embody martial perfection.
Fighter - Rune Knight
A Rune Knight warrior channels ancient giant magic, imbuing their weapons and body with potent runes. They grow massive, unleashing earth-shattering strikes and wielding elemental power. Runes grant defensive wards, enhance strength, or conjure fiery blasts. They're a formidable front-line fighter, shifting size and power to control the battlefield, a living conduit of primordial might.
Fighter - Battle Master
A Battle Master fighter excels in tactical combat. They use maneuvers like Riposte, Pushing Attack, and Precision Attack to control the battlefield, turning every fight into a calculated dance of steel. Their mastery of weapons and strategic thinking allows them to outwit and overwhelm opponents, making them a formidable force. They're not just strong, they're smart fighters.
Fighter - Echo Knight
An Echo Knight summons a shadowy duplicate, their "echo," to fight alongside them. This spectral warrior mirrors their attacks, teleporting and flanking foes. They weave in and out of reality, striking from unexpected angles, using their echo to control the battlefield. They're masters of tactical mobility and coordinated strikes, blurring the lines between physical and spectral combat.
Fighter - Arcane Archer
An Arcane Archer, a Fighter subclass, blends martial prowess with magical archery. They imbue arrows with arcane energy, enabling effects like seeking shots, bursting blasts, or magical bindings. Their skill lies in precise, magically enhanced archery, offering versatile battlefield control and damage. They are masters of ranged combat, weaving magic into each shot.
Druid - Circle of the Shepherd
Shepherd Druids commune deeply with nature's spirit, becoming guardians of the wild. They conjure powerful animal spirits, bolstering allies and directing creatures with potent magic. Their connection to beasts allows them to summon flocks and herds, turning the tide of battle with a surge of primal force. They protect the vulnerable and guide the wild, fostering a harmonious balance.
Druid - Circle of the Moon
Circle of the Moon Druids excel at shapeshifting, transforming into powerful beasts for combat. They gain access to higher challenge rating Wild Shape forms earlier than other Druids. Their combat prowess in beast form is unmatched, allowing them to tank damage and deliver devastating attacks. They are the primal warriors of the Druidic tradition, embodying the ferocity of the wild.
Druid - Circle of Wildfire
Druids of the Circle of Wildfire embrace destruction's rebirth. They channel flames, summoning a Spirit of Wildfire, a fiery companion. They use blazes to heal and scorch, seeing fire as a force of renewal, not just ruin. Their magic weaves ash and ember, igniting growth from devastation.
Druid - Circle of the Land
Circle of the Land druids draw power from specific terrains, gaining spells reflecting their chosen environment. From arctic blizzards to scorching deserts, their magic embodies the land's raw essence. They excel at utility and control, manipulating nature to defend allies and hinder foes, wielding the land's might as their weapon.
Druid - Circle of Dreams
The Circle of Dreams druids weave feywild magic, healing and protecting with gentle power. They offer respite, creating temporary havens with their Balm of the Summer Court. They can teleport via Hidden Paths, and their Hearth of Moonlight and Shadow grants allies temporary hit points and enhanced senses. Their magic embodies the serene, restorative aspects of the Feywild's dreamlike realms.
Druid - Circle of Stars
The Circle of Stars druids draw power from constellations, weaving starlight into their magic. They can manifest starry forms, like the Archer for ranged attacks, the Chalice for healing, or the Dragon for flight. Their Guiding Bolt spell pierces foes, and they can read celestial omens for guidance. They are seers and healers, channeling the cosmos's vast energy to aid their allies and confound their foes.
Druid - Circle of Spores
Druids of the Circle of Spores embrace decay and the cycle of life and death. They wield fungal magic, animating corpses with spores, spreading blight, and bolstering themselves with symbiotic fungi. They see death as a part of nature's balance, not an end. Their power manifests as a cloud of spores, animated fungal servants, and the ability to inflict necrotic damage. They are often reclusive, finding comfort in the quiet, decaying corners of the world.
Cleric - Arcana Domain
Arcana Domain clerics blend divine magic with arcane secrets, wielding spells that manipulate the weave itself. They channel knowledge and power, often focused on protecting magical sites or unraveling arcane mysteries. Their abilities include spell manipulation, resistance to magic, and the ability to turn or destroy aberrations. They are scholarly and often seek to understand the deeper workings of magic, bridging the gap between divine and arcane forces.
Cleric - Nature Domain
Nature Domain Clerics channel divine magic through the natural world. They heal with plant life, command animals, and wield storms. Their spells reflect nature's duality: nurturing growth and destructive force. They often act as guardians of wild places, balancing civilization and wilderness, and may be druidic allies. They gain proficiency in heavy armor and animal handling, reflecting their ability to both protect and understand the wild.
Cleric - Light Domain
Light Domain Clerics channel radiant energy, battling darkness with divine fire. They wield spells to blind foes, heal allies, and unleash searing blasts. Their faith fuels potent light, protecting against shadows and banishing evil. They often serve sun gods or deities of purity, embodying hope and illumination.
Cleric - Twilight Domain
Twilight Clerics blend light and shadow, offering protection and comfort. Their magic weaves radiant blessings with the soothing embrace of dusk. They bolster allies with temporary hit points, dispel fear, and guide through darkness. Channel Divinity creates a sanctuary of dim light, granting advantage on saving throws against charm and fear. They are guardians against the terrors of the night, shining hope in despair.
Cleric - Tempest Domain
A Tempest Cleric channels divine storm power. They're frontline warriors, wielding thunder and lightning. They heal, but also devastate foes with booming spells and martial prowess. They're often devout followers of gods like Talos or Thor, commanding the elements and protecting their allies with crashing waves and howling winds. They're a force of nature, blending divine might with tempestuous fury.
Cleric - Grave Domain
Grave Domain Clerics balance life & death, warding against undeath. They heal the dying, but hasten the truly dead's journey. Their magic targets vulnerabilities, punishing those who defy death's natural order. They are somber guardians, protectors of the cycle, and bringers of final rest.
Cleric - Life Domain
Life Domain clerics are healers and protectors, channeling divine energy to mend wounds and bolster allies. They excel at restoring hit points, preventing death, and supporting the party's survival. Their spells focus on healing and defensive buffs, making them vital in prolonged battles. They are often compassionate, devoted to their deity, and driven to preserve life. They embody the strength and resilience of vitality itself.
Cleric - Trickery Domain
Trickery Clerics weave illusions and subtle magic, favoring deception over direct confrontation. They manipulate perceptions, create distractions, and use guile to achieve their goals. Their spells often involve disguise, misdirection, and summoning illusory duplicates. They are masters of infiltration and subterfuge, serving deities of trickery, chaos, or shadow. They excel at supporting allies with unexpected advantages and hindering foes with bewildering tactics.
Cleric - War Domain
A War Domain Cleric blends divine magic with martial prowess. They're holy warriors, channeling their deity's power into both healing and combat. They wear armor, wield weapons, and inspire allies with divine fervor. Their spells bolster attacks, and their abilities grant martial advantages, making them formidable in battle while remaining a source of divine support. They are the shield and the sword of their faith.
Cleric - Peace Domain
A Peace Domain cleric in is a beacon of tranquility, wielding divine magic to soothe conflict and mend wounds. Their abilities focus on fostering harmony, granting temporary hit points, and creating bonds that share damage. They excel at support, using spells and features to protect allies and defuse hostilities, embodying serenity in a chaotic world.
Cleric - Order Domain
Order Domain clerics wield divine law, bolstering allies with coordinated strikes. Their spells enforce obedience and punish chaos. They can use their Voice of Authority to empower allies after casting spells, allowing extra attacks. They blend martial prowess with divine magic, ensuring order through both healing and combat. Their channel divinity, Order's Demand, compels foes to obey commands.
Cleric - Knowledge Domain
A Knowledge Cleric seeks divine truth. They are scholars and seers, using divine magic to glean secrets and insights. Their spells enhance their intellect, revealing hidden knowledge and manipulating perceptions. They excel in information gathering, divination, and protecting minds, serving as wise advisors and formidable opponents against those who conceal the truth.
Cleric - Death Domain
Death Domain clerics channel negative energy, wielding life's end as a tool. They command necrotic power, bolstering their attacks and harming foes with chilling spells. They may raise undead, though subtly, and their healing is twisted, capable of inflicting as much harm as it mends. They walk a thin line between life and death, often serving gods of mortality and decay.
Cleric - Forge Domain
A Forge Domain Cleric, a holy smith, channels divine power into creation and destruction. They're skilled artisans, blessing weapons and armor, and conjuring fiery magic. Wielding hammer and faith, they mend, build, and smite, embodying the forge's transformative power. Their spells bolster defenses, ignite foes, and craft magical items, all in service to their deity of creation and war.
Bard - College of Glamour
Glamour Bards weave illusions and enchantments, captivating audiences and foes alike. Their magic enhances charisma, granting temporary hit points and compelling obedience. They excel in social encounters, using their spells to charm, deceive, and inspire. Their performances are legendary, blurring the line between reality and fantasy. They can enthrall crowds, turning them into allies or distractions, and use their magic to protect themselves and their companions.
Bard - College of Creation
Weaving reality with song, Creation Bards sculpt tangible wonders. Their melodies birth objects, ephemeral or lasting, from thin air. Performances manifest tools, defenses, or even fleeting creatures. They're artisans of sound, their magic a symphony of making, shaping the world with vibrant, resonant notes. Their art is invention, their music, material.
Bard - College of Valor
A Valor Bard inspires through martial prowess, blending swordplay with song. They bolster allies with combat-focused Bardic Inspiration, granting temporary hit points and weapon/armor proficiencies. War songs enhance their fighting, enabling extra attacks and defensive flourishes. They're frontline leaders, weaving magic into steel, turning battles into epic ballads.
Bard - College of Eloquence
Masters of persuasive magic, Eloquence Bards weave words into potent spells. Their silver tongues charm, deceive, and compel, turning debates into battlefields. Unmatched in social combat, they manipulate foes with logic and rhetoric, eroding defenses and inspiring allies. Their insights are sharp, their arguments irrefutable, and their ability to sway hearts and minds is legendary.
Bard - College of Lore
Lore Bards excel in knowledge and manipulation. They master cutting words, hindering foes while bolstering allies with erudite inspiration. Their magical secrets, gleaned from countless tales, grant them extra spells and expertise. They're masters of information, weaving stories and magic to control the battlefield and unravel mysteries.
Bard - College of Spirits
Spirits Bards weave tales of the departed, their magic drawn from spectral echoes. They channel ghostly energies, offering both chilling whispers and bolstering support. Their performances conjure fleeting apparitions, delivering necrotic damage or granting spectral aid. They use tales of past lives to inspire, frighten, or heal, their instruments resonating with the voices of the dead.
Bard - College of Swords
The College of Swords' bards are bladed virtuosos, weaving steel and song into a deadly dance. Their performances are duels, their music the clash of sharpened edges. They blend acrobatics with precise strikes, turning combat into a breathtaking spectacle. Each parry is a note, each thrust a verse, a whirlwind of motion ending in a flourish, or a fatal cut. They are both artists and warriors, their swords as eloquent as their voices.
Bard - College of Whispers
Whisper Bards weave secrets into deadly art. Their magic manipulates minds, planting fears and sowing discord. They steal shadows, mimic voices, and deliver psychic blades disguised as sweet nothings. Each note a subtle threat, each word a veiled dagger, their performances are as lethal as they are alluring. They leave behind shattered psyches and whispered legends of unseen killers.
Barbarian - Path of the Battlerager
Battleragers, traditionally dwarven warriors, fling themselves into battle, spiked armor whirling. Raging, they become living blurs, dealing damage with every reckless spin. Their spiked armor becomes a deadly weapon, turning themselves into a mobile hazard. They prioritize close combat, thriving in the thick of the fray, a whirlwind of metal and fury.
Barbarian - Path of the Ancestral Guardian
Ancestral Guardians summon spectral warriors, shielding allies and hindering foes. Rage calls forth protective spirits, imposing disadvantage on attacks targeting others. Vengeful spirits strike back, dealing force damage to those who dare harm the protected. At higher levels, the guardians bolster allies, granting temporary hit points and resistance. This path blends tanking and support, channeling ancient might to safeguard the living.
Barbarian - Path of the Giant
The Path of the Giant channels immense power, growing larger and striking with earth-shaking force. You embody elemental might, wielding colossal weapons and unleashing devastating slams. Your rage transforms you, granting size and reach, while elemental infusions enhance your blows. You become a living force of nature, a titan among mortals, crushing foes with primal fury.
Barbarian - Path of the Storm Herald
Storm Heralds channel primal tempestuous forces. Their rage manifests as elemental auras. Desert burns foes, sea chills and pushes, tundra blasts with icy winds. Each path offers unique bonuses, empowering the Barbarian with area damage and control, reflecting the fury of nature's wrath.
Barbarian - Path of the Beast
The Path of the Beast unleashes primal savagery. Barbarians manifest bestial features: claws, fangs, or a tail. These grant enhanced attacks, mobility, and resilience. Shifting forms amplify ferocity, turning rage into a terrifying, animalistic onslaught. The path blends raw power with wild adaptation.
Barbarian - Path of the Zealot
The Zealot roars, a conduit for divine fury. Beyond mortal rage, their strikes are imbued with holy power, leaving foes scorched and broken. Death itself holds little sway; when felled, they rise, fueled by divine zeal, to fight on. Their fervor grants them resilience and a terrifying, unyielding presence, making them a bulwark against darkness.
Barbarian - Path of the Totem Warrior
Totem Warriors channel primal spirits, gaining animalistic powers. Bear grants resilience, Eagle sharpens senses, Wolf aids allies. These spirits enhance rage, offering resistances, mobility, or support. At higher levels, a profound connection manifests, granting potent abilities reflecting their chosen totem.
Barbarian - Path of the Berserker
The Berserker, a Barbarian path, embraces primal fury. Frenzy grants bonus attacks but risks exhaustion. Intimidating Presence forces foes to flee. Mindless Rage shields against charm and fear. They unleash a relentless, violent storm, sacrificing control for raw, destructive power.
Barbarian - Path of Wild Magic
Rage fuels chaotic surges, not just fury. Wild magic tumbles from each outburst, from harmless sparkles to potent, unpredictable effects. Strength and primal magic intertwine, a volatile blend. Each rage is a gamble, a burst of raw power that shifts the battlefield, for good or ill.
Artificer - Battle Smith
A Battle Smith Artificer blends magic and steel, commanding a loyal Steel Defender. They enhance weapons, mend allies, and fight with tactical precision. Their inventions, like enchanted blades and repair bots, turn the battlefield into a personalized workshop. They balance martial prowess with arcane ingenuity, supporting the party with both offense and healing.
Artificer - Artillerist
An Artillerist Artificer wields arcane cannons, crafting turrets for ranged damage or support. They infuse constructs with magic, deploying a Flamethrower or Ballista to blast foes or a Protector to grant temporary hit points. Their inventions are potent, transforming the battlefield with magical artillery. They're a blend of inventor and war mage, focusing on ranged magical firepower and tactical deployment.
Artificer - Armorer
An Armorer Artificer crafts powered suits, becoming a walking arsenal. They choose between the thunderous Guardian for tanking, or the lightning-fast Infiltrator for stealth and strikes. Their armor's infused with magic, enabling ranged attacks and defensive abilities. They're both inventors and warriors, blending arcane science with martial prowess.
Artificer - Alchemist
An Alchemist Artificer brews volatile concoctions, healing draughts, and experimental mutagens. They wield flasks of acid, fire, and restorative elixirs, enhancing allies and hindering foes with their chemical mastery. Their Experimental Elixir provides random buffs, while their spells focus on transmutation and conjuration, turning mundane materials into potent tools.
Artificer
An Artificer tinkers with magic and technology, crafting wondrous devices. They blend arcane knowledge with practical skill, wielding enchanted tools and mechanical constructs. From alchemical potions to complex automatons, their creations are as diverse as their ingenuity. Often eccentric and driven, they push the boundaries of what's possible, seeking to solve problems with their unique inventions.
Wizard
Learned mages who study and cast spells from spellbooks.
Warlock
Spellcasters bound by a pact to supernatural entities.
Sorcerer
Innate spellcasters with magical bloodlines.
Rogue
Stealthy, dexterous adventurers skilled in evasion and subterfuge.
Ranger
Skilled hunter and tracker, proficient with ranged attacks.
Paladin
Holy warriors imbued with divine magic.
Monk
Master of martial arts, using inner force and agility.
Fighter
Skilled in martial arts, versatile with weapons and armor.
Druid
Shapeshifting spellcasters connected to nature.
Cleric
Divine spellcasters devoted to a deity, able to heal and harm.
Bard
Musical mages with a wide range of abilities and spells.
Barbarian
Masters of brute force, harnessing their rage to deliver powerful blows.