recursal/Fanatic-Fandom huggingface dataset:
Samurai

Back to Fighter

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.

### LEVEL 3: BONUS PROFICIENCY

You gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

### LEVEL 3: FIGHTING SPIRIT

Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times. You regain all expended uses of it when you finish a long rest.

### LEVEL 7: ELEGANT COURTIER

Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

### LEVEL 10: TIRELESS SPIRIT

When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

### LEVEL 15: RAPID STRIKE

You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

### LEVEL 18: STRENGTH BEFORE DEATH

Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.
Warrior of the Drunked Master

Back to Monk

## Warrior of the Drunken Master

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

### LEVEL 3: BONUS PROFICINCIES

You gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

### LEVEL 3: DRUNKED TECHNIQUE

You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

### LEVEL 6: TIPSY SWAY

You can move in sudden, swaying ways. You gain the following benefits.

* **Leap to Your Feet.** When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
* **Redirect Attack.** When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

### LEVEL 11: DRUNKARD'S LUCK

You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll.

### LEVEL 17: INTOXICATED FRENZY

You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Sorcerous Vitality

*3rd-Level Abjuration Spell (Sorcerer)*

**Casting Time:** Action

**Range:** Self

**Component:** V, S

**Duration:** Instantaneous

You draw on your innate magic to fill yourself with vitality. You regain a number of Hit Points equal to 2d6 + your spellcasting ability modifier, and if you have any of the following conditions, they end on you: Blinded, Deafened, and Poisoned.

**At Higher Levels.** When you cast this spell using a Spell Slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd.
Resistance

*Abjuration Cantrip (Artificer, Cleric, Druid)*

**Casting Time:** Reaction, which you take in response to you or an ally within 10 feet of you failing a Saving Throw

**Range:** 10 feet

**Component:** V, S

**Duration:** Instantaneous

You channel magical protection to the creature who failed the Saving Throw. That creature can roll a d4 and add the number rolled to the save, potentially turning it into a success.
Poison Spray

*Necromancy Cantrip (Druid, Sorcerer, Warlock, Wizard)*

**Casting Time:** Action

**Range:** 30 feet

**Components:** V, S

**Duration:** Instantaneous

You launch a mist of toxic energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

**Cantrip Upgrade.** This spell’s damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
Warrior of the Sun Soul

Back to Monk

## Way of the Sun Soul

Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

### LEVEL 3: RADIANT SUN BOLT

You can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

### LEVEL 6: SEARING ARC STRIKE

You gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action. You can spend additional ki points to cast Burning Hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

### LEVEL 11: SEARING SUNBURST

You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque. You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

### LEVEL 17: SUN SHIELD

You become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Dragonborn (Gem)

***This is a non-playtest species, speak to your DM before using it***

Whatever their origin, Dragonborn have made homes for themselves on the worlds of the Material Plane. Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned, with horns on their heads. Dragonborn of chromatic ancestry have scales that are black, blue, green, red, or white, whereas Dragonborn of metallic ancestry have scales that are the color of brass, bronze, copper, gold, or silver. Like their draconic ancestors, Dragonborn can exhale acid, cold, fire, lightning, or poison. One can tell the type of energy a Dragonborn breathes by the color of the Dragonborn’s scales.

### DRAGONBORN ADVENTURER TRAITS

* **Creature Type:** Humanoid
* **Size:** Medium (about 5–7 feet tall)
* **Speed:** 30 feet
* **Life Span:** 80 years on average

As a Dragonborn adventurer, you have the following special traits:

* **Draconic Ancestry.** Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestor table. Your choice affects your Breath Weapon and Damage Resistance traits, as well as the look of your Draconic Flight. The chosen dragon also affects your appearance, with you displaying coloration and other features reminiscent of that dragon.

DRACONIC ANCESTOR
 Crystal
 Emerald
 Sapphire
 Topaz

* **Breath Weapon.** When you take the Attack Action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot cone or a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity Saving Throw against a DC equal to 8 + your Constitution modifier + your Proficiency Bonus. On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach the following character levels: 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
* **Damage Resistance.** You have Resistance to the damage type determined by your Draconic Ancestry trait.
* **Psionic Mind.** You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. Your communication doesn’t give the creature the ability to respond to you telepathically.
* **Draconic Flight.** When you reach 5th level, you learn how to channel the magical energy of your Draconic Ancestry to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you are Incapacitated or you retract the wings as a Bonus Action. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the energy used by your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.
Gladiator

* **Ability Scores:** +2 Strength, +1 Charisma
* **Skill Proficiencies:** Athletics, Performance
* **Tool Proficiency:** Smith’s Tools
* **Language:** Orc
* **Feat:** Savage Attacker

Your first few appearances in the gladiatorial pits led you to appreciate every one of the scars you carry from your instructors and sparring partners. Each scar was a lesson that taught you how to best your opponents and curry favor with the crowds your brawls entertained. Your time in the pits left you with a strong hand and a strong heart. You’ll forever share a remarkable bond with the other pit fighters in your stable—humans, dragonborn, dwarves, and orcs—hardened warriors all.

### Equipment

* Chain
* Costume
* Healer’s Kit
* Javelin (x6)
* Smith’s Tools
* Traveler’s Clothes
* 15 GP
Sentinel

***Prerequisite:** 4th Level, Proficiency with Any Martial Weapon*

**Repeatable:** No

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

* **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.
* **Guardian.** Immediately after a creature within 5 feet of you takes the Disengage Action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.
* **Halt.** When you hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the turn.
Cultist

* **Ability Scores:** +2 Intelligence, +1 Charisma
* **Skill Proficiencies:** Arcana, Religion
* **Tool Proficiency:** Disguise Kit
* **Language:** Abyssal
* **Feat:** Magic Initiate (Warlock spell list)

You scarcely recall what drove you into the service of the otherworldly being. Those memories were blotted out long ago by recurrent dreams of midnight gatherings round the obsidian pillar in the glade. By the light of each waning moon, the hierophants instructed you in the being’s creed and the rudiments of the arcane arts. When you came of age, you were ordered to blend in among the nonbelievers and await whatever mission the Great One has in store for you.

### Equipment

* Bell
* Common Clothes
* Dagger
* Disguise Kit
* Lamp
* Robe
* 19 GP
Farmer

* **Ability Scores:** +2 Constitution, +1 Wisdom
* **Skill Proficiencies:** Animal Handling, Nature
* **Tool Proficiency:** Carpenter’s Tools
* **Language:** Halfling
* **Feat:** Tough

You grew up close to the land. Years tending animals and cultivating the earth rewarded you with patience and good health. You have a keen appreciation for nature’s bounty alongside a healthy respect for nature’s wrath. Like any farmers, you made frequent use of the agricultural almanacs produced by the greatest halfling farmers.

### Equipment

* Carpenter’s Tools
* Healer’s Kit
* Iron Pot
* Shovel
* Sickle
* Traveler’s Clothes
* 23 GP
Power Word: Heal

*9th-Level Enchantment Spell (Cleric, Bard)*

**Casting Time:** Action

**Range:** 60 feet

**Component:** V

**Duration:** Instantaneous

A wave of healing energy washes over a creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Dazed, Frightened, Paralyzed, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its reaction to stand up.
Monster Slayer

Back to Ranger

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

### LEVEL 3: MONSTER SLAYER MAGIC

You learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

MONSTER SLAYER SPELLS
 5th
 9th
 13th
 17th

### LEVEL 3: HUNTER'S SENSE

You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

### LEVEL 3: SLAYER'S PREY

You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

### LEVEL 7: SUPERNATURAL DEFENSE

You gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

### LEVEL 11: MAGIC-USERS NEMESIS

You gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can't use it again until you finish a short or long rest.

### LEVEL 15: SLAYER'S COUNTER

You gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Healer

***Prerequisite:** None*

**Repeatable:** No

You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:

* **Battle Medic.** If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
* **Healing Rerolls.** Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
Abjurer

Back to Wizard

Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide their companions against a variety of hostile magic and other attacks.

### LEVEL 3: ABJURATION SAVANT

Choose two Abjuration spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Abjuration spell from the Wizard spell list to your spellbook for free.

### LEVEL 3: ARCANE WARD

You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a Hit Point maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 Hit Points, you take any remaining damage. While the ward has 0 Hit Points, it can’t absorb damage, but its magic remains. Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of Hit Points equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to twice the level of the spell slot expended. Once you create the ward, you can’t create it again until you finish a Long Rest.

### LEVEL 6: PROJECTED WARD

When a creature that you can see within 30 feet of yourself takes damage, you can use your Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage.

### LEVEL 10: SPELL BREAKER

You always have the Dispel Magic spell prepared, you can cast it as a Bonus Action, and you can add your Proficiency Bonus to its ability check.

### LEVEL 14: SPELL RESISTANCE

You have Advantage on saving throws against spells, and you have Resistance against the damage of spells.
Conjure Celestial

*Level 7 Conjuration (Cleric)*

**Casting Time:** Action

**Range:** 90 feet

**Components:** V, S

**Duration:** Concentration, up to 10 minutes

You summon the protective presence of a Celestial spirit, which manifests as a pillar of divine light that shines in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Bright Light fills the Cylinder, and when you Move on your turn, you can also move the Cylinder up to 30 feet. When a creature enters the Cylinder for the first time on a turn or starts its turn there, you can bathe that creature in one of the following lights:

* **Healing Light.** The creature that isn’t an Undead or a Construct regains Hit Points equal to 4d12 plus your spellcasting modifier. A creature can be healed by this light only once per casting of this spell.
* **Searing Radiance.** The creature must make a Dexterity saving throw, taking 8d12 Radiant damage on a failed save or half as much damage on a successful one.

**At Higher Levels.** When you cast this spell using a spell slot of level 8 or higher, the healing and damage increase by 1d12 for each slot level above 7.
War Caster

***Prerequisite:** 4th Level, Spellcasting or Pact Magic Feature*

**Repeatable:** No

You have practiced casting spells in the midst of combat, granting you the following benefits:

* **Ability Score Increase.** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* **Concentration.** You have Advantage on Constitution Saving Throws that you make to maintain your Concentration.
* **Reactive Spell.** When a creature provokes an Opportunity Attack from you by moving out of your Reach, you can use your Reaction to cast a Spell at the creature, rather than making an Opportunity Attack. The Spell must have a casting time of one Action and must target only that creature.
* **Somatic Components.** You can perform the Somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
Path of the Wild Heart

Back to Barbarian

Barbarians who follow the Path of the Wild Heart view themselves as kin to the animal inhabitants of the natural world. They learn magical means to connect and communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.

### LEVEL 3: ANIMAL SPEAKER

You can cast the Beast Sense and Speak with Animals spells, but only as Rituals. Wisdom is your spellcasting ability for them.

### LEVEL 3: RAGE OF THE WILDS

Your Rage taps into the primal power of animals. You gain one of the following options of your choice. Whenever you gain a Barbarian level, you can change your choice.

* **Bear.** When you activate your Rage, choose two damage types, other than Force or Psychic. You have Resistance to the chosen types until the Rage ends.
* **Eagle.** When you activate your Rage and as a Bonus Action while it’s active, you can take both the Disengage and the Dash action.
* **Wolf.** While your Rage is active, your allies have Advantage on melee attack rolls against any enemy of yours within 10 feet of you.

### LEVEL 6: ASPECT OF THE WILDS

You gain one of the following options of your choice. Whenever you gain a Barbarian level, you can change your choice.

* **Elephant.** You gain proficiency in the Athletics or Insight skill. If you already have proficiency in the skill, you gain Expertise in it instead.
* **Owl.** You gain proficiency in the Investigation or Perception skill. If you already have proficiency in the skill, you gain Expertise in it instead.
* **Spider.** You gain proficiency in the Stealth or Survival skill. If you already have proficiency in the skill, you gain Expertise in it instead.

### LEVEL 10: NATURE SPEAKER

You can cast the Commune with Nature spell, but only as a Ritual. Wisdom is your spellcasting ability for it.

### LEVEL 14: POWER OF THE WILDS

You gain one of the following options of your choice. Whenever you gain a Barbarian level, you can change your choice.

* **Lion.** While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian with this feature.
* **Falcon.** While your Rage is active, you have a Fly Speed equal to your Speed, provided you aren’t wearing any armor.
* **Ram.** While your Rage is active, when you hit a Large or smaller creature with a melee attack, it must succeed on a Strength saving throw (DC equal to 8 + your Proficiency Bonus + your Strength modifier) or have the Prone condition.
Dual Wielder

***Prerequisite:** 4th Level, Proficiency with Any Martial Weapon*

**Repeatable:** No

You master fighting with two weapons, gaining the following benefits:

* **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.
* **Enhanced Dual Wielding.** When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that Weapon lacks the Two-Handed property.
* **Quick Draw.** You can draw or stow two Weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
Diviner

Back to Wizard

The counsel of a Diviner is sought by those who seek a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness so you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

### LEVEL 3: DIVINATION SAVANT

Choose two Divination spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Divination spell from the Wizard spell list to your spellbook for free.

### LEVEL 3: PORTENT

Glimpses of the future begin to press in on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any d20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.

### LEVEL 6: EXPERT DIVINATION

Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell of level 2 or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than level 5.

### LEVEL 10: THE THIRD EYE

You can increase your powers of perception. As a Bonus Action, choose one of the following benefits, which lasts until you start a Short Rest or Long Rest. You can’t use this feature again until you finish a Short Rest or Long Rest.

* **Darkvision.** You gain Darkvision out to a range of 120 feet.
* **Greater Comprehension.** You can read any language.
* **See Invisibility.** You can cast See Invisibility without expending a spell slot.

### LEVEL 14: GREATER PORTENT

The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two.
Lamya

**Lamya** or Lamja is a creature from the mythology of the South Slavs.

## Etymology

The name Lamja comes from the Greek word lamina (Greek: λάμια), which means evil spirit. Also, the name Lamja comes from the name of the ancient Greek mythological character Lamia. Names similar to lamia are also found among Cincars (the name llama), as well as among Albanians the name lamj (Alb. lamj). This method was also transferred through the Latin language and into some other European languages, for example in the Czech language, where the name lamie (Czech. lamie) appears, which can denote a mythological being similar to a vampire or a witch.

In some regions, other names for llama can be found, such as:

in Serbia: lamnja;

in Macedonia: lamna (Mkd. lamna);

in Bulgaria: dog-lamja (Bug. kučka-lamja), lamna lizard (Bug. lamna gušterica), lamnia (Bug. lamnia), lamnja (Bug. lamnya), lyalšja (Bug. лялшя), sofra-lamja (Bug. sofra-lamja) and sura lamja (Bug. sura lamja).

In folklore, personal names for individual llamas can often be found (which is similar to legends related to fairies). That's how lamja is called in Macedonia: Lunja (in the vicinity of Bulacan), Gila (in the vicinity of Kratovo); in Bulgaria: Zlinja (Bulg. Злиня).

Also in some regions, lamja can be a synonym for dragon, zmaj, or ala.

## Trivia

Belief in the existence of this mythological creature is widespread among the inhabitants of Serbia (Southern and Eastern Serbia), Macedonia, and Eastern and Southwestern Bulgaria.
Horizon Walker

Back to Ranger

Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.

### LEVEL 3: HORIZON WALKER MAGIC

You learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

HORIZON WALKER SPELLS
 5th
 9th
 13th
 17th

### LEVEL 3: DETECT PORTAL

You gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest.

### LEVEL 3: PLANAR WARRIOR

You learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

### LEVEL 7: ETHEREAL STEP

You learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

### LEVEL 11: DISTANT STRIKE

You gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

### LEVEL 15: SPECTRAL DEFENSE

Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Spell Sniper

***Prerequisite:** 4th Level, Spellcasting or Pact Magic Feature*

**Repeatable:** No

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

* **Ability Score Increase.** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* **Bypass Cover.** Your Attack Rolls for Spells ignore Half Cover and Three-Quarters Cover.
* **Casting in Melee.** Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with Spells.
* **Increased Range.** When you cast a Spell that has a range of at least 10 feet and that requires you to make an Attack Roll, you can increase the Spell’s range by 60 feet.
Keen Mind

***Prerequisite:** 4th Level, Intelligence 13+*

**Repeatable:** No

You have trained to rapidly recall or discover vital details, granting you the following benefits:

* **Ability Score Increase.** Increase your Intelligence score by 1, to a maximum of 20.
* **Lore Knowledge.** Choose one of the following Skills: Arcana, History, Investigation, Nature, or Religion. If you lack Proficiency in the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.
* **Quick Study.** You can take the Study Action as a Bonus Action.
Epic Boon of Energy Resistance

***Prerequisite:** 20th Level, Expert or Mage Group*

You gain the following benefits:

* **Ability Score Increase.** Increase your Constitution, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
* **Energy Resistances.** You gain Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can meditate and change those choices.
* **Energy Redirection.** When you take damage of a type to which you have Resistance, you can use your Reaction to direct damage of the same type toward another creature you can see within 60 feet of yourself that isn’t behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC equals 8 + your Proficiency Bonus + the ability modifier of the score increased by this feat) or take damage equal to 2d12 + your Constitution modifier
Talason

**Talasons** are a type of avets that are attached exclusively to buildings, never to the people who live in them.

## Trivia

According to belief, it is always the soul of a relative, not the soul of an ancestor. It is believed that when builders build a living person into the foundation, his soul remains permanently attached to that building as its good or evil protector - Talason. Talason can also become some careless passer-by whose shadow falls on the foundation. The one whose shadow is walled up usually falls ill and dies in forty days.

These mythical creatures are good spirits in Serbian tradition. They guard buildings - houses, stables, barns... they will not do any harm to the householders or visitors. If, of course, the visitors are benevolent. If someone approaches the house with bad intentions, the Talason becomes evil. He is the guardian spirit and protects the building from all bad people.

Vlachs in Serbia believe that Talasons were once created by voluntary sacrifice. Old people, who were nearing death, asked their relatives to wall them in the house alive so that their souls would protect the house from evil demons. The spirit of the victim becomes the protector of the new building - the Talason.

There is a belief that bad luck will follow those who are the first to get married in a newly built church. As common sense understands, one should look for the one who will become the protector of the church among the first newlyweds. This is one of the numerous examples of the mixing of the old faith and Christianity.

A Talason never leaves the building it guards and exists as long as that building exists. According to some beliefs, the Talason can be magically released with the help of a raskovnik. Raskovnik is a magical herb that unties everything that is tied, including these magical ties. Talason is usually benevolent, but it can also be evil and dangerous if someone tries to rob, damage, or demolish the building it protects.
Polearm Master

***Prerequisite:** 4th Level, Proficiency with Any Martial Weapon*

**Repeatable:** No

You have trained extensively with pole weapons that have Reach, granting you the following benefits:

* **Ability Score Increase.** Increase your Strength score by 1, to a maximum of 20.
* **Pole Strike.** Immediately after you take the Attack Action and attack with a Weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a Melee Attack with the opposite end of the Weapon. The weapon’s damage die for this attack is a d4, and it deals Bludgeoning Damage.
* **Reactive Strike.** While you are holding a Weapon that has the Heavy and Reach properties, you can use your Reaction to make one Melee Attack against a creature that enters the Reach you have with that Weapon.
Conjure Elemental

*Level 5 Conjuration (Druid, Wizard)*

**Casting Time:** Action

**Range:** 60 feet

**Components:** V, S

**Duration:** Concentration, up to 10 minutes

You summon an Elemental spirit that fills a 10-foot Cube within range. The spirit lasts for the duration and is composed of air, earth, fire, or water (your choice) when you cast this spell. When a creature hostile to you Moves within 5 feet of the spirit, you can make a melee spell attack against that creature. On a hit, the target takes 8d8 damage of a type determined by the spirit’s element: Bludgeoning (earth), Cold (water), Fire (fire), or Lightning (air). If the target is a Large or smaller creature, it is also pulled into the Cube and has the Restrained condition. At the start of each of its turns, the target must make a Strength saving throw against your spell save DC. On a success, the target frees itself. On a failure, the target takes 4d8 damage of the same type as the spell attack. The spirit can have only one creature restrained at a time.

**At Higher Levels.** When you cast this spell using a spell slot of level 6 or higher, the damage increases by 2d8 for each slot level above 5.
Path of the Zealot

Back to Barbarian

For Barbarians who walk the Path of the Zealot, their Rage is not merely a connection to nature; it is a gift from a god. These Barbarians often experience their Rage as an ecstatic experience of union with their gods, infusing them with divine power to pursue the gods’ purposes in the world.

### LEVEL 3: DIVINE FURY

You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.

### LEVEL 3: WARRIOR OF THE GODS

A divine entity helps ensure you can continue to fight. When a spell or magic item restores any of your Hit Points, you can roll a d12 and regain additional Hit Points equal to the number rolled. You can use this benefit a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. In addition, if a spell, such as the Raise Dead spell, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need Material components to cast the spell on you.

### LEVEL 6: FANATICAL FOCUS

If you fail a saving throw while your Rage is active, you can reroll it, and you must use the new roll. You can use this feature only once per active Rage.

### LEVEL 10: ZEALOUS PRESENCE

As a Bonus Action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain Advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a Long Rest. If you’ve run out of uses of this feature, you can expend a use of your Rage to activate Zealous Presence instead of Rage.

### LEVEL 14: RAGE BEYOND DEATH

When your Relentless Rage successfully restores your Hit Points, you can assume the form of a spectral warrior. While in this form, you gain the following benefits:

* You have a Fly Speed equal to your Speed and can hover. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
* When you’re hit by an attack roll, you can use your Reaction to turn that hit into a miss. The form lasts for 1 minute or until you regain any Hit Points or drop to 0 Hit Points. Once you use this feature, you can’t do so again until you finish a Long Rest.
Spare the Dying

*Necromancy Cantrip (Cleric, Druid)*

**Casting Time:** Action

**Range:** 15 feet

**Components:** V, S

**Duration:** Instantaneous

Choose a creature within range that has 0 Hit Points yet is alive. The creature becomes Stable.

**Cantrip Upgrade.** The spell’s range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Dwarf

Resilient like the mountains, dwarves were raised up from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others— that god gave dwarves an affinity for stone and metal and for living underground. Squat and often bearded, the original dwarves carved cities and strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds—especially of the little overcoming the mighty.

### DWARF TRAITS

* **Creature Type:** Humanoid
* **Size:** Medium (about 4–5 feet tall)
* **Speed:** 30 feet
* **Life Span:** 350 years on average

As a Dwarf, you have these special traits:

* **Darkvision.** You have Darkvision with a range of 60 feet.
* **Dwarven Resilience.** You have Resistance to Poison Damage. You also have Advantage on saving throws you make to avoid or end the Poisoned Condition on yourself.
* **Dwarven Toughness.** Your Hit Point Maximum increases by 1, and it increases by 1 again whenever you gain a level.
* **Forge Wise.** Your divine creator gave you an uncanny affinity for working with stone or metal. You gain Tool Proficiency with two of the following options of your choice:
	+ Jeweler’s Tools
	+ Mason’s Tools
	+ Smith’s Tools
	+ Tinker’s Tools.
* **Stonecunning.** As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching such a surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

#### DWARVES OF MANY WORLDS

On some worlds in the multiverse, the first dwarven settlements were built in hills or mountains, and the dwarven families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. Oerth and Krynn (the worlds of the Greyhawk and Dragonlance settings, respectively) are examples of worlds that have such dwarven communities. In other worlds, dwarves have given themselves other cultural designations. For example, on the continent of Faerûn in the Forgotten Realms, the dwarves of the south call themselves gold dwarves, and the dwarves of the north are shield dwarves.
Dungeons and Dragons 5.5 Wiki

**Welcome to the Dungeons and Dragons 5.5 Wiki!**
Collection of latest playtest information for the (OneD&D) D&D 5.5 playtest

We're a collaborative community website about Dungeons and Dragons 5.5 that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Playtest Character Builder

Now that the Dungeons and Dragons 5.5 (OneD&D) playtest has been going for nearly a year there have been a lot of different documents released.

If you want to build a character it can be difficult to find the most up to date rules for each part, we have taken the time to combine the playtest materials into a Wiki, almost all of the information on here is copy and pasted from the referenced playtest documents, the only amendments we have made is when an older document is superceeded by a newer document, I.e. the word 'Race' has been replaced with 'Species' and any mention of the 3 spell lists (Arcane, Primal, and Divine) have been replaced with the current playtest rules of 5e Class spell lists.

You won't find older information, only the latest version that WotC have released, I.e. Cleric from the 2nd playtest document has been overwritten by Cleric from the 6th playtest document.

We have also included the RULES GLOSSARY and NEW/REVISED SPELLS that gets updated on most releases, these pages have the most up to date version of each rule/spell.

For ease we have included other WotC subclasses and races that are marked as 'Non-Playtest' that can be used according to the playtest document, they are the most recent released version I.e. from 'Tasha's Cauldron of Everything' or 'Monsters of the Multiverse'.

The links below will help you get started in building a character, follow them in order, along with guidance from your DM, to have a legal 5.5 playtest character.

Happy playtesting!

* Class
	+ Ability Scores
		- Artificer (Non-Playtest)
		- Barbarian
		- Bard
		- Cleric
		- Druid
		- Fighter
		- Monk
		- Paladin
		- Ranger
		- Rogue
		- Sorcerer
		- Warlock
		- Wizard
* Origin
	+ Species
	+ Language
	+ Background
		- Feats
* Weapons

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Prayer of Healing

*2nd-Level Abjuration Spell (Cleric, Paladin)*

**Casting Time:** 10 minutes

**Range:** 30 feet

**Component:** V

**Duration:** Instantaneous

You utter an extended prayer of restoration. Choose a number of willing creatures equal to your Spellcasting Ability Modifier (minimum of 1). Each of those creatures who remains within range for the Spell’s entire casting gains the benefits of a Short Rest and also regains 2d8 Hit Points, and a creature can’t be affected by this Spell again until that creature finishes a Long Rest.

**At Higher Levels.** When you cast this Spell using a Spell Slot of 3rd level or higher, the healing increases by 1d8 for each slot above 2nd.